Bio Engineer Archive
Thread: Top 5 Input needed.
seeing how im not master be yet my stuff may not be the most important
1.harvesting dead creatures(after being sampled.for the love of god why cant we do this?)
2. looting rights to dead creatures(from dna sample)
3. more creatures
4. more colors
5 alot easier to do the whole dna thing(the ability to pick the specials you want from the samples in the template somethin like that
)
Message Edited by JediNewb on 02-23-2004 09:50 PM
Well, it should be no surprise that I think the #1 issue is to publish official developer guidelines for the creation of clones. All the other issues listed are minor inconveniences compared to this.
If they don't do ANYTHING else for BE, they need to document how the cloning and CL system is intended to work. Then we can police ourselves until they fix the issues.
We have no idea if the creations we make are an amazing success or destined for a future "balance pass." This has got to change.
Cheers and chin up sir. You're doing a great job.
#2 I would like to see the CL on the template before I put it into a clone (obviously this would be overwritten by a min CL skin)
#3 This is more a tailor/BE issue - but more useful tissues for synthetic cloth, the best and most asked for tissues are for Reinforced Fiber Panels which are used in very few clothes (only 2 shirts use single rfps) and tissues should stack - if I have to put 3 identical synthetic cloth into a piece of clothing I have to use 3 tissues, but I only get 1 bonus - this needs changing since most outfits require factory components, 1/3rd of the tissues I make are being wasted.
#4 The critical fail rate needs addressing since we use 100% unique components in our template crafting - we need to to not lose all our 1/20th of out DNA because of random chance.
#5 sampling fail rate at master is too high
1. Removal of the sample cap. With the checks already inplace on what we can make, there doesn't really seem to be any good reason why we are limited to sampling up to CL 75. With the Skill Mod going to 100, it would at least make sense to raise the CL cap to match that.
2. CL and stats listed on and as you make a template. The ability to adjust that CL and stats meanigfully via experimentation. The ability to see how numbers like Fortitude/Cleverness/etc effect the final outcome of what your making.
3. Documentation for the clone system, both "in depth" for those that want it (an Advanced Guide) and a general overview type one for those that want to work it out themselves. While I've heard TH mention he is getting one done, I believe this is being done by Talthazar and unless you have been given "insider info" I'm not sure the guide will be of any real benifit to MBE's (feel free to correct me if I'm wrong
))
4. "Pet Slicing". The ability for BE's to "slice" a pet similar to what Smugglers can do for items. I'd be interested to hear if the Dev's think it's a plausable/usable idea. I believe this would help both us and CH's, so it'd be double the payoff for the Dev's.
5. "Blood Sampling", the idea has been tossed around in these forums and it'd be nice to get an official "yay" or "nay" as to it's "doability".
Talthazar wrote:
Much of the original Top 5 has been addressed in one form or another and we need a new Top 5 to keep the process going. Please list your Top 5 here. These can be bugs, gameplay issues or new ideas you'd like to see implimented. Please try to list them in order of importance to you as I will weight the responses based on position in the list. The final list will be turned into the devs for review.
2) Sample any CL at Master. Maybe push DNA4 up a touch too.
3) Show CL on Template (nothing more, we don't want to spoil the unknown side too much, but just allows us to remember easier what we did to push it over a target CL - and give us a guide whether to risk pushing it.
4) Guidelines to what targets for the major CL's ( primarally CL70, 35, 22/23, 10) are in terms of an average pet. This isn't easy because (for example) a 8/3/1 vulnerable to all with 40-50 attack and slowest speed possible might actually be valid as a CL10. But add 10% kinetic and it'll go over. Something like :-
3/3/1 HAM, 50-60 attack, 0-20% resists on 3 resists. ?Vulnerable on rest. From that we know if, for example, we push the resists to 10% Kinetic, vuln rest, we might be ok with say 5/3/1 HAM.
1. Guidelines for valid pets - I know this wont be answered because it never has been before no matter how often its asked but its still my #1 issue
2. I would like to see the CL on the template before I put it into a clone (obviously this would be overwritten by a min CL skin)
3. Removal of the sample cap. With the checks already inplace on what we can make, there doesn't really seem to be any good reason why we are limited to sampling up to CL 75. With the Skill Mod going to 100, it would at least make sense to raise the CL cap to match that.
4. Harvesting creatures we "sampled to death". Gotta have the meat
5. More variety in color/size.
2.) Valid CL Rating
3.) Etimated CL Rating on Creature while crafting
4.) Remove the Sample Cap
5.) We should not loose DNA on Critical Failures
These are my top 5
#2 Sampling cap/difficulty addressed
#3 DNA STORAGE!!!
#4 Pet "Size" options
#5 Harvest Blood for DNA Sampling - 10 units blood = 10 "chances" to sample DNA, blood from same creature type stackable (modified request that includes elements of #3, #2 and many general issues with sampling rates/availability)
Primary concern right now is the crit failure rate - it is close to driving me out of the profession, heartbreakingly devastating to lose an entire evening's best sampling in a single roll of the dice and currently FAR too common.