Bio Engineer Archive
Thread: Bioengineer Issues List August
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NancyJ
Sat Aug 14, 2004 4:13 am
#1
Ok its been 6 months since the last one of these so I figured its about time we had a new one.
If you have anything to add to the list, reply and I'll update the list
Old Issues still current
New Issues
If you have anything to add to the list, reply and I'll update the list
Old Issues still current
- Cloning,Gameplay,"Diversity - While the revamp to cloning has greatly improved this, there is still the desire for more skins. In particular there are still no snake or flier skins and only one primate skins."
- Cloning,Bug,"We were told full-grown size will vary greatly depending on the final stats, this does not appear to be working correctly."
- Cloning,Gameplay,Colors do not always stay once a clone is tamed
Cloning,Gameplay,"Currently, once a clone is tamed, it no longer retains the creator's mark. A BE'd pet should display who made it as well as the owner. " - Cloning,Gameplay,"Documentation - the advanced BE guide was written by the
community, we would like some official documentation please" - Cloning,Gameplay,why isn't CL it listed on the Generic DNA Template? It is difficult to
gauge whether a dna template is going to yield the desired CL on the final clone. - Cloning,Bug,There are reports that some pets don't keep the color given to them in the crafting process
Cloning,Bug,"Certain attacks, namely AOE attacks will not transfer to the clone. The thought is that this is by design, but we would appreciate official word on this. " - DNA Sampling,Gameplay,Many feel the mind cost for sampling is way too high.
- DNA Sampling,Gameplay,"Once we sample a creature to death, we can no longer harvest resources from the corpse. Given the need for meat, we'd like to be able to harvest from creatures we've killed in this fashion. "
- DNA Sampling,Development Request.,"Storage - Storage is still an issue.
Have submitted proposal on this issue. " - DNA Sampling,Gameplay,Why does our DNA sampling now seem to cap at CL 75 when we used to be able to sample from anything in the game?
- DNA Sampling,Gameplay,CL is missing from DNA Samples
- Tissues,Gameplay,Resource availability - yield on eggs, fish and mollusks
is still too low to be useful - Tissues,Bug,"Quality of BEC/ABEC and LS/ALS have no effect on the
quality of Pet Vitality Medpacks. Was this intentional? " - General,Gameplay,Skill tapes - there are currently looted skilltapes for every crafting profession except BE.
New Issues
- Cloning, Bug, Pyollian Cake has no effect on the assembly roll for Generic
DNA Templates
Cloning, Gameplay, There are no BE specific assembly bonuses, meaning BE's
have no way to reduce their crit fail rate - Cloning, Bug, Pet validity checks are not working as intended, it is still
possible to create overpowered pets that are valid and underpowered pets
that are invalid. - Tissues, Bug, The schematics for BE products list the experimental
attributes as 33 OQ, 33 PE and 33 FL, the correct formula is 50 OQ, 30 PE,
20 FL - Tissues, Gameplay, The resource requirements for the non-nutrient chef
tissues need re-evaluating, nutrients are the most desirable chef tissues
and are the easiest to make, the other tissues are not worth the effort to
make due to the difficulty in obtaining large quantities of specific
creature resources - Tissues, Gameplay, The resource requirements for tailoring tissues follow
the same pattern as chef tissues, the least in demand tissues have the worst
resource requirements, eg. Eggs for Entertainer tissues and Milk for CH
tissues. - Tissues, Gameplay, The tailor tissues we have are currently underutilized
with only a few of them being really popular (melee/Stun defense,
Injury& Wound treatment are most popular, the others are much less so) - DNA Sampling, Bug, DNA sampling can cause a covert factioned BE to be
teffed if the creature he is sampling attacks an overt player - DNA Sampling, Gameplay, Failure rate at MBE is too high (15% (experimental
data) failure on gnorts
) - DNA Sampling, Gameplay, Diversity, there is a lack of sample-able
creatures at the top end, there are only 3 creatures in game between cl
70-75 and 2 are rare spawns. Mutant Rancor is pretty much the *only* option
for high level DNA. Between the levels of 60-70 there are 5 creatures and 1
is a lair boss. So there are only realistically 5 creatures to sample
between the levels of 60 and 75
- General, Gameplay, DNA samples do not show the creature donor on the
inventory listings, this is just as important, if not more than the quality
of the DNA - DNA Sampling, Gameplay, no unique error messages for sampling creatures out of the sample-able range of CLs and for a full inventory, message is just 'fail'
- Cloning, Gameplay, certain skins have minimum levels, it would be useful for this to be reflected in the crafting UI
- Cloning, Gameplay, previous to the revamp critical fails returned DNA, why was this taken out?
Message Edited by NancyJ on 08-15-2004 08:55 AM
Message Edited by NancyJ on 08-18-2004 06:45 AM
Distaste
Sat Aug 14, 2004 4:46 am
#2
Forgot that DNA sampling experiance doesn't transfer into any Force Sensitive experiance points(i vote for combat points since your out in the field getting into trouble lol)
Suenr
Sat Aug 14, 2004 7:30 am
#3
Just a thought on size. How about asking them if adding a size selector at the color selection stage is possible. If we can select the color, why not the size? I also hate the thought that my pet may be big just because it is more powerful. I prefer smaller pets most of the time, and some customers would prefer larger mounts (for those that use mounts).
GMANHNC
Sat Aug 14, 2004 1:00 pm
#4
Good job Nancy, Nice Work, I am sure that was fairly time consuming. What about more colors/ two tones and the size bar is good too.
Amana
Sat Aug 14, 2004 8:35 pm
#6
That pretty much sums up all the stuff I would say for issues. My main one is the sampling creature thing and the clothing attachments. I really feel that i'm hindered when I experiment on genetic templates. If we can't get SEA's maybe we could get some more skill points to use for our genetic experimentations
. Also a quick idea that would be worth while is since we BE's can scan critters for particular items can we scan them and figure out what lvl they might be something to give us an estimate instead of gaging from the ferocity lvl?
Inkanissen
Mon Aug 16, 2004 3:24 am
#7
The DNA storage issue, how about we get a Master BE building that can store 150 DNA samples and takes 1 lot? Requirement to place is MBE, and only DNA can be stored in there. Some kind of a large cooling house with say ten fixed containers inside to store DNA.
Greywulf0
Mon Aug 16, 2004 11:01 am
#8
Master scouts are able to see the CL on creatures. Since you need one line and most people get two lines of scouting for BE, you can spend a few points and master scout if you want to see the CL.
Amana wrote:
That pretty much sums up all the stuff I would say for issues. My main one is the sampling creature thing and the clothing attachments. I really feel that i'm hindered when I experiment on genetic templates. If we can't get SEA's maybe we could get some more skill points to use for our genetic experimentations. Also a quick idea that would be worth while is since we BE's can scan critters for particular items can we scan them and figure out what lvl they might be something to give us an estimate instead of gaging from the ferocity lvl?
PurpleWarrior
Mon Aug 16, 2004 12:21 pm
#9
With the onset of the 'Merchant Revamp' I feel we should add our concerns about "how do we sell stuff now?"
One 50 item vendor is nowhere near enough for a BE, and why should we have to take 15 points of novice artisan and 3 boxes to be able to sell things when we're a crafting profession? The other crafters have the advantage of already being in the artisan tree.
We need some way to sell our tissues and pets without being steered towards buying an Alt. account to make a merchant on, imo 
ArthurDentOnBria
Mon Aug 16, 2004 2:11 pm
#10
My personal #1 issue right now is with skill points and vendors. We have such rough skill points requirements for this class that adding artisan AND the busines line AND merchant just to be able to sell our wares puts us at a big disadvantage relative to other crafters. And if they scale the vendor limits to merchant skills, this is gonna be very rough indeed.
NancyJ
Mon Aug 16, 2004 2:29 pm
#11
ArthurDentOnBria wrote:My personal #1 issue right now is with skill points and vendors. We have such rough skill points requirements for this class that adding artisan AND the busines line AND merchant just to be able to sell our wares puts us at a big disadvantage relative to other crafters. And if they scale the vendor limits to merchant skills, this is gonna be very rough indeed.
New vendor limits are gonna be posted soon, let me know how you feel then and I'll add something to the list.
Seiryuu
Mon Aug 16, 2004 2:56 pm
#12
My personal #1 issue right now is with skill points and vendors.
I agree, but since the system is in flux I left it out of my list. To me the issue is deserving of its own special list.
I agree, but since the system is in flux I left it out of my list. To me the issue is deserving of its own special list.
crackerjackcoon
Tue Aug 17, 2004 10:39 pm
#13
I bioengineered some Bearded Jax with fairly high HAM that are under lev ten but when players buy them from the vendors thay are invalid pets which makes them either have to reset the level or they have to reset the stats of the pet. ie Pushes the pets levelover ten so now Non CH can't use them or two, ruins the bioengineered stats that worked hard to get DNA for and now they feel they have been ripped off and cheated. Definitely needs to be a priority fix. I'm working on getting skilled to make nice Non CH mounts but this will be even more difficult if players ruin the pet after being bought from the vendor because of this bug.
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