Bio Engineer Archive
Thread: 19 answers
ArthurDentOnBria
Wed Jun 23, 2004 2:02 pm
#248
no, I did not hear this asked. There was discussion about how merchant was too costly on skill points in general, and they wanted to do something about that, but nothing specific to BE that I can recall.
droid327 wrote:
did someone ask the dev panels this at FF?
what do they say about giving a vendor at MBE equivalent to artisan 0030? It just seems fair, since BE is the only crafting profession that doesnt have nov artas a prereq, meaning you need to spend 15 more skill points to get your vendor than anyone else. BEs are also creature-resource dependent, meaning we need those skill points for some combat trees (in theory) to help us harvest meat; we cant just plunk down 5 heavy harvesters next to our house and never worry about resources again.
SkinnerOne
Wed Jun 23, 2004 2:02 pm
#249
Aside from some sort of schematic drop that would give us a new creature or tissue... but thoose king od things are very short term rewards and only effective as long as it takes for a few UBER Characters to hoard and sell them. It is my personal belief that schematics should be NOTRADE items.
Something that would be very "Rewarding" would be..... say a consumeable item like a special drink or food that a Nightsister might drop or something that you might find when sampling a lair.... that the BE could consume to give him/her 2 extra experementation points till used up..... or perhaps some sort of timed Mask Scent bonus. Rewards like this promote effort in finding them over a longer period of time and thus promote actually getting out and doing something!
GMANHNC
Wed Jun 23, 2004 3:37 pm
#250
I like the Vendor at MBE, I think that makes sense, since we don't climb the Artisan Tree out of necesity, either that or only a vendor at Master Artisan, and then from there to merchant.
That way no other dabblers can have a vendor either, then give master merchants the ability to rent vendors to people, or a better way to track sales and profits.
Or a rating system, so you could see how reliable people are, or a contract system, so that it would be signed by both, with peanalty of BH mission terminal, with Skill loss or heavy fine or something on BH Death.
I would use a merchant now, but can't find any that would sell my stuff, and not sure I would trust one, enough to be sure I would be getting paid promptly. Plus Bank tips are the only reasonable way to get your money wich cuts into both profits.
A vendor rental that could either be rented at a flat fee, or commission percentage would make so much more sense. Give the merchant the ability to place the vendor, and set up their pay structure, and then you would be the only one to stock/ destroy.
Otherwise there is too much risk, I am all for interdependancy, but giving someone 150+ pets to sell for the right prices is just too cumbersome, and risky.
I personally beleive that merchant should not be a seperate skill, I think any master Crafter should get these skills throughout their tree. I doubt there are very many merchants that just buy wholesale and sell retail and have no other crafting skills, I believe that most merchants are merchants to market their wares, not becuase they enjoy the retail sales end.
I think that that skill tree should be redistributed into the master crafter trees.
Sorry if I cause a fight in here nancy, it was not intended.
P.S. Anyone with over 120 posts check out the new icons.
That way no other dabblers can have a vendor either, then give master merchants the ability to rent vendors to people, or a better way to track sales and profits.
Or a rating system, so you could see how reliable people are, or a contract system, so that it would be signed by both, with peanalty of BH mission terminal, with Skill loss or heavy fine or something on BH Death.
I would use a merchant now, but can't find any that would sell my stuff, and not sure I would trust one, enough to be sure I would be getting paid promptly. Plus Bank tips are the only reasonable way to get your money wich cuts into both profits.
A vendor rental that could either be rented at a flat fee, or commission percentage would make so much more sense. Give the merchant the ability to place the vendor, and set up their pay structure, and then you would be the only one to stock/ destroy.
Otherwise there is too much risk, I am all for interdependancy, but giving someone 150+ pets to sell for the right prices is just too cumbersome, and risky.
I personally beleive that merchant should not be a seperate skill, I think any master Crafter should get these skills throughout their tree. I doubt there are very many merchants that just buy wholesale and sell retail and have no other crafting skills, I believe that most merchants are merchants to market their wares, not becuase they enjoy the retail sales end.
I think that that skill tree should be redistributed into the master crafter trees.
Sorry if I cause a fight in here nancy, it was not intended.
P.S. Anyone with over 120 posts check out the new icons.
Grozurr
Wed Jun 23, 2004 4:13 pm
#251
Personally, i'd like to know what will happen with the vendors. I'm able to probably get one from a guildie, but i'm not sure i want to bother with that unless i absolutely have to.
The other thing that i would like to see is some type of dna sampling increasing mod. although there aren't many CH's around (at least that i can find), it's one of a very few abilities that we have that might be worth increasing.
ArthurDentOnBria
Wed Jun 23, 2004 5:28 pm
#252
Gmanhnc,
Was there a question in there somewhere? lol
Kevm
Wed Jun 23, 2004 6:51 pm
#253
Bracci wrote:
Only question I've got is when are they going to fix BE'd clothing to not grant bonuses at 0 condition. This is game breaking imho since it's 1/3 of our products (considering chef/tailor/ch as our 3 markets).
Its the same problem tailors have. Except that's all their products 
Message Edited by Kevm on 06-23-2004 08:52 PM
ArthurDentOnBria
Wed Jun 23, 2004 7:03 pm
#254
Bracci wrote:
Only question I've got is when are they going to fix BE'd clothing to not grant bonuses at 0 condition. This is game breaking imho since it's 1/3 of our products (considering chef/tailor/ch as our 3 markets).
That was a tailor "top 19" like a month back. Answer: publish 10
shargus
Wed Jun 23, 2004 7:39 pm
#255
When are we going to get the ability to see the creature level and final HAM when we are crafting pets. Even if its a secondary buttonyouclickto mimic placing the DNA template into a creature skin and spitting out the results. Im sorry I don't enjoy the "mystery" of not knowing what the pet will turn out like. If a customer wants a level 35 I would like to see when that is and know I can or can't push my experminentation any further. Its not a lack of enjoyment of the crafting its more a lack of time and wanting to meet creature requests in a timely fashion.I find it frustrating and a waste time cause the best I can do is guesstimate what Im going to get.
Thanks
Scotar
Kevm
Wed Jun 23, 2004 10:47 pm
#256
shargus wrote:
When are we going to get the ability to see the creature level and final HAM when we are crafting pets. Even if its a secondary buttonyouclickto mimic placing the DNA template into a creature skin and spitting out the results. Im sorry I don't enjoy the "mystery" of not knowing what the pet will turn out like. If a customer wants a level 35 I would like to see when that is and know I can or can't push my experminentation any further. Its not a lack of enjoyment of the crafting its more a lack of time and wanting to meet creature requests in a timely fashion.I find it frustrating and a waste time cause the best I can do is guesstimate what Im going to get.
Thanks
Scotar
They have already said that at this point they aren't going to do this. The CL calculation is done on the server side while the experimentation is all client side, and they said they wont put the calulation onto the client. Therefore the CL isn't calculated until you finish experimenting and your results are sent back to the server.
droid327
Wed Jun 23, 2004 11:54 pm
#257
Another thought occurs - although I know 19 questions probly isnt the place to ask for new content; there's been a lot of commotion for BE SEAs lately, although most agree that Experiment, which most other craftersscrabble for, would be useless given the fact we hardly ever NEED all 10 of our points at master. Maybe instead, introduce a new mod in the DNA Sampling tree along the lines of Max Level of Sampling, akin to Max Level of Pets for CH, where it would be like 15 at novice, 10 10 15 15 at Sampling I-IV and then 10 at master, so a MBE by himself would have 75as it is now. Then, you could have SEAs and/or other enhancements that would allow you to sample a few levels higher; this would give those few BE's who were able to acquire them a slightly larger sample pool and the ability to have a little edge in pet creation and variety, without it becoming a case of the uber getting uberer like it is with WS, AS, doc, etc.
Kevm
Thu Jun 24, 2004 12:53 am
#259
I'd like to know if the devs will consider giving us some additional skill improving tissues as well as some 'loot' drops like additional creature skins. Aren't we the only crafting class to not have some sort of loot drop or schematic (maybe DE doesn't either). I'm not looking for a date for implimenting, but I want to know if this is something the devs think we could get so we can start putting together a wish list as well as some details we can present to them.
I know this will probably give us a 'we can look at that after JTL' but i'd really like to know if this is something we can look forward to, of if we should just give up on this and look for other things to help our profession.