Bio Engineer Archive
Thread: Getting to know you and your profession!
The rest of the items in our sticky post are valid as well but these two are the most important to me. I am of the opinon that if we where to be given more defences ( which I agree we need) they need to be higher than what is suggest in the FAQ.
That's my 2 cents and thanks for your time.
Message Edited by NippyBooBoo on 09-27-2004 09:19 PM
Message Edited by NippyBooBoo on 09-29-2004 02:16 PM
We are a state laying profession, yet our states never land on high level mobs.
We are the slowest of the ranged professions, I could swear we were supposed to be somewhere in the middle of pistoleer and rifleman.
Our defenses are the worst of the ranged professions. See point above.
We need more damage types, more AP2 and AP3, another damage type as well would be nice (Cold/Electric Please!!!)
NO STUN WEAPONS PLEASE!!!!!
We don't want this! We are the thinking profession! A Cold or lightning damage AP2 carbine would make us all happy.
Message Edited by Elapidae on 09-28-2004 09:57 AM
Message Edited by Elapidae on 09-28-2004 09:58 AM
Wedding Cakes... I wish that did havn't to go
Message Edited by eapers on 09-27-2004 06:16 PM
Message Edited by eapers on 10-12-2004 04:33 PM
- Bio Engineered Tissues are not optional (physically they are, but to sell anything, they arn't).
- Bio Engineered Tissues are only usefull when adding to nutrition.
- There's a very big gap between 10 Experimentation Points and 12 Experimentation Points when it comes to Chef.
Please read further... (aquick suggestion/solution to all 3 points)
- BE Tissues would work much better, if when added, they worked like extra experimentation points.
- Experimental % of the tissue would be how much % it "fills" up too. But doesn't go over the resource maximum.
- Balance out additives requirements so they closer fit with how "usefull" an experimentation line is. Also take into account that the most expensive one may never be used, because people will just use regular experimentation points in that line.
Thanks for listening we players really appreciate this kind of communication...and please consider suggestions...![]()
Yay Color!
1) incorrect formulas displayed on schematics...this is very very annoying (but not necessarily a critical fix)
2) crafting grind (almost 0 chance to master a crafting profession under normal play...forced grind)
chef issues:
1) garmorrl...could someone please re-do the formula...bone and hide don't have PE (or add PE to bone and hide)
2) mando wine schem rarity...there are exponentially more AS with RIS schems than chefs with mando wine schems...why is this such a rare drop (especially given that RIS is more useful than mando wine...sad as that may be)
3) missing schematics...before the chef revamp was even on TC chefs were told that we would be losing a lot of schematics...temporarily...and that they would be added back in in future publishes...well many publishes later...and not a single one has been put back in. art exists for these items, and in many cases its not even art thats being used by something else.
4) milk....can we please get the units per milking increased? or allow for multiple milkings until a "failure" occurs...technically this is a scout issue...but several chef schems see very little usage just because its so difficult, and expensive to get milk in bulk.
5) more parity for BE tissues. the nutrition bonus is fine (perhaps reduce the power, but increase the power of the non-BE versions)...but given the resource requirements on the other additives...especially flavor, and filling...they aren't reasonable to use as a regular stock item.
Message Edited by JanuHull on 09-28-2004 12:46 AM