Bio Engineer Archive
Thread: Bio-engineer Issues List February
Here is my current list of issues. I've triedcategorize them based on the type of issue. Bug, Gameplay, etc. To keep this thread productive, please try to only post issues here which are not on the list.
- Cloning,Gameplay,"Diversity - While the revamp to cloning has greatly improved this, there is still the desirefor 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,"Psychology appears to have no effect on the creature or its effect is unknown. We'd like an official explanation of this stat. We were told it would be clear what this wold do with the new system, but we have yet to figure this out. "
- Cloning,Bug,DNA Template is missing the Restraint Resistance (if it matters.. does anything even check this resist?)
- Cloning,Gameplay,"Documentation - I'm going to quote Sumorex on this, since he put it so well. No information given on what the DNA slots now do (like specials or enhance resists) It is 100% a guessing game on what does what until the inner secrets are kinda sorta guessed at like the old system. No other crafting profession has this. It causes:unneccessary complexity, barrier to entry to the casual player, inability to execute consistent combinations, inability to evaulate samples lack of value to DNA samples based on no documented effects of statistics, opens up the market for scam artists to claim a resource (DNA) does something it doesn't"
- Cloning,Gameplay,why isn't CL it listed on the Generic DNA Template? It is difficult to guage whether a dna template is going to yield the desired CL on the final clone.
- Cloning,Bug,Sampling from deeds in inventory yields DNA samples that always have a Cleverness of 0 and high Dependebility.
- 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,Failure rate for DNA sampling for low level BE's. Where are we on this? I have not seen a post complaining about this in a while.
- 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. We need some ideas which need to be fleshed out as a relief for this problem. "
- 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 - rare resources are supposed to be fixed with the February Publish. We will have to re-evaluate this afterwards.
- Tissues,Gameplay,Chef additions - The February Publish will have the Chef revamp which will include BE enhancements. The details are not yet fully known.
- Tissues,Bug,"Pet vitality packs gain no benefit from using advanced BEC's and LS's. Using the same flora and inorganic, a vitality pack made using normal subcomponents will be exactly the same as one made using advanced subcomponents. Was this intentional? "
- Tissues,Bug,"There is a category for pet stims, but they still show up under pharmaceuticals. "
- General,Gameplay,Skill tapes - there are currently looted skilltapes for every crafting profession except BE.
Message Edited by Talthazar on 02-24-2004 12:25 AM
Message Edited by Talthazar on 02-27-2004 01:16 AM
Templar1865 wrote:
Good list, Talth! Don't know if this is the place for it, but a question/something that could use some follow-up: some tissue recipes that call for flora structural, hide, and bone have the experimental effectiveness dependent on flavor, OQ, and PE. These three types of resources have OQ only, so the tissues are artificially low-powered. Experimental effectiveness should be dependent on traits that all of the resources required possess.
Actually, I don't think this is true. All crafts are like this and the schematics seem to take this into account. I generally get the same ranges on tissues with bone/hide requirements as I do on those with mainly meat requirements.
- 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. "
I would really like to see this added, nothing like free advertisement
- Cloning,Gameplay,why isn't CL it listed on the Generic DNA Template? It is difficult to guage whether a dna template is going to yield the desired CL on the final clone.
This would be a nice addition, would be extremely helpful for making non-ch pets, or any pet for that matter, but i find the guessing game fun.
- 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. "
I personaly think this was by design. AOE attacks are just far too powerful in my opinion. Maybe the AOE poisons would be ok, but not knockdown. People already complain about knockdown enough.
- General,Gameplay,Skill tapes - there are currently looted skilltapes for every crafting profession except BE.
Yes, where's the love?
- 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. "
I would really like to see this added, nothing like free advertisement
Keep in mind this is left over from the first issues list. It's not quite as simple as just putting the maker's name on the pet. Currently, deeds simply don't support this and this is also true with droid and architect deeds. In fact, if you use any architect deed to place a structure, then re-deed the structure, you'll note that the resulting deed no longer has the architect's name on it. It's something I'd like to see, but I still don't have an answer on whether it's possible or not.
Also I have sampled DNA from critters in my pack and they do not have a cleverness of 0 and their dependability is not unusually high compared to the DNA that went into them.
Pets that have been tamed DO show the specials in your datapad
...I'm wondering if these are old issues that need removing from the list?
MSP0 wrote:
The cleverness of 0 issue is fixed.
Thanks, I'll check that again. Honestly, I haven't been making a lot of generational clones.
There is one issue I have not seen addressed, maybe everyone else has the answer. On the bazaar listings, where would you find a BE pet deed? I've never seen any at all on the bazaar, so I posted a few of them and can't find out what category they're under.
And I don't need the response "why on earth would you want to sell a pet on the bazaar?" I can and I will, so that question is mute.