Bio Engineer Archive

Thread: How will BE creature crafting fare with the upcoming crafting nerf?

TrandoshanDroidTech
Sun Mar 14, 2004 5:15 pm
#1

yea, BE crafting for noob BEs is hard enough already! its hard to really grind the BE crafting xp..... can't it be any lower than 10k??....



Danwwgh/Bria

Master Rifleman/MCH
fishbrains
Mon Mar 15, 2004 1:00 am
#2


bloody forums and their double posting. sorry

Message Edited by fishbrains on 03-14-2004 12:02 PM



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


fishbrains
Mon Mar 15, 2004 1:01 am
#3


I was wondering how the upcoming crafting nerf is going to affect BE creature crafting? Has there been any testing done on TC?



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


meroc
Mon Mar 15, 2004 8:39 am
#4

/bump


Talthazar, you around?





fishbrains wrote:


I was wondering how the upcoming crafting nerf is going to affect BE creature crafting? Has there been any testing done on TC?









Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Spazzers
Mon Mar 15, 2004 9:16 am
#5

Most people are speculating that DNA does not count as a resource item. There are way too many variables to consider if DNA were a resource. The stats of themeat and flora used on the final build make no difference and you can't experiment at that point anyway.


On a side note I was thinking yesterday as I made animals why the critical fail rate effects bio-engineers so harshly when it comes to crafting animals. I had made a crib sheet to track failures and sucessess. Then it struck me. Its a total no brainer.


A weaponsmith, an armorsmith, chef, tailor.....you name the crafting profession. If their fail rate is 10% and they craft 10 items one of those items will fail in theory. BUT...what are they crafting? Schematics. That's the whole deal right there in a nut shell. So what if 1 in 10 schematics fail? Lets sayit takes 50 units of resourcesto make one schematic. Each schematic will make 1000 items. That's a potential of 10,000 finished goods. That one schematic fails which destroys50 units of resources. They craft another schematic which is a success and run off the 10,000 items. For those 10,000 items they only lost 50 units of resources. That doesn't sound like 10% to me.


A bio-engineer has the same 1 in 10 chance to fail right? But what is a bio-engineer making? Animals. They all have to be crafted by hand. You can't make a schematic for them. In short, if you made 10,000 animals,1000 of them would fail and the resources to make them would be destroyed. You'll lose a lot more than just 50 units of resources when you craft animals. How is that fair?


The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Centurion
Mon Mar 15, 2004 10:23 am
#6


Spazzers wrote:
The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.


After having spend about 18 hours this weekend trying to get a specific set of specials at a particular level range and only getting one or two samples when I got all three to stick (which was the successes since crit fails at template combine or animal creation seems waaayyyyy too frequent) I couldn't agree more!

Message Edited by Centurion on 03-15-2004 11:24 AM



Master Sergeant Banzai Draloh, sVn [W]
Master BE/TK
Wefaki J'org, sVn
Master Tailor/Artisan
Wookiee Wonderland Mall, Theed, Naboo: -4858, 3333 (Wefaki's Bioclothes and BE Pets)
Wefaki's Bargain Bioclothes, Kestrel, Naboo: 106 -4339 & -78 -4025

loomis001
Mon Mar 15, 2004 12:14 pm
#7

i am betting the clones wont be effected by this nerf..heres for hoping ...



Member of the inqusitor of the Imperial Navy, imperial dark jedi
PluG
Mon Mar 15, 2004 12:15 pm
#8






Spazzers wrote:

Most people are speculating that DNA does not count as a resource item. There are way too many variables to consider if DNA were a resource. The stats of themeat and flora used on the final build make no difference and you can't experiment at that point anyway.


On a side note I was thinking yesterday as I made animals why the critical fail rate effects bio-engineers so harshly when it comes to crafting animals. I had made a crib sheet to track failures and sucessess. Then it struck me. Its a total no brainer.


A weaponsmith, an armorsmith, chef, tailor.....you name the crafting profession. If their fail rate is 10% and they craft 10 items one of those items will fail in theory. BUT...what are they crafting? Schematics. That's the whole deal right there in a nut shell. So what if 1 in 10 schematics fail? Lets sayit takes 50 units of resourcesto make one schematic. Each schematic will make 1000 items. That's a potential of 10,000 finished goods. That one schematic fails which destroys50 units of resources. They craft another schematic which is a success and run off the 10,000 items. For those 10,000 items they only lost 50 units of resources. That doesn't sound like 10% to me.


A bio-engineer has the same 1 in 10 chance to fail right? But what is a bio-engineer making? Animals. They all have to be crafted by hand. You can't make a schematic for them. In short, if you made 10,000 animals,1000 of them would fail and the resources to make them would be destroyed. You'll lose a lot more than just 50 units of resources when you craft animals. How is that fair?


The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.








Exellent post!


I am extremely scared with what the patch is going to do.




--------------------------------------------------------------------
Epak wuz here
Spazzers
Mon Mar 15, 2004 4:09 pm
#9

http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=8160#M8160


The crafting changes are being revoked. Now tell me they SOE team doesn't read the forums

Mind you, this doesn't change to fact that we still get reamed when it comes to crafting animals.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Tomokato
Thu Mar 18, 2004 9:59 am
#10

Yeah, what Buboo said.


Imagine a world where a Weaponsmithhas to go out and hand sample one unit of < required resource >per attempt with a10-30% fail rateso that he can hand craft an Advanced Power Handler with a 10% change of crit fail so that he can craft one unique gun.


/warm fuzzy feeling thinking about that imaginary world





Tomokato Miaowara / Herm itPrime
Nobody important... just a HOBO
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