Bio-Engineer Clean-Up

Bio-Engineer Clean-Up
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Balance out and clean-up BE profession
Justification
Too many frustration points that are often more tied to QoL or player economy than the profession itself
Motivation
Pure passion for the BE profession and desire to see it thrive while restoring/maintaining a market balance for them
Hi everyone!

Just wanted to write a small suggestion I had for Bio-Engineers.

Straight to the point:

1) Reduce capped incubation time per session to eight hours when wearing an incubation time suit and in a Bio-Lab. This would mean 24 hours per pet which is still very long, but nowhere near the 33-34 hours it is now. I know people may be concerned about this flooding the market with pets, but 24 hours is still a long time, especially when doing mutations which can take several (if not A LOT of tries)

2) Remove DNA rewards from slayer collections and turn them into creature mutations. They feel like they should be a BE specific reward, that BE players should be able to achieve without any PVE. Replace those rewards with trophies and or WS de-constructable weapons.

3) Create a new set of repeatable collections for BE that involve making a specific list of base pets (for example per planet, per type, or whichever feels best to the community). Ideally all pets would be included in the collections (six collections of 20 base pets for example, since there are 120 extractable according to swgpets)

4) Fix broken stats, since getting an already rare mutation only to find out it's for a stat that doesn't work can be quite frustrating. Either prevent the useless stats from being rolled on stat mutations, or make them work on pets. Personally would remove them temporarily until a fix can be found in the future

5) (much longer and harder to implement) Model variations on base pets that do not have appearance mutations yet (49 critters, including our beloved pharple), turn them into appearance mutations, give them lyases and isos that are less used in order to balance out lyase/iso usage (currently purple and violet dominate in popularity due to acklay and rancor, whereas yellow is pretty forgotten)

6) Add an SEA suit for foraging (not the one that exists but doesn't work) that increases the odds of getting higher lyase enzymes or add another way to get them. Could actually be complimentary to the actual foraging one that reduces chances of getting nothing while foraging

7) Allow FS BE to see in each session what the odds are of a mutation as they add and remove specific hydros/isos/dna, allowing them to finally have a FS path that can be beneficial to them

8) Allow pharples to naturally multiply at a rate of one pharple producing ten per thirty seconds until the server is overrun and they can take over

The objective of these updates would be to incentivise BE to make more pets and add more of them to the market in order to lower the price barrier that new players can face when buying base pets, in addition to some much needed QoL improvements. This would also incentivise players to churn out their hard earned BE resources to make these new pets, thus increasing the impact of the recent credit crunch.

Thank you for taking the time to read this, I love what the devs have done with this server and will continue to give suggestions as they come in order to contribute something, I hope, is meaningful and can make a difference for players.
 
1) This is a symptom of two factors. Factor #1: 12 experimentation points instead of 13 seen in NGE allowing to boost your functionality further, and Factor #2: the custom resource caps only seen on Resto still leaves room for better resources to spawn that'll reduce the cooldown further.

2) Nooo, please don't remove any rewards from these collections. I'd rather see new mutations and non-mutations added, rather than shifted DNA/content. People that are interested in these rare DNA collections are always around and actively working on them. Shifting would interrupt too much progress and change the reward. I think it's a good thing that rare skins exist beyond mutations. A dedicated scout-type player (CH) takes enough hits from losing rancors & other pet types to BE mutations and these rare DNA collections provide a way for a player to earn a rare pet that is not mutation-based.

3) Not sure about the repeatable piece, but this sounds fun. I always thought these types of things would eventually come when BE is introduced to the Celestial Themepark. It's all about waiting for them to do it. Maybe Nar Shaddaa Zoo will be connected to the Celestial Themepark in someway?

4) Removing them temporarily would affect lyase farming & markets too much. They need to either remove the stats AND adjust lyase stats, or find a way to implement the remaining stats so they don't have to touch the lyase system. I believe Block Chance and Block Rating now work for pets as of a patch within the past year but still don't appear on egg.

5) Any new variants or new pets/mutations are going to take a ton of time. As much as I want them ASAP, it's no easy feat on the Art Dev. I imagine it's also difficult ensuring the new pet looks like it fits in the game.

6) Foraging SEA already exists, but is separate from the NGE "Forage Bonus" seen with Truffle Pig. The Foraging SEA stat appears to simply boost your chance of less "You found nothing" ticks. The QoL change to being able to foraging standing still has improved lyase farming drastically. I believe there was a discussion in the Creatures channel of the discord about a lyase refining system to make use of all the trash drops. Even with the QoL, the amount of trash lyase you have to sort through can be ridiculous.

7) You can already calculate your mutation chance using external tools. If you would like me to send you the mutation calculator, message me in discord.

8) I like pharples.
 
1) This is a symptom of two factors. Factor #1: 12 experimentation points instead of 13 seen in NGE allowing to boost your functionality further, and Factor #2: the custom resource caps only seen on Resto still leaves room for better resources to spawn that'll reduce the cooldown further.

2) Nooo, please don't remove any rewards from these collections. I'd rather see new mutations and non-mutations added, rather than shifted DNA/content. People that are interested in these rare DNA collections are always around and actively working on them. Shifting would interrupt too much progress and change the reward. I think it's a good thing that rare skins exist beyond mutations. A dedicated scout-type player (CH) takes enough hits from losing rancors & other pet types to BE mutations and these rare DNA collections provide a way for a player to earn a rare pet that is not mutation-based.

3) Not sure about the repeatable piece, but this sounds fun. I always thought these types of things would eventually come when BE is introduced to the Celestial Themepark. It's all about waiting for them to do it. Maybe Nar Shaddaa Zoo will be connected to the Celestial Themepark in someway?

4) Removing them temporarily would affect lyase farming & markets too much. They need to either remove the stats AND adjust lyase stats, or find a way to implement the remaining stats so they don't have to touch the lyase system. I believe Block Chance and Block Rating now work for pets as of a patch within the past year but still don't appear on egg.

5) Any new variants or new pets/mutations are going to take a ton of time. As much as I want them ASAP, it's no easy feat on the Art Dev. I imagine it's also difficult ensuring the new pet looks like it fits in the game.

6) Foraging SEA already exists, but is separate from the NGE "Forage Bonus" seen with Truffle Pig. The Foraging SEA stat appears to simply boost your chance of less "You found nothing" ticks. The QoL change to being able to foraging standing still has improved lyase farming drastically. I believe there was a discussion in the Creatures channel of the discord about a lyase refining system to make use of all the trash drops. Even with the QoL, the amount of trash lyase you have to sort through can be ridiculous.

7) You can already calculate your mutation chance using external tools. If you would like me to send you the mutation calculator, message me in discord.

8) I like pharples.

1) Though I do understand that, would having this 13th experimentation point and capped resources lower BE timers significantly enough to reach around 8 hours per session? I feel like a 24h frame per pet is realistic. If it does then I'm all for it!

2) I understand the desire to have unique CH pets, which could be explored in another collection or quest, which would award a capped egg. That way they don't even need to go through a BE, and make it truer to their profession. However this slayer collection is a collection for slaying creatures, and the reward doesn't reflect the intent at all, since it locks out most players who slayed them from actually using the reward. An egg would be a viable solution, allowing non CH players to at least use the pet as a cosmetic pet. I do however feel that slayer collections, since they are so general, should have rewards more in tune with slaying creatures (for example hunting trophies like the Kashyyk ones that can be placed in your house to show off your slaying skills).

3) I really hope they do, it would motivate BEs to make less common flavor of the month pets and allow more variety in player vendors.

4) I personally vote for fixing the missing stats, but again this takes time. Until then players are left with a positive message that they got a 10 point stat mutation for example, get hyped, just to learn the stat does nothing. In game design this is a big no no. You're creating unnecessary frustration for players when a mutation should actually feel rewarding (hence the screen shake and big BOOM for a dopamine hit enhancement). Another temporary solution would be to just have the mutations roll on stats that work for now, so you never get a stat mutation on a stat that doesn't work, and the rest stays the same until they find a more permanent solution.

5) Completely agreed, like I mentioned in point 5, this one is the most time consuming one by far. Database work, animations if absent, rigging, like you said making sure they fit the correct vibe. This is just one that feels like what the developers from back then would have probably gravitated towards over time, but who knows. It is unrealistic to expect them to do this one within a year or even two, but would be something interesting to consider if extra artists were to join the project.

6) I love the idea of a lyase refining system, though I also feel giving players the option to specialize their foraging (especially with a refining system) would allow more creative ways of approaching it. Some players would prioritize getting as many lyase as possible, at the cost of quality, whereas others would prioritize getting higher lyase at the cost of more duds. In essence it doesn't change much, but it gives more variety to a tedious task that is mandatory for the BE (or bought for those who don't forage). Foraging in spite of its improvements is still really tough, I've had multiple times where there just were no lyase on the bazaar, which seems like an unintentional thing considering how important they are for pets.

7) I understand, but for QoL, having to go outside of the game to get information is not the best. It would be nice to allow players to view these (after having achieved a big milestone) within the game, allowing them to feel like their character has grown and all stay within the game while doing their calculations. Could also simply be tied to achieving Master BE, or having some kind of badge/quest to be able to see the stats. It may also be quite difficult for new players to even find these mutation calculators, I had never even heard of it before today, and been doing daily BE for months.

8) We need a double a pharple appearance mutation. All hail our pharple lords!
 
I am 100% in agreement with Article 2. A single, one-time use DNA feels a bit underwhelming for the massive amount of time and effort invested into completing these collections, which a CH technically still even has to bring to a BE to use. I like the idea of the rare DNA samples coming from a collection that's far more friendly to BE. You don't even have to take it away from Slayer collections if you want: just give BE's something that they can work towards without dual-boxing a combat character.
 
Unfortunately, these types of PV tend to not do too well as it's unclear which of the changes players actually want if it gets a positive response.

I strongly suggest discussing these items in the senate-crafting or BE channels to discuss with the wider community and crafting senator your ideas, then putting the ideas up individually if they have enough response. You could also reach out to the crafting senator for support with the PV.

As it stands, there is way too much being suggested in a single PV.