Bio Engineer Archive

Thread: MBE free Vendor idea

Tal-N
Thu Jan 15, 2004 7:42 pm
#14




Tal, I generally love your posts, well thought out, lucid, and you don't butcher the English language. I disagree when you say that this goes against the "heart" of interedependence. If interdependence were a high priority for crafters, then droid engineers, armorsmiths, tailors, architects, chefs, and weaponsmiths would need to go outside their core profession (artisan) to sell their goods.


Trust me when I say there have been several induvidual posts from Thunderheart that I have seen saying they intend to make interdependance more dominant since it always helps to enrich the ecomony. Also notice that on their design commitment they say that this year they'll be working to ensure that every profession has a very defined role in of itself and how it interacts with other professions. All of this to me says this era of limited interdepenance is going to slowly end, the age of the partnerships is soon to be upon us.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

meroc
Thu Jan 15, 2004 10:13 pm
#15

Well no one has ever gotten anything fixed by not saying anything ;o)


I won't mind partnerships as long as all other crafters are in the same "boat",and I don't find your argument of "BE's wont get thischange cause the Devswant interdependance" to actually address the issue.


Sure they want interdependance.


They want balance too.


In this case, BE (and Smuggler to a lesser extent) is way out of balance with the other crafting classes and it needs to be addressed somehow by the Devs.


I liked Vifes "rent-a-vendor" idea (though the imbalance is still there between us and the other crafters), but at least it'd be a bit more balanced than twhats in at the moment...





Tal-N wrote:




Tal, I generally love your posts, well thought out, lucid, and you don't butcher the English language. I disagree when you say that this goes against the "heart" of interedependence. If interdependence were a high priority for crafters, then droid engineers, armorsmiths, tailors, architects, chefs, and weaponsmiths would need to go outside their core profession (artisan) to sell their goods.


Trust me when I say there have been several induvidual posts from Thunderheart that I have seen saying they intend to make interdependance more dominant since it always helps to enrich the ecomony. Also notice that on their design commitment they say that this year they'll be working to ensure that every profession has a very defined role in of itself and how it interacts with other professions. All of this to me says this era of limited interdepenance is going to slowly end, the age of the partnerships is soon to be upon us.







Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Indene
Fri Jan 16, 2004 2:14 am
#16


ArthurDentOnBria wrote:
Almost every tailor, chef, architect, etc. are merchants.

The trouble is, there are very very few "real" merchants (real merchant = someone who sells primarily goods made by others). I did a pretty exhaustive search a couple months back to find a "real" merchant who would be interested in selling what I and a friend had to offer (master bio engineer, master tailor, master chef).
.





Well you are probably on the wrong server for me to help you but as it happens I must be one of the elusive creatures you speak of. More rare then a Jedi. the "Real" merchant. I started up the various crafting trees but cause I explore a lot I didn't get much crafting done. I tended to mine resources instead to supply the crafters. I also would find great deals on crafted items and bought them for resale. When player cities started we formed a set of tents as a merchant square. At my suggestion we are opening a Mall in a single house by the merchant tents so customers can shop without having to run all over town trying to find the shops. An extension of the 'business district' the merchant tents represent. I will say that being allowed only 6 vendors really puts a crimp in what I could do with the
mall but does encourage me to work with other merchants (even primary crafter merchants).
So we do exist. If you happen to be on the Kettemoor server send me a tell and perhaps we can work together.

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
Creature Handler Memorial at -1419 283 Mos Mesric, Tatooine, Kettemoor
BE and CH museum at 6627 5365 Tatooine, Chimaera
Find me on MySpace
Vife
Fri Jan 16, 2004 6:42 am
#17






Tal-N wrote:




Tal, I generally love your posts, well thought out, lucid, and you don't butcher the English language. I disagree when you say that this goes against the "heart" of interedependence. If interdependence were a high priority for crafters, then droid engineers, armorsmiths, tailors, architects, chefs, and weaponsmiths would need to go outside their core profession (artisan) to sell their goods.


Trust me when I say there have been several induvidual posts from Thunderheart that I have seen saying they intend to make interdependance more dominant since it always helps to enrich the ecomony. Also notice that on their design commitment they say that this year they'll be working to ensure that every profession has a very defined role in of itself and how it interacts with other professions. All of this to me says this era of limited interdepenance is going to slowly end, the age of the partnerships is soon to be upon us.








I agree this seems to be happening, but what does interdependance really mean? How is renting a vendor being less dependant on a merchant, than buying a speeder is less dependant on an artisan, or buying one of our pets is less dependant on us. If they want people to be more dependant on merchants they should give them some better marketing skills, better signs they can put up, different ways to advertise, ect.


Having to track down my merchant every time i want to put something on a vendor isn't just some dependancy, its total dependancy. Without her all my sales have to be done in person. Custom orders have to be delivered in person. If a customer dosen't haev enough money on him, we have to make a trip to the bank to get it out.


On a side note, I don't think smuggler is a viable comparison to us. They do have to use a lot of skill points to get it, but they also get a lot of bennefits. Its the only buffing, combat, crafting profession out there, plus they get special faction perks. Every one of their skill trees is a viable and different usefull thing.


We have 2 usefull skill trees, tissues and cloning (DNA sampling is just a support of cloning) (and engineering is a support of cloning and tissues)

NasrikSnar
Fri Jan 16, 2004 8:41 am
#18






meroc wrote:

<snip>


In this case, BE (and Smuggler to a lesser extent) is way out of balance with the other crafting classes and it needs to be addressed somehow by the Devs.






BE isn't the only one affected by this. Doctor and Combat Medics are considered crafters as well, and we have no survey or merchant skills either. We have to sacrifice skill points and climb a part of the artisan tree as well, or depend on other characters for resources and selling.

Tal-N
Fri Jan 16, 2004 10:07 am
#19

Interdepedance from a bio-engineering point of view is kind of unique, we are at our heart a support profession. We enhance and provide components and such for other professions, in the sense of what items we need from other profession it'll also be very limited. I mean we are actually self contained in what we can do even with petstims, we don't NEED to have a doctor produce our schematics however other professions need us to produce certain types of items. For a bio-engineer the interdependance will come from the services we need. We are the ultimate hybrid of the hunter/crafter which are actually opposing playstyles leading us to never produce a 'perfect' bio-engineer template. You can focus on either one side or another but it means that if you want to sell the full range of biotech items then you'll need services from other professions.


That the key thing to remember, interdepenance isn't just that you need components from another profession but you need their skills/services as well. One simple example of the current interdependance that can exist is between us and the creature handlers.


We need meat but might not have great hunting skills, a CH does. However a CH needs us to make petstims. One simple arrangement is that a CH will hunt for you, you return the favour by making them petstims. However we all know that other resources come into play here. The full cycle of interdependance can be split 4 ways. Since we ideally need doctors components for petstims then we need them, the doctors need certain meats for adv. components. So the CH can provide those materials for us and the doctor. Allowing us to produce petstims for the CH. The survaying skills are normally taken by docs anyway however you can also throw an artisan into this equasion who can benefit from the CH playing bodyguard as they are survaying for materials.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

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