station.com Sign In / Change User Join Free Why Join? See the world of SONY
   
Search the Knowledge Base Games Community Store My Account Help
Star Wars Galaxies
Bio-engineer
Sign In  ·  Help
Jump to Page:   1 · 2 · 3  |  Next Page
 
Top Bio-Engineer Issues Jan 05   [ Edited ]
Options    Options  
ArthurDentOnBria
Blue Glowie
Posts: 4553
Registered: 08-08-2003


ArthurDentOnBria
PA: New Don Syndicate
Server: Bria

Reply 1 of 41

Viewed 2774 times


This list is complied from our priorities thread.
 
Top Issues:

5.  creature donor's name listed on dna sample in inventory

6.  tissue ingredients vs desirability balance
7.  different damage types for BE pets
8.  creature warping (including upwards) during sampling & milking
9.  more tailor and chef tissues
10.  The CL 10 problem
 
Complete Listing Of Issues:
 
Game Balance
1. lack of skill tapes
2. lack of secret research data
3. vendors for BE's
4. too many skill points used for BE
5. dna storage (laboratory, blood, freezer, droid, etc.)
6. harvesting of dna sampling kills
7. experimentation & assembly failure rate (also losing the dna template)
8. tissue ingredients vs desirability balance
9. dna sampling failure rates
10. BE's excluded from FS crafters quest (both unlocking and transferring xp)
11. larger crate size for tissues
12. tissue complexity too high
13. larger stack size for harvestables
14. BE's often find themselves becoming "schematic monkeys" rather than selling products
 
Bugs
15. The CL 10 crafting issue (CL calculation bugs)
16. dna sampling with full backpack
17. 33/33/33 tissues
18. CL level not reflected in size of creature
19. Misc pet crafting oddities (as documented by NancyJ)
20. pet pharma showing up in wrong category of vendor/bazar
21. unusable specials shouldn't show on dna samples
22. creature warping (including upwards) during sampling & milking
23. color specified during creature assembly isn't reflected in tamed creature
 
 
Enhancements
24. more variety in craftable creatures (new skins, colors, sizes)
25. more tailor and chef tissues
26. more high level sampleable creatures added to game (also the apparent CL sampling cap)
27. BE creator's name listed on tamed creature when /examine
28. creature donor's name listed on dna sample in inventory
29. more explanatory info listed in creature schematics: minimum CL, aggro/non-aggro status, mountable
30. more explanatory info listed on pet deed: suitability for non-ch, aggro/non-aggro, mountable
31. better error messages during sampling (CL too high, full backpack)
32.  BE specific quests
33. different damage types for BE pets
34. some method for hitting target CLs more easily (CL displayed during experimentation, CL limits, experimenting status down, etc.)

Message Edited by ArthurDentOnBria on 03-09-2005 09:42 AM

ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

01-15-2005 04:59 PM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Binger83
SWG Petty Officer
Posts: 372
Registered: 12-10-2004


Binger83

Reply 2 of 41

Viewed 2734 times


good compilation... i see a lot of the things i think about on here. now... think any of this will happen before or after combat revamp? i really like the storage idea...

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
01-15-2005 06:05 PM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Aleskander
Jedi
Posts: 1586
Registered: 07-04-2003


Aleskander
PA: Honor
Server: Naritus

Reply 3 of 41

Viewed 2723 times


All of your top 5 hit pets and DNA.  Given the staus or rather lack of CH's in-game, almost all of my business is in Chef additives and a few Tailor tissues.  Hopefully, the Cu will change this, but until it does how about putting some fo the Chef/Tailor items in the Top 5?
 
All of your Top 5 items are good and would be nice to see.

*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
01-15-2005 08:39 PM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
LloydPickering
Jedi
Posts: 2015
Registered: 02-11-2004


LloydPickering
PA: Dark Brotherhood -DB-
Server: Chimaera

Reply 4 of 41

Viewed 2717 times


I agree with Aleksander, most of our business comes from Chef tissues, but pets take up the most time.
 
A good list if u can submit top 10   I don't think top 5 is enough space for us...

Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
01-16-2005 04:15 AM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Zadokk
Jedi
Posts: 5077
Registered: 02-28-2004


Zadokk

Reply 5 of 41

Viewed 2713 times


/grumble
 
still think CL10 should be higher.  nice list though, hopefully we can get some major problems sorted out soon.
01-16-2005 07:55 AM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Halthron
Pilot
Posts: 1156
Registered: 10-11-2004



Reply 6 of 41

Viewed 2708 times




Aleskander wrote:
All of your top 5 hit pets and DNA. Given the staus or rather lack of CH's in-game, almost all of my business is in Chef additives and a few Tailor tissues. Hopefully, the Cu will change this, but until it does how about putting some fo the Chef/Tailor items in the Top 5?
All of your Top 5 items are good and would be nice to see.




If you were concerned about additive issues, why didn't you say anything in the thread? I don't mean to belittle anyone's concerns but to not say anything then complain about the order things worked out is incomprehensible to me.
01-16-2005 09:09 AM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Aleskander
Jedi
Posts: 1586
Registered: 07-04-2003


Aleskander
PA: Honor
Server: Naritus

Reply 7 of 41

Viewed 2692 times


I didn't say anything...because I had a brain fart?
 
The DNA problems need to be addressed.  I was just asking why the main money maker for most of us wasn't addressed in the top 5...as if any of us were making any real cash compaired to the chefs were support.
 
Biggest problem I have is with getting stuff out of the factory. I'd like to be able to select more than one item and drag them all to the open window.  Or lower the meat requirements for a full run of chef additives.  How about changing the requirement for domestic meat for the filling reducer to an easier meat to collect? Lots of things could be changed.  Make the chefs use more than just the BSN's or IN's.  Make the tailors use our tissues more often by making 0 condition clothes non-wearable. 
 
I was just making a comment on the things that were in the top 5, not complaining about them and just asking a question about why tissue items were not in them.

*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
01-16-2005 12:09 PM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Kevie
Jedi
Posts: 5221
Registered: 07-16-2003


Kevie
PA: Pak'Cafan
Server: Kettemoor

Reply 8 of 41

Viewed 2690 times




Zadokk wrote:
/grumble
still think CL10 should be higher. nice list though, hopefully we can get some major problems sorted out soon.





/agree

but i'm happy with everything that made the top 10, so hopefully some good things will come


Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-
01-16-2005 12:28 PM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
DarthCosmo
SWG Chief Petty Officer
Posts: 58
Registered: 07-02-2003


DarthCosmo
PA: JKO
Server: Bloodfin

Reply 9 of 41

Viewed 2681 times


Glad to see the top 10.  I think they all rule!

Antale
MBE ~ MCH ~ Trickshot

Send an email in game for all of your Pet, Additive and Tissue Needs.
"Every Four Seconds a Woman Has a Baby! Our Problem is to find this Woman and STOP Her!"

01-16-2005 05:12 PM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05   [ Edited ]
Options    Options  
Hylidex
Jedi
Posts: 912
Registered: 01-26-2007


Hylidex
PA: League of All Factions and Species (LAFS)
Server: Gorath

Reply 10 of 41

Viewed 2662 times


Sigh.  I have to agree that it is a shame that none of the tissue issues made it through to top 5.  There ARE a lot of creature crafting issues, but we also have some money-making issues, and creatures are definitely not our prime source of income overall.
 
I'd like to see the issues padded a bit.  My reason for this is mainly so our top 5 issues don't get trashed out of hand like last time.  It seems like for every issue we were told "can't do that," and our profession was considered to be working well, since there were no workable issues in the top 5.  If our issues are a little less restrictive, perhaps we can see some action.  Examples using the top 5 as they are would be:
 
1.  DNA Storage and visibility  (or "Visibility and Quantity of Stored DNA").  This one would also include the fact that we can't tell one DNA sample from another except by /examine.  Almost all of our proposed solutions for storage also include solutions for visibility, and any fix for the storage issue should also fix the visibility issue.  At bare minimum a donor creature's name should appear in the DNA sample name.
 
2.  More variety in craftable creatures (new creatures and damge types, and more control over the color and size of the crafted creature). This should include control over the second color pallette and larger color pallettes for creatures, as  well as control over the crafted creature's size, not just more creatures of various sizes and colors, and more damage types (#7 on the top 10).  There should also be a mention in the description that even in the colors we have, the color on the crafting screen doesn't always turn out to be the color of the creature (#24).
 
3. More high-level sampleable creatures added to the game.  This can be done both by adding creatures in our high-level sampling categories or by increasing the sampling cap.
 
4.  Some method for hitting CL target more easily.  Not much to add or combine here, except to mention the CL 10 problem and that the minimum CL for a given skin doesn't show up anywhere.
 
5.  Tissue ingredients vs. Desirability Balance.   Since issue #5 is included in issue #1, this allows the most general of the tissue issues to come through.  The description should mention that BE's are often reduced to schematic monkeys (#14 on the original list), that very few tailor or chef tissues are even used (an allusion to #9 on the top 10 list),
 
This is not just a sneaky way of getting in more issues.  Our real issues are:
 
1.  Unworkable DNA handling--including storage issues, creature warping, size of the DNA sample graphic, sampling failure rates, even for masters and low-level creatures, no error message for a full backpack high CL while sampling, and no way to tell one sample from another without /examine.
 
2.  Our crafting is a barely usable system as it is, including crafting bugs, wrong percentages showing up in the screens, lack of high-level creatures to be sampled, CL targets, level 10 issues, miscellaneous crafting oddities, high failure rates resulting in losing DNA templates, control over size,damage types, color, etc.
 
3.  The tissue market is collapsing due to desirablity v. ingredient balances, schematic monkeys, meat shortages, fish, egg, milk cumbersome collection methods, etc.  We need a more workable system with usable tissue types and obtainable ingredients.  We need a more convenient method for transporting our factory crates, since the crates used by other crafters, and the transport issues result in our customers considering BE alts.
 
4.  Information screens: including the issues of creator's name not being listed, aggressiveness and mountability not showing up on either the crafting or the examine screens, minimum CL for skin not showning up on the crafting screen, etc.
 
5.  There is very little BE-specific content: BE's are excluded from all but the combat-related FS quests, even though all the BE xp converts only to non-combat areas.  There are no BE-specific quests, little useful BE loot (other than the posters that came out in publish 12).
 
Unfortunately, while those are our primary basic issues, and nearly any one of our top 35 will fit somewhere in those 5 issues, Arthur is right in being fairly specific in the issues.  I would just call for a tiny bit more generality (as it appears in my first list.)

Message Edited by Hylidex on 01-17-2005 08:59 AM

Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
01-17-2005 06:55 AM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
ArthurDentOnBria
Blue Glowie
Posts: 4553
Registered: 08-08-2003


ArthurDentOnBria
PA: New Don Syndicate
Server: Bria

Reply 11 of 41

Viewed 2651 times


Guys,
 
A big thanks to everyone that participated in this prioritization process.  I just wanted to say though, don't sweat the order of the issues quite so much.   Keep in mind that the order we have things in here is only one factor in determining the order in which things get done (to the extent they do get done, you know how that goes...).  What the devs think about these issues and how long something is going to take to implement are also equally important factors.   So just because something did or didn't make our top 5 or top 10, doesn't mean it will/won't get fixed.  
 
The other thing is that the order listed here is admittedly pretty subjective, because there were some issues that nearly everyone had on their list (like #28) but nobody ranked highly, so it didn't make the cumulative top 10, yet it's clear everybody wants it (and this issue is certainly not off my radar).  While other issues (like #8 for example) actually fewer people wanted, but those that wanted it, wanted it really really badly, giving it a lot more weight.
 
The important thing though to take out of this, is that we've identified a pool of important issues that we want done/fixed, and we'll discuss how we want them fixed, and I'll do my best to work with the devs to see how many of these we can get fixed.  This excercise was just to produce one data point, and facilitate some further discussion that can later be referenced.  I'm glad that you guys do care about this so much though, as do I.
 

ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%

01-17-2005 08:38 AM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Meplorium
Jedi
Posts: 4090
Registered: 07-10-2003


Meplorium
PA: Saber Wing
Server: Starsider

Reply 12 of 41

Viewed 2552 times


Maybe the reason that tissues don't appear at the top of the list is because for the most part they work, while creatures are pretty much unwanted or problematic.
 
I think putting in a general statement about the schematic monkey problem and support for creature handler issues by our profession is needed. One of the reasons cloning is such a mess is that pets aren't wanted. That is more a CH problem than a BE problem though, but priorities are set by thing like that. If they fixed CH and left BE alone, we would be better off than if they fixed those top 5 items and left CH alone. Although a lot of that CH crowd are pet collectors, so our concerns aren't always addressed by their concerns.

- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
01-20-2005 03:56 PM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Felisconcolori
SWG Petty Officer
Posts: 170
Registered: 12-19-2003


Felisconcolori
PA: Lost Souls and TOTBS. I was TOTBS so I became a Lost Soul, and now I am of the proud guild Cancelled.
Server: None Chosen

Reply 13 of 41

Viewed 2536 times




LloydPickering wrote:
I agree with Aleksander, most of our business comes from Chef tissues, but pets take up the most time.
 
A good list if u can submit top 10   I don't think top 5 is enough space for us...


Sheesh, it always comes back to space with us BEs, doesn't it? Not enough space for DNA, not enough space for our issues...

Hopefully (and perhaps this is entirely too naive) some of the Devs will be flipping through these threads on their own to get a grasp of the community. I mean, there has been an influx of new blood to the developer teams, and it seems like this has been a good thing so far. While I disagree with some of the jockeying of positions, and my main issue with regards to SP is unresolved, I do see that this list hits all of the major problems that affect nearly all of us. (My skill point issues isn't going to be solved here in the BE thread, nor the Ranger or CH threads were I also mention it in passing; not a big issue to most people that have alts.)

So while these are our general top 10 issues, the Devs may see the trends, try to find what source issues they can address, which things are simply beyond them at this time, what can be worked over... Each point in this 10-point data series can be expanded in depth, but at least it gives them a solid starting point from which to base future inquiries. (I for one would love to see an actual Dev post along the lines of: "Okay, I see what you all are getting at. We might not be able to do exactly what you want, but I can see in the code options we can explore to begin addressing the problem. By implementing a tree-structured class library using ..." Yeah, I can dream, can't I? Not that the Correspondents don't do wonderful jobs, especially in that most have real jobs besides this, but I think if there is a dev team for "bioengineer development" they can spend half an hour researching the issues in the forums.)

Okay, I'm too sleepy to be typing, my sentences are beginning to run, but you see what I'm sayin' here.

Gypsia d'Catman - Tough Chick with a Flamethrower
Catman Dewback - Famed Trando ex-band leader of the Wookettes
Felis Con'Colori - Bothan Spy back before there was a "Spy"
Larrana Darkewave - A Silent Dancer

All dead as of 11/30/05. We tried. Gysia's flamethrower blew up. Catman was arrested for trumped up charges of slavery. Felis grew cold in the grip of Darth SOE. Larrana finally swallowed her NDA and choked.
Hail, Hail the NGE! SWG is dead! All praise the NGE!
01-21-2005 01:29 AM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Felisconcolori
SWG Petty Officer
Posts: 170
Registered: 12-19-2003


Felisconcolori
PA: Lost Souls and TOTBS. I was TOTBS so I became a Lost Soul, and now I am of the proud guild Cancelled.
Server: None Chosen

Reply 14 of 41

Viewed 2536 times




Zadokk wrote:
/grumble
 
still think CL10 should be higher.  nice list though, hopefully we can get some major problems sorted out soon.



Hmm. When presenting the CL10 issue, I think  it might be a good idea to draw a parallel between droids and pets... CL10 is a nonCH pet, and all droids are nonCH pets. Anything you can get out of the best droid, should be available at CL10 (as far as BE goes).

Of course, I don't know if this means they would adjust droids down or pets up, but I can get a 4k HAM droid, but not a 4k HAM pet at CL10. And the droid will have ranged attacks, light armor, and do electrical damage. Ooooooooo....

yeah, too tired... sleeping now...

Gypsia d'Catman - Tough Chick with a Flamethrower
Catman Dewback - Famed Trando ex-band leader of the Wookettes
Felis Con'Colori - Bothan Spy back before there was a "Spy"
Larrana Darkewave - A Silent Dancer

All dead as of 11/30/05. We tried. Gysia's flamethrower blew up. Catman was arrested for trumped up charges of slavery. Felis grew cold in the grip of Darth SOE. Larrana finally swallowed her NDA and choked.
Hail, Hail the NGE! SWG is dead! All praise the NGE!
01-21-2005 01:33 AM  

Report Abuse to a Moderator
 
Re: Top Bio-Engineer Issues Jan 05
Options    Options  
Zadokk
Jedi
Posts: 5077
Registered: 02-28-2004


Zadokk

Reply 15 of 41

Viewed 2524 times




Felisconcolori wrote:


Zadokk wrote:
/grumble
 
still think CL10 should be higher.  nice list though, hopefully we can get some major problems sorted out soon.



Hmm. When presenting the CL10 issue, I think  it might be a good idea to draw a parallel between droids and pets... CL10 is a nonCH pet, and all droids are nonCH pets. Anything you can get out of the best droid, should be available at CL10 (as far as BE goes).

Of course, I don't know if this means they would adjust droids down or pets up, but I can get a 4k HAM droid, but not a 4k HAM pet at CL10. And the droid will have ranged attacks, light armor, and do electrical damage. Ooooooooo....

yeah, too tired... sleeping now...



My droid doesnt have light armour, it has 40% resists across the board with energy damage.  I agree parralels need to be drawn between the DE and BE professions and I would think that perhaps there could be some interconnectivity - perhaps DEs offering inorganic add ons (this has been discussed before) to create cyborg-like pets.  However, we need to keep in mind that droids offer greater functionality then pets in some cases, for instance crafting stations, storage modules, stimpack dispensers etc and if pets cant do this (agreed they can act as mounts) then there needs to be some balance for us.  Also we need to keep in mind about CH pets as well, I think there needs to be a steady transition between non-ch pets and CL12 pets (nov CH) as this requires SP and it would be unfair for CL10 pets to be greatly underpowered when compared to CL12 pets.   In short, in terms of:

Combat: Pets > Droids
Functionality: Droids > Pets

Droids should be more 'useful' to the general user but when you are attacked I think a pet should be more 'useful'.  Thus I think drawing a parrelel between the two's combat abilities without considering the entire picture would be unfair.  Perhaps offer an elite profession that deals with the training and use of droids?  I would love to have a SBD as a pet

01-21-2005 05:27 AM  

Report Abuse to a Moderator
Jump to Page:   1 · 2 · 3  |  Next Page