Armorsmith Archive
Thread: Something to be moderately happy about Crafter Death checking harvestors.
Blixtev wrote:
NJ62 wrote:
1) Ineffectiveness of certain BE tissues
Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
2) Clothing decay or lack thereof (still unclear what's going on with that)
Have heard mixed reports on this haven't had a chance to see whats happening.
3) Inability to tend harvesters/survey without getting killed
Global crafter issue we are looking at, we have a few suggestions on the table for it.
4) Possible hide shortage considering the re-scaling of combat levels
Hope this is not the case, if so we can look at the harvesting of organics rate.
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.
We can look at this in the future, will more than likely not happen before CU ships.
7) Cybernetic limbs blocking clothing items. ADDED.
Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Check # 3.
Not sure I understand the issue here. How is this different than what BE currently do? Some prefer making chef nutrients to tailor tissues and vice versa. Some don't mess with either and just focus on pets. It's a matter of preference...
With that being said, there will be a boatload of dabbler BE that are also Doctors and Combat Medics. They will either 1) just craft medicines for which they will have an advantage over master BE (12-point, stocked resources, etc) 2) dabble a little more and also craft tailor tissues and chef nutrients just as well as a master BE can.
Personally, I won't touch medicines... it's not worth the trouble since there will be 12-pointers with a ton of organics stockpiled.
rahbert wrote:
"I will say that Blix's response to the tailors regarding the BE tissues was highly disappointing, and made me a bit upset - a developer should have a plan and function to make a BE provide for both docs and tailors; not "I would hope..." - because if you have to hope, chances are it isn't going to happen."
Not sure I understand the issue here. How is this different than what BE currently do? Some prefer making chef nutrients to tailor tissues and vice versa. Some don't mess with either and just focus on pets. It's a matter of preference...
With that being said, there will be a boatload of dabbler BE that are also Doctors and Combat Medics. They will either 1) just craft medicines for which they will have an advantage over master BE (12-point, stocked resources, etc) 2) dabble a little more and also craft tailor tissues and chef nutrients just as well as a master BE can.
Personally, I won't touch medicines... it's not worth the trouble since there will be 12-pointers with a ton of organics stockpiled.
I was wondering this as well, then I saw a reply to Blix's statement later on in the thread that really sums it up nicely
-snip-
"Blixtev, I can tell you right now, my BE will not be making tissues. Why? Because I will now be spending all my BE time making meds for my doctor. Guess what, my characters needs come first. That means no tissues, no additives. Sorry tailors, I was more than happy to help before, but I gotta look out for #1 considering that I need stuff (no matter how minor) for my Doc now that my Doctor is required to go into combat. If my Doc didn't have to combat, well that would be a different story."
-end snip-
In the end like this guys said the docs are gonna be looking out for #1 aka themselves and not providing tissues for the crafters. Whic brings about the question again.... why was doc med crafting taken away from the docs again?
From what I remember, a doctor that dabbles in BE to craft meds only has to take one tree in the BE profession. That tree doesn't even have schematics for tailor tissues or chef nutrients.
Message Edited by rahbert on 04-25-2005 11:25 AM
rahbert wrote:
Yeah, but not every BE is a doctor.......
True, but look at it from this point of view. Most be's I know dont provide this now. They dont for 1 particular reason, lack of organic resources. When this cu goes live, its impossible for rangers to do missions like they use to get said resources. This in turn, will mean a decrease in the amt of organic materials offered to the community. It wont matter if its be, chef, armorsmith, or artisan, there is going to be an influx of need with no supply. Now, normally with supply and demand, you would see in increase in scouts/rangers to offset this, but with the way cu is done, this isnt possible now as it was of old. Grouping is going to be more tedious at best, and dont know about you, but as a ranger, I wouldnt want to have to find a group just so I could go loot hides. I can make more money in space, so thats where most will be now til that gets nerfed too.
Supplies of tailor tissues have always been a problem... I constantly get /tells and /emails for orders. They're a pain to make and they sell wayyyy too fast to keep them stocked.
I guess I don't see the problem.... the number of BE on a server is going to increase dramatically. A BE dabbler can go 0404 and craft every medicine and most tissues and nutrients available. More BE, more people trying to make money, just as many tailors as there are now..... supply of tailor tissues can't get any worse.
Cianhydle wrote:
Oh. I thought you died while checking your harvesters or something.
Renea,
Cianhydle wrote:
Oh. I thought you died while checking your harvesters or something.
Renea,
I know I did.