Bio Engineer Archive

Thread: The problem with Meat

GunShy
Mon Feb 02, 2004 7:53 am
#1

I am a long time BE and really enjoy the profession, I specialize in tissues/stims side of the profession. My major complaint with the profession, is the limited amount of crafting I actually get to do because of the availablity of meat.


How do other BEs deal with this? I have tried hiring Rangers/Hunter but using them basically means that I cannot sell my wares at anywhere near a reasonable price since the going rate for Rangers on Bloodfin is 60cpu for "ok" stuff and 100+cpu for great stuff, while Docscan pay these prices and still make a huge profit, I cannot as a BE. The Bazaar used to be somewhat reasonable for meat, but with PvP heating up and the removal of the requirements for tents to call vehicles/droids in the next patch people with scouting skill are becoming less and less everyday, so the Bazaar is filled with auctions of 30 units of meat for 3k.


I think that it is really time to take a look at some kinda Bioharvesters, give them some restrictions make them Ranger only, I don't care just something that will allow the gathering of meat in QUANTITY, at a somewhat reasonable price.



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Marcurio Paganinni
Killwerks Weaponry
(-260,5700) MASC City, Naboo
E-Dog
Mon Feb 02, 2004 8:17 am
#2

I think you need to take a long hard look at your PA mates, if they are not willing to spend an evening or two gathering meat for you. There's bound to be someone in need for weapons/survival/healing/harvesting/CH/etc xp. I have no problem rallying anywhere from 5-15 mates to go to Dath for some sweet in-shift insect meat, even though Enraged Rancor missions pay a hell of a lot more. On top of that, most of them won't even let me pay them for the stuff.

Maybe you're just going about it the wrong way? I hope you DO find a solution to your problem, I know all about how frustrating it can be...





Eckster
(post-CU confused)/Ecke (Master Musician, Master Mon Cal)
Come visit the Polaris Pleasures Mall (/waypoint 975 6532) in Northstar City, Naboo, Eclipse - crammed with all kinds of goodies at great prices!

Scorus
Mon Feb 02, 2004 9:18 am
#3

Yes, this is a major limiting factor that many crafting professions don't have to deal with. It is especially problematic if you are not in a PA. I've started yet another thread asking for them to reinstate automated creature resource gathering here:
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=5326



Scorus
ArthurDentOnBria
Mon Feb 02, 2004 9:46 am
#4

Yea, I have a hard time believing the 60cr/u - 100cr/u thing. I'm not on your server, but have personally never paid over 15cr/u. Yes, I'm not able to collect 100k of meat in the twinkling of an eye like I am fungus, but I see this as a good thing. The price of tissues is already artificiallly low. If you look at how these are priced relative to skill tapes, the difference is pretty staggering. Also be careful what you wish for. It reminds me of a fisherman trying to find ways to pull every last fish out of the lake. Eventually, he'll end up killing his own livelihoodwhen hedoes. Sure, you'll be able to make tissues "in quantitiy" as you say, but so will every other BE on the server and all you'll accomplish is destroying the market for them. clothing decay doesn't work, making an outfit last forever, so eventually there will come a time when everyone owns a few sets of BE clothing and sales will dwindle down to a trickle.



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%


Spazzers
Mon Feb 02, 2004 10:37 am
#5

I agree making tissues for clothing shouldn't be mass produced for the simple reason clothing decay doesn't work. A garment that has decayed to zero still passes all its enhanced benefits onto the owner. Surprise...if you're insuring your clothing you're wasting money.


However, when the enhancement for food additives come out (discounting the ones we have now altogether) we will need a way of producing tissues in large amounts on a continuous basis. Food is consumed and in my galaxy at least is a very large part of the economy. These enhancements have the possibility of boosting the economy even more except for the simple fact they can't be mass produced.


If a crafter can pull hundreds of thousands of minerals out of the ground in a couple of days why shouldn't I be able to get the resources I need in reasonable amounts?



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Morda
Mon Feb 02, 2004 11:00 am
#6

I agree on the bioharvester....arent there such things as "traps"? I mean...there is an entire trapping line in the game already for gosh sakes. I know it is all about throwing spikes and angering creatures for no good reason, but couldn't there also be some sort of trap to catch stuff for a scout or ranger to harvest later?
While we are at it....what about fishing nets or fishing boats? What about dairy or egg farms? There could be an entirely new profession built around farming or fishing even. All I know is that something needs to be done to alleviate this problem a bit because 60 cpu for meat is not a cost effective component forclothing or food and as a result these things just arent being made very much.
Cesaire
Mon Feb 02, 2004 11:46 am
#7

Can we call it a slaughterhouse?


I agree though...it's hard to get large quantities and on my server, meat is going for around 10cr/unit, which is insane.


I usually round up my guildies for some dantooine mission action and have them harvest meat for me. I can get a lot from just a couple of hours out.





_____________________________________

INA TAHAZI
Grey Haven Fire-Breathing Head Mistress
Frostbite43
Mon Feb 02, 2004 12:25 pm
#8

I was getting irritated forking over so much cash for meat, so I joined an enraged rancor hunt group. In about two hours, I had 15k carnivore meat. I was rather pleased.



Mitsuko Darko

Master BE\TKM - Bria
ArthurDentOnBria
Mon Feb 02, 2004 12:31 pm
#9

Here's the important thing to consider when asking for a bio harvester: what affect will this have on our customers?


We sell our creatures and tissues for the most part BECAUSE people are out there hunting and fighting animals. So we get a bio harvester, whether it's owned by a scout or whether it's owned by a bio engineer, either way we will be getting our resources WITHOUT hunting. That means less stims will be used, less pets will be used, less tissues will be needed. Good thing we'll be able to mass produce em right? Now that we are reducing the demand, lol.


Nope, the bio harvester will do nothing but hurt us, it would squeeze us on the demand side and it will squeeze us on the price we can charge. The only thing it would do is increase supply. What we need instead is MORE encouragement to hunt. To me, the right way to do this is to increase the amount that is harvested. Right now, scouts and rangers get like a paltry 5%-10% bonus for each level of hunting skill.If they were to crank that way up, it would encourage more hunting and increase the supply of meat a bit (and at the same time increase the demand for our products )


As far as the bit about bio tissues in food, well, until the number of chefs increase 10-fold, it's a non-issue anyway. If and when that does happen, yea, they probably need to tweak the amount of resources it takes to make a bio tissue. Although, as reported here on the forum a while back, if a bio tissue can double or triple the amount of charges a stack of food has, then maybe even the outrageously high costs of these things now are somewhat justified.




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%


Scorus
Mon Feb 02, 2004 12:31 pm
#10

Yep, I was in a Rancor hunting group on Saturday and brought in thousands. But that is one type of meat, we need Domesticated, Wild, Reptile, Insect, Herbivore, etc. also. Not to mention Dath Insect Meat, seafood, milk, etc...

I don't pay more than 10 cpu for meat, but that sometimes means I just can't make what I and my customers want. That doesn't happen very often for the guys that don't have to deal with creature resources.



Scorus
GunShy
Mon Feb 02, 2004 12:33 pm
#11

Arthur - http://forums.station.sony.com/swg/board/message?board.id=bloodfin_trade&message.id=38212
this is from the first page of the bloodfin trade forums, 75 cpu for the current spawn of hide. While as a BE I am not the one that needs this hide, but I would have to pay a Ranger the same amount to get them to harvest what I want instead of this. Last week it was Avian meat for 110cpu, the week before that Herbivore meat for 60cpu.


As far as tissues existing for ever, that will be changed clothing decay will make the item unwearable, but I was posting more in regard to the new chef changes, some of them have as much as 85 meat per use...there is no way we can produce anywhere near the other crafters in this game, and we cost the most skill pts!



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Marcurio Paganinni
Killwerks Weaponry
(-260,5700) MASC City, Naboo
GunShy
Mon Feb 02, 2004 3:07 pm
#12

Arthur you server must be seriously different from mine. We have two chef in my guild alone (only one is Master at the moment) and they sell out basically as fast as they can produce, and they would definitely be interested in bulk additives that can double the strength of a buff or take half the amount of stomache when consumed.


Aside from that I really don't see what is game breaking about adding Bioharvesters, other then BEs, Docs, Chefs and Armorsmith would actually be able to stock some of there most commonly sold items instead of constantly being in a state of backlog. It is the way it works for every non-organic resouce in the game it does not make sence that it would not apply to organic resources.





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Marcurio Paganinni
Killwerks Weaponry
(-260,5700) MASC City, Naboo
AnDLamV
Mon Feb 02, 2004 3:13 pm
#13

my guild is very helpful thats the whole reason we want to keep it at 7 ppl. we help each other through thick and thine



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Captine Imp Doc/BH
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