Bio Engineer Archive

Thread: BE Skill Tapes

etopia
Thu Feb 05, 2004 10:03 am
#1

I have a question concerning the clothing & armor attachments that are found as loot in various places throughout the galaxy - particulary in the debris piles in various caves. These items are designed to be added to pockets in clothing & armor attachments. I have seen enhnacements for every crafting profession but one - the BE profession! I have looted or seen enhancements that add to droid experimentation, armor experimentation, weapon, food, clothing, medical, combat medic, artesian, and architect experimentation. But have NEVER seen or heard of one for BIo-engineer experimentation. I have looted or seen ones for droid assembly, armor assembly, weapon, food, clothing, medical, combat medic, artesian, and architect assembly, but have NEVER seen one for Bio-enginering assembly. I have seen skill enhancements such as musical mind enhnacement, wound healing dancing, creature taming, but have NEVER seen or heard of one for Bio-engineer DNA sampling, for example. I have questioned many players concerning the existence or lack thereof of these enhancements, including players that camp on the debris for days on end, but none have ever seen a Bio-engineer attachment of any kind. And, as a mater of fact, some of the attachments that are found compete DIRECTLY with the tissues that a BE can produce, but yet BE skill enhancing attachments do notseem to exist to help level the playing field with the other crafting professions.

I submitted a customer service ticket asking for an explanation as to why no BE enhancement tapes exist, and received this response: "We do not have a direct question to your question about BE skill tapes. [go figure] If you would like to send feedback to the dev team, you may voice your opinion to SWG Support [gives address] or to the forum boards [gives web address]."

This is my opinion - what gives? Why the discrimination to the BE profession?


Ebacca


Master Bio-engineer, Tarquinas server



NancyJ
Thu Feb 05, 2004 10:05 am
#2

Beacause skill tapes were added to the game before Bio Engineers




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etopia
Thu Feb 05, 2004 11:34 am
#3

Thanks for the answer Nancy That is understandable - I can definately relate to new additions after code development, and am glad we have these new additions! I couldn't have been a BE without them! And as a matter of fact, I didn't know that the tapes preceeded the BE profession.


But I certainly hope that would not be the Dev's response! I work in accounting/programming and we add new cost classes every fiscal year. If I told my boss I couldn't analyze, say contractor travel costs, because that cost class was added after I wrote my program, my arse would be fired so fast, I wouldn't have time to take my Star Wars posters off the wall before I was escorted outta there! I hope the Dev's/programmers have a better explanation than their code is too old to incorporate newdevelopments (and BE's have been around quite sometime now).


NancyJ
Thu Feb 05, 2004 12:08 pm
#4

Its not that the code is too old to have changes implemented - but there are *many* more things higher on the priority list than skill tapes for us - would you rather have had none of the wonderful changes to the profession and had skill tapes instead?




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RealTwisted001
Thu Feb 05, 2004 12:12 pm
#5


But I certainly hope that would not be the Dev's response! I work in accounting/programming and we add new cost classes every fiscal year. If I told my boss I couldn't analyze, say contractor travel costs, because that cost class was added after I wrote my program, my arse would be fired so fast, I wouldn't have time to take my Star Wars posters off the wall before I was escorted outta there! I hope the Dev's/programmers have a better explanation than their code is too old to incorporate newdevelopments (and BE's have been around quite sometime now).



Welcome on the wonderful world og SWG

etopia
Thu Feb 05, 2004 7:30 pm
#6

Mira, thanks for your thoughts, and I'd say you are right on the money. Pituful -when you'd think this programming team would be the cutting edge, it appears they cutonly cornersat the expense of solid code writing.



DialUp
Fri Feb 06, 2004 1:53 am
#7






etopia wrote:

But I certainly hope that would not be the Dev's response! I work in accounting/programming and we add new cost classes every fiscal year. If I told my boss I couldn't analyze, say contractor travel costs, because that cost class was added after I wrote my program, my arse would be fired so fast, I wouldn't have time to take my Star Wars posters off the wall before I was escorted outta there! I hope the Dev's/programmers have a better explanation than their code is too old to incorporate newdevelopments (and BE's have been around quite sometime now).








If they had used solid OOP (object ooriented programming) techniques, adding BE skill tapes would be as simple as a 30 second data entry.


It is very obvious that the code, in whole, in not dynamic at all. Almost all of the stuff they say they can't do, should easily be done. Like when TH stated the devs say there is no way to determine who killed you (pvp issue). All they would have to do, with classes I write, is simply add one 1 attribute/property to the "player class/object". It would be a simple property that holds a value that equates to who/what attacked me last. Then add a simple function to the attack engine that inserts that data after polling it from the attacker. Now it would be easy to determine who killed me last. This would take all but a few well thought out minutes to add and could be 100% dynamic.


The same goes for adding BE skill tapes. If the code was hammered out with true OOP, this game would be flawless and and bugs or changes could be made/fixed with ease. However, this game appears to be slopped and patched together with reckless abandon.


Don't get me wrong, the game is still fun to play. It is just way below any business world programming standards...


DialUp
Fri Feb 06, 2004 2:54 am
#8






NancyJ wrote:
You guys obviously have no concept of how much code goes into a game like this - to say it would be a 30 second job is laughable.




I am no game programmer but I am a programmer nonetheless. I can tell from experience, the SEA system can be designed with a single generic object. With that object, any bonus could be added to it with a simple data entry. If designed right, all the serial number routines and whatever else is involved, would be 100% resuable and have a very nice side effect of being dynamic. Therefore, a new bonus could be generated on the fly. The problem is with the concept and implementation of the core engines. As much I hate going through the trouble of using UML, these guys should have...



BTW - TH is a good guy IMO


Chaice
Fri Feb 06, 2004 2:57 am
#9

They dont do something like that due to the mass duping issues and exploits that can occur... as a matter of fact you can tell when they implemented this with krayt tissues having serial#'s....If they did that with skill tapes... the economy would be devestated...
NancyJ
Fri Feb 06, 2004 4:32 am
#10

I am a games programmer and I know how things can go so terribly wrong unexpectedly if you just add something on the fly that *SHOULD* work and then for some reason it doesnt - it can cause major problems, if somethings worth doing then its worth taking the time to do it properly and make sure it works - remember if something can be exploited people will.
Players will do things you cant predict.




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Linoric
Fri Feb 06, 2004 12:17 pm
#11

I do belive this should be moved to one of the Top 5 Prof issues after the patch goes live!



.......................Slee'ak Master of the Grind/Tempest.......................
..Come See Barter Town where all the Master Crafters hang out..
...........Tempest Tatooine 300 -2675 Just outside of Bestine...........
Numen
Fri Feb 06, 2004 12:21 pm
#12






NancyJ wrote:
Its not that the code is too old to have changes implemented - but there are *many* more things higher on the priority list than skill tapes for us - would you rather have had none of the wonderful changes to the profession and had skill tapes instead?





If I heard a responce like that from a dev I would finally know they aren't good programmers.


The medical experimentation skill tape is probably 1 line in the database. Same with all the other skill tapes. Adding in skill tapes for those skills that don't have any shouldn't be a huge time issue.



Amandil Morier - Tempest - Master Chef
NancyJ
Fri Feb 06, 2004 1:35 pm
#13

You guys obviously have no concept of how much code goes into a game like this - to say it would be a 30 second job is laughable.
True, it probably wont take that long, to add, but every time the code is changed it needs to be tested, any little change can cause bizarre and unusual consequences especially if just thrown in in 30 seconds.
When an item is created in the game its not just a reference to an item in an object database - items are created dynamically with their own unique serial numbers, its a massive undertaking and afaik, unique to SWG. And thats why stuff goes wrong.
The devs are busy people and everyone wants their professions issues fixed, its not a game breaking issue. How many times have any of us had so much to do that something doesnt get done, even if it would only take 10 minutes - it doesnt get done because you have so much else to do.
And TH talks out of his arse 99% of the time and doesnt even think about what he's saying eg.

Th tells us that we cant have decay removed for PvP deaths because the system doesnt detect whether you're killed in PvP or PvE, he tells us that the system doesnt differentiate between the two - however they are removing the need to reinsure after a PvP death - now this doesnt make any sense at all, obviously the system can tell the difference between PvP and PvE death, I think the devs are fobbing TH off with escuses to shut him up becase they dont want to take out the decay for PvP and he's too dumb to realise that what he's posting makes no sense.




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