Bio Engineer Archive

Thread: We'd better keep our eyes on these rare babies.

Leeno
Tue Dec 23, 2003 12:53 pm
#14

Trunicus, I'd love to interact with your ideas but you didn't give me any to address. What in your mind is the point of each profession and how exactly have I erred from your view?
Trunicus
Tue Dec 23, 2003 2:04 pm
#15


I cant believe your the least bit worried by the rare higher lvl babys. 1000's of man hours and we have maybe seen 2. From4 hours of sampling you want to havea better pet than what 100's of MCH's have spent 1000's of hours looking for... we dont have much love in the ch class dont trash our dreams too.


At the rate we are finding them....there will be least then 1 a month.




One very frustrated CH.
MCH/C My Kimo and I can kill me even faster now than you.
Thanks again to Lo'Pan the Spelling Queen
Sumorex
Tue Dec 23, 2003 2:04 pm
#16






Yazule wrote:

You will get used to nerf cries, now that you are one of the best crafting professions in the game the whole "Pet wars" nerf screamers will come a callin on the Bio doorstep... I pitty you guys for that...




Keep in mind that we were hit with the big ole nerf stick right along with you. A reduction in the number of CH's, or the viability of using creatures (non-CH, dabblers), strikes BE's just as hard as the CH. The creature rebalancing wasn't a huge blessing to us. We happened to come out on with the better end of the bargain initially (our clones are better than wild critters for the most part), but that can all shift away with uber goodness on rare babies or if droid engineers get significantly better droids or or or or


I see it was we got +10 from the patch (finally working clones and worthwhile clones), but the creature market as a long term whole got a -8 (dabblers gone, non-CH pet viability greatly reduced). We're still in a positive, but its not some huge sweeping dominance of the game. Weaponsmiths and Armorsmiths will continue to be the top tier crafters by a long shot. We've just settled in nicely somewhere in the middle with the Architects and Doctors.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Paradisio
Tue Dec 23, 2003 2:07 pm
#17

The point is that they are rare. They won't hurt the market much if 1 out of 1000 CH has them.
Sumorex
Tue Dec 23, 2003 2:15 pm
#18

Yes, *IF* 1 in 1000... or 1 in 500.. or 1 in 300... or 1 in 100... or 1 in 20?


Have to see what the occurance rate is and couple that with pets lasting for months of real life time.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Yazule
Tue Dec 23, 2003 2:16 pm
#19



Sumorex wrote:


Yazule wrote:

You will get used to nerf cries, now that you are one of the best crafting professions in the game the whole "Pet wars" nerf screamers will come a callin on the Bio doorstep... I pitty you guys for that...

Keep in mind that we were hit with the big ole nerf stick right along with you. A reduction in the number of CH's, or the viability of using creatures (non-CH, dabblers), strikes BE's just as hard as the CH. The creature rebalancing wasn't a huge blessing to us. We happened to come out on with the better end of the bargain initially (our clones are better than wild critters for the most part), but that can all shift away with uber goodness on rare babies or if droid engineers get significantly better droids or or or or

I see it was we got +10 from the patch (finally working clones and worthwhile clones), but the creature market as a long term whole got a -8 (dabblers gone, non-CH pet viability greatly reduced). We're still in a positive, but its not some huge sweeping dominance of the game. Weaponsmiths and Armorsmiths will continue to be the top tier crafters by a long shot. We've just settled in nicely somewhere in the middle with the Architects and Doctors.






well you guys are fun now... i talk in a voice chat with my bios, lots of fun... 20% of the creature handlers left is probably true but you got no buisiness from dabblers or non-ch (except mounts) before the patch, wild pets were better.

Now you guys will figure out GOOD non-ch pets to rival the rock beetle and have all those people to sell to, dabblers will be looking for level 21 pets with armor, that will be BE's and 100% of the creature handlers will be coming to you eventually.

The bio's in my guild have amassed 4 million credis since the patch, and MOST of their time was spent trying to satisfy ME (hehe I am picky). Bio's can now get rich if they find good recipies. You will get nitch bio's now. Guys doing non-ch, guys doing 23's, guys doing 35's and guys doing the big boys.

Before the patch dabblers used grauls, non-ch used rock beetles, mountain krevols and (the dumb ones) cowardly gurreks.

so +10 and another +10 for MORE buyers. The dabblers are still there, they just require BE pets now (or they will be back when they realize that a BE pet does the same job).

My info comes from talking to 2 master bio's too, I am not just spewing theory here.



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Yazule - Rebuilding after finally getting what I wanted
Aakhperkare
Tue Dec 23, 2003 4:24 pm
#20

I wouldn't be too concerned about the rare pets. A bull rancor that was recently tamed had a mere 35% kinetic resist at CL 65. I have been through 15 bull rancor lairs and not one baby. CH's got screwed on this whole rare pets BS. Don't worry...
Plageron
Tue Dec 23, 2003 4:51 pm
#21

Actually I dont know why anyone would be so concerned about the rare-uber creature so to speak.

I mean if it exists we can sample it....if we can sample it, we can make some good stuff.....

So am for the uber rare creature.

I want better DNA...I want to be able to engineer my clothes and food and any thing I want to use.

Heck I want to be able to sample a JEDI and be able to give Jedi powers or make Jedi powered things for people.

Yeah they can make clones of jedis in the movies so why cant I.

Someday I will own my own little island on some planet, and have a freakish population of engineered creatures that say things like: "First LAW no Killing...SEcond Law No eating meat" and if they are not careful they go to the house of PAIN.

Bio-Engineer = Dr. Monroe = Dr. Frankenstein = That mad Scientist who will grow a better family and lawn and even a house then his next door neighbor.

So I just wonder if we will ever be able to put wings on things.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
lwwrestler
Tue Dec 23, 2003 8:38 pm
#22

Look at it this way, as long as there are holocrons, we'll be needed for sure. People grinding up their CH tree will gradually want bigger and bigger pet level, plain and simple. I'm not too worried about it. I've set up shop, only 2-1-4-2 right now, and have already sold about 9 pets, with the cheapest one being 16k (about a cl 14 pet with 5kish ham and maybe 40 kinetic and energy resist), and sold a cupa that was cl 29 for 60k, with 10k ham and 60 kinetic and vulnerable energy! I'm not too worried. I just try to cater to customers as much as possible, been running into alot of master CH's lately wanting Kimo's. I tell them I can't do that, but I can make them 2 pretty darn good CL 35's. I am not terribly familiar with the Current Master Bio Engineers on Flurry, so I have this message FOR ALL MASTER BIOENGINEERS ON FLURRY WANTING BUSINESS:



IF YOU WANT BUSINESS, CONTACT ibont cilo INGAME through EMAIL, I have an enormous amount of requests for high level pet skins, that I unfortunately can't make, I'd like to be able to recommend someone to a MBE that I trust and respect. Please contact me, I have no problem giving people recommendations.

Sumorex
Tue Dec 23, 2003 9:26 pm
#23

Yes, we could sample any of them... but if they have a special attack like the Mantigrue Screecher just recently tamed, that won't transfer to a template. A concern, no doubt.



Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Yazule
Wed Dec 24, 2003 1:09 am
#24



Leeno wrote:
Yazule, it appears you and I simply have different expectations for this game. That's all good in my mind but here are a few reasons why I think the uber lewt approach is a poor design decision. Given that the devs have taken all this effort to implement an elaborate crafting aspect to this game, it just doesn't make sense to me that all of this can be short-circuited by the addition of uber lewt in general, including rare babies. After reading all your posts carefully I still don't think I can see any good argument as to why someone who has committed months of playtime as well as a significant percentage of their limited skill points to a crafting discipline should not be a needed part of the high end game. I and many of us only stuck with this profession expecting it to be something that rare babies may shortcircuit in the long run (especially since pets don't decay over time). Notice I did acknowledge in my original post that information is still coming in and that I didn't actually call for a nerf of anything. Maybe they'll surprise me and add pet slicing to our repertoire thereby keeping both rare babies and some function for master BEs at the high end. If something like that happens then BE would still be needed to have the best pets in the game. I think I could live with a solution like that. And for the record I'm glad you disagree and despite your ill will toward me, I don't wish on you any personal nerfs. Peace Out.




1) carriage return is your friend

2) yes you did call for a nerf, if you find a rare pet that is better than you can make you are going to "make your voice heard"

3) there will never ever be a level 23 or 35 rare that can compair to a bio pet, so you have plenty of room in the high end game

4) I will say again there should be level 60-70 pets that kick the living snot out of anythign a bio can make. And they should be rare. And I am a fan of the crafting system. People should be allowed other options than having to use crafted items, and putting in "uber" (gods I hate that word) loot is a form of high end content.

5) dont be looking for more for bio's, I think there will be more of a dabbler problem now with BE pets then there was before... I dont want to see it, but I suspect SOE will end up "toning down" BE's... I am not calling for a nerf, I want you guys to keep your current abilities, but I am predicting that it will happen because of SOE's track record.

6) look at the bottom of my sig and you will see that I support Bio's, 2 masters in my guild, and I spend hours helping sample DNA by tanking and spawning higher level mobs.



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Yazule - Rebuilding after finally getting what I wanted
Plopeye
Wed Dec 24, 2003 1:31 am
#25

Wow. I totally thought this thread would be about something worthwhile.


We as BE's have absolute control over how many people can sample the new lvl 51+ aggro babies. If that is not crystal clear then it should be made that way. If you don't want the market flooded with mega-babies that threaten your own enterprising monopoly on the uber, don't make the **edit** buffs. Let me see if I can make a more concise statement with smaller words so noone could possiblymisunderstand what I say.


BE controls 51+ aggro babyCH taming.




Plopeye McStinknuggets
Master BE
Naritus -OoD-
Sumorex
Wed Dec 24, 2003 1:44 am
#26

I'm holding on to judging until we see some of the rare babies.


Decay is the biggest problem with creatures. I have yet to have a pet lose enough vitality that the stats are permanently effected, and I've been a using my pets since the Vitality system went into effect. I don't predict I will have a pet lose stats for another year (barring PvP griefing). How many pets have YOU had hit 75/75?


Quite simply, if these rare pets are head and shoulders above what BE's make ANDhave an occurance rate of any significant magnitude, BE's will be hit with the double whammy of 1) Pets don't decay and 2) Better pets from the wild. Its a possible bad situation.... but I wanna see how it goes. I can forsee a balancing problem because it already exists withpets that don't have a high enough decay rate a la weapons and armor (i.e.I've lost count of the weapons I've had to buy because of decay, I'm on my 3rd suit of armor, I've NEVER lost a pet to vitality damage stat reduction).


Plunging headlong to either side of the issue at this time is premature and foolhardy.... and I"m sure the devs are considering the implications and watching the metrics for this system.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
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