Bio Engineer Archive
Thread: Thunderheart's new post on vendor item limits
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Seiryuu
Tue Aug 17, 2004 3:13 pm
#14
Well, TH has announced another change.
They still don't acknowledge us though. Even a "piss off" would be nice since we would at least know they saw our concern.
They still don't acknowledge us though. Even a "piss off" would be nice since we would at least know they saw our concern.
Seiryuu
Tue Aug 17, 2004 4:25 pm
#15
Go ahead. I wasn't kidding that I would find it a better response than nothing.
Joilhath
Tue Aug 17, 2004 9:12 pm
#16
Ahh aggregate limits that's a good thing, still sucks to be a BE but overall the picture has improved quite a bit.
c00kie
Wed Aug 18, 2004 11:28 am
#17
Well, with the new changes, I can snag Managment 4 to get a large number of items, 2750... which should work for be/tailor and maybe some other stuff... of course this means no Explore line and sampling will now be next to impossible... but oh well, my money is from pet making, I guess I just stop doing that
Vaelorn
Thu Aug 19, 2004 7:02 am
#18
That's one thing about BE that has me a bit puzzled...
Scout+Creature Harvesting is a prerequisite for Bio Engineer... and yet, harvesting most creature resources is pretty much impossible without some sort of combat profession to kill them with. Meanwhile, harvesting DNA is pretty much impossible without Mask Scent from the Exploration tree, which is *not* a prerequisite to Bio Engineer.
Wouldn't it make more sense for Exploration to be the prereq, instead of Creature Harvesting? Novice Scout still allows for harvesting, but it does not give you Mask Scent, which is almost required to facilitate high level DNA harvesting.
What's the best pet you can make with non-agro DNA?
NancyJ
Thu Aug 19, 2004 8:12 am
#19
I think the hunting line is more to do with creature knowledge than harvesting for us. Imaging if you couldnt look at a creature and know its resists and neat info like that?
Although the prereqs we have 'make sense' they're not necessarily practical, I think exploration and hunting would be better personally, we'd lose the ability to make sub par pet stim subcomponents, but is that really so much of a loss?
Although the prereqs we have 'make sense' they're not necessarily practical, I think exploration and hunting would be better personally, we'd lose the ability to make sub par pet stim subcomponents, but is that really so much of a loss?
Vaelorn
Sat Aug 21, 2004 2:02 am
#20
NancyJ wrote:
I think the hunting line is more to do with creature knowledge than harvesting for us. Imaging if you couldnt look at a creature and know its resists and neat info like that?
Although the prereqs we have 'make sense' they're not necessarily practical, I think exploration and hunting would be better personally, we'd lose the ability to make sub par pet stim subcomponents, but is that really so much of a loss?
First... SWGCreatures.com? 
Secondly... while you can see Effectiveness and Special Protection with the Scout-level Creature Knowledge, you can't see Creature Level, Special Attack 1 & 2, and other information, without some Ranger Tracking boxes. Wouldn't those things be important to know, as well? Still, I would rather *choose* to take two boxes of Creature Harvesting because I *want* to see those stats on creatures, as opposed to practically being *forced* to take four boxes of Exploration to get some Mask Scent ability so I can actually harvest DNA. For the Bio Engineers who don't do any genetics work, and just stick to the additive side of things, well, Exploration skills would help them more anyway, right?
Just out of curiosity, how many Bio Engineers do their DNA harvesting without any (or low, from Exploration 2) Mask Scent ability at all? What do you sample? How do you sample?What do you make? What do you *not* make?
Personally, my Mon Cal Bio Engineer (still a T O N of grinding to do to get some boxes to play with)was made to compliment my Wookiee Rifleman / Creature Handler. He's almost purely crafter-based, though he is a Master Medic, to allow for Novice Doctor so he can take the Doctor crafting tree to make his own stuff, and hopefully be able to use some minor buff packs. Also, being a Master Medic gives him some ability to join groups and go adventuring if I ever choose to do that, but with the uber stat buffs and armor commonly in use today, I don't think that will be happening anytime soon (read as: that won't be happening until after the Mythical Combat Revamp, which won't be happening until after Jump to Light Speed, which won't be happening until Halloween, which will all turn out to be a huge prank from the start...). 
darthsabertooth
Sat Aug 21, 2004 12:07 pm
#21
as i said already on the thread,im still not happy but i can live with this ,it just means ill have to pick up merchant and a few skills in it...and most likely dorp the engineering tree or even artisan all together..wich isnt so much of a loss...
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