Bio Engineer Archive

Thread: NancyJ: Any news on them doing something about the Domesticated Meat requirement?

ZardoZap
Tue Aug 03, 2004 1:24 am
#14


NancyJ wrote:


Talthazar wrote:
Ok, based on the latest Top 5 Poll, here are the issues you guys are most concerned about.

1) Valid Pets
2) DNA Storage
3) Critical Fails on Cloning
4) CL visible during the Template process
5) Skill tapes for BE's






Hmm didn't they categorically tell us that it would take up too much server time to do number 4? If so then it strikes me that we might want to change our top five.

Zardo
Amana
Tue Aug 03, 2004 4:57 am
#15

The valid pets I agree with should be right up there at number 1. I sell so few non-ch pets cause I don't want my clients getting horrific pets. Couldn't they just make it require creature food like nutrional additives or just quickly change it to carny meat? Be I guess were out of luck for that one. I guess I better hunt some domestic meat today so I can hord and stockpile it.



______________________________________________________________________
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Seiryuu
Tue Aug 03, 2004 9:07 am
#16

Given what they have said about (4), even if they could go back on it, I would prefer we substitute resource requirements.

It has been a long time since that poll occured. Not to mention that list is extremely pet-centric. Almost any BE that does not focus on pets (and how many are there now?) is left out of having their issues addressed.

Perhaps it is time for a new poll to see if opinions have changed about our priorities?



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PurpleWarrior
Tue Aug 03, 2004 9:46 am
#17






NancyJ wrote:





Talthazar wrote:
Ok, based on the latest Top 5 Poll, here are the issues you guys are most concerned about.

1) Valid Pets
2) DNA Storage
3) Critical Fails on Cloning
4) CL visible during the Template process
5) Skill tapes for BE's








I agree - too pet-centric. Making pets is fun, but a small part of my business in game.


More Tailor Tissues and fixing the ingredients on Chef Tissues so we can see if they're actually useful would be nice


DNA storage doesn't bother me - I don't store it. I use my DNA, usually on the day I get it. CL visibility would be 'nice' but I don't feel the lack of it is interefering with my ability to be a Bio-Engineer.


Being unable to economically produce anything but Nutrient Tissues for chefs does interefere with that ability though, in my opinion.




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Feisen
Wed Aug 04, 2004 7:18 am
#18

Since BE's used to be farmers back in beta and since a lot of what has been mentioned here as in short supply could be "farmed" sorts of resources (domestic meat, fish, and milk...add eggs too I guess), could we start thinking up acceptable ideas for farming these resources?

I don't believe the Devs would give the whole control of creating these items to BEs. Part of the idea is that obtaining these resources supports the Scout and Ranger classes...particularly new scouts who might be more willing to harvest time-consuming things like milk (but scarcity suggests this isn't happening enough).

What about specific CL10 pets for a BE to create that can be sold as babies and grown by the new owner?

After the proper amount of elapsed time, the new owner could "harvest" the pet (milk & eggs up to 10? times and meat only once) IF they have the scout skill. The harvest should be about 2K resources at max of any type. Quality of the resources should depend upon the quality of the BE created pet, but should be on the high side (and indicated somehow by the pet stats). The idea would be limited in that you have to wait for the pet to grow and number of pets owned by any one player is also limited.

It could be a source of income for a large part of the new-player base (not sure older players would bother) and increase supplies of these hard to find resources. BEs would have an affect on the harvested materials, but would never have enough pet slots to completely monopolize the market for raising farmed materials. We would, however, be able to set up a network of friends to grow these pets for us, so that we'd never need be completely without these resources again.

It would take a lot of coding and thus would be way after JTL, combat revamp, smuggler revamp, etc.



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zyxxyz
Wed Aug 04, 2004 4:17 pm
#19

If we can stick a heavy harvester out in the world to gather massive amounts of fungus, there's no reason we shouldn't be able to throw up a hen-house, a milking facility, a crab trap, and a fishing net.



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Kevie
Thu Aug 05, 2004 4:00 pm
#20






Seiryuu wrote:
Savage humbabas are also available from missions and give a larger take than humbabas. Both can be milked.

My problem with them isn't so much that they are required, but that a heavy caloric will take over four times the meat an INN will, and no chef is going to consider it worth paying what it costs in comparison to a nutrient.






not only that....... 119% (the best i've gotten on an INN) is FAR better compared to 46% (the best i've gotten on cc)


i actually had 4k of domestic meat and tons of wild meat lying around and special ordered a bunch of 33% filling vercupti and it works great


the problem isn't only in the resource requirements, it's the fact that INN's cap at 120% and cc's cap at 50%, those factors plus the fact that few people actually read anything but the buff stat all work against us.........


it's ludacris to think that the supplement which requires the most generic resources are by FAR the easiest to make,. by FAR the easiest to sell





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GMANHNC
Thu Aug 05, 2004 4:12 pm
#21

I would set up a fish hatchery in Ocean City Dothomir.



GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
Jolandir
Thu Aug 05, 2004 7:19 pm
#22

Tatooine had confirmed Domesticaed Meat within the last 10-14 days. It had OQ of 976, not sure about the other stats.


Jolandir
droid327
Fri Aug 06, 2004 1:22 am
#23

heh i want to set up an Insect Farm on Dantooine, collect some of that meat


dant insect is ALWYAS in such a good spawn...



Jekk Badlander
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