Bio Engineer Archive

Thread: Things that make you go hmmm ....

BlackTigress1
Thu Aug 12, 2004 8:11 pm
#1

Architects get to keep their supplies and resources when they have a crit fail because they use so much of it devs felt sorry for them. We DIE for ours and we lose everything on crit fail. Don't get me wrong I don't mind losing the meat and plants or even the tissues or whatever. However I take much offense when I spent the day getting 5 Mutant rancor samples put it into a DNA template and BOOM crit fail day's work down the drain along with however many deaths they dealt me in the process. Can't we have some way to recover the dna from a crit fail? considering we are the only ones who die for our art and others get their materials back for the shear bulk I suppose. Geesh. Can we get our DNA back pretty please...



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Seiryuu
Thu Aug 12, 2004 11:02 pm
#2

This is one of the issues on one of the lists. Somewhere. I've kind of lost track...

I vaguely remember us agreeing on seeing if we can at least get the double-jeopardy of crit fails removed by not losing the template.



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Asir_SWG
Mon Aug 16, 2004 9:26 am
#3



This is a major issue for all professions - with the possible exception of architects. As an armor smith you may be dealing with millions of credits worth of resources, and can still crit fail... Show me how many buildings use over 2 million units of resources to make.




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Jakkal_Darkwind
Mon Aug 16, 2004 9:02 pm
#4

the playboy mansion?



very valid point jamesgodard, or maybe they could just eliminate the crit failure altogether?



like jedis? play kotor
digiwrath
Tue Aug 17, 2004 3:36 am
#5

used to be that before the be revamp you wouldn't lose your resources when you crit. apparently the devs deemed it a bug in the case of bios and ner-um, "fixed" it.



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Zapper_Weisman
Tue Aug 17, 2004 11:08 am
#6

This is a major issue for all professions - with the possible exception of architects. As an armor smith you may be dealing with millions of credits worth of resources, and can still crit fail... Show me how many buildings use over 2 million units of resources to make.


I dont know what architects you've talked to, but my master architect friend said that guild halls take the most and they take 80k units. Still a ton, yes, but they can throw up harvestors for their resources. BEs cannot. This is something that needs to be dealt with. I actually just emailed a suggestion to them about it, because I critically failed 3 times in 10 minutes, losing over 15 DNA samples (due to the fact that I lost multi-generational templates). I had spent nearly an entire day collected a few of those samples. Now, I am pretty much screwed with BE crafting until I have another day to devote to going out and sampling.I dont care if we lose the flora and meat, but I cant keep losing valuable DNA samples at such a high rate, whether in template or clone assembly.



Jadis Stardust:
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Spazzers
Tue Aug 17, 2004 3:37 pm
#7

Other crafting classes get back some items when they critical but they don't retain all their resources. There was a time when bio-engineers retained DNA during a critical failure. There was also a time when you could double click DNA from your inventory to your crafting tool filling multiple DNA slots simultaneously. You could use one or twopieces of DNA to craft an animal. You could also harvest resources from animals after you killed them sampling DNA. Let us not forget the days when you could sample DNA from people's pets


By the time the new clone system came out last December all of those things were corrected.


This is the main reason I would say its futile to ask the devs to address these issues. They've already addressed them and fixed them.



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