Bio Engineer Archive

Thread: Getting to know you and your profession!

uglypin
Mon Sep 27, 2004 5:46 pm
#313

Hi and welcome .


I do not post alot but do check in every so often .


I have the advantage of using2 acounts and being a Mayor of a city and having an entire guild and City to assist my production. I have 9 food factories and in the area of 5-6 million units of resorces at my disposal.


Some backround..


I started playing around the first month sometime on the Kauri sever on a regular basis (I am not saying how many hours a week...) but anyways I enjoyed the game I met a person in game and the two of us decided to start a resorce corporation. My first account "Pinwha" started working on mastering creature handler and bio-engineer. I had both these mastered in about 2 months or less. After awhile say 1 month into the corporation it seemed aparent I would need a second account. The obvious choice was Master Chef ("Blackfish")and I also decided to Master Tailor and Master artisan and some merchant. As soon as theSecond city patch came out (I was working durring the first one)Pinwha placed a city hall.At first in the city we had someone as Master chef and they did a great job learning all the new foods and I made all the bio enhancements we both learned alot but they found it way to time consuming and they retired so by this time I had about mastered chef on Blackfishand I became the city chef I did this for like 1 month and about lost my mindand not alot to spare as is....I then recruited another chef for the city to assistme. Our second chefwas really into it and very organized so I learned a bit more but alas he also had other matters to attend to and has since retired. Now I do both Master Bio-engineer and our city's Master 12 pt chef and have simplified things a bit but also have some stock left from our first 2 chefs so it helps for now....


First I feel that without 2 accounts I would not do this profesion. Food without bio's is well ahh..a complete waste of inventory.


I think aneasy to understand Price guide would be nice I have 1 from sometime ago but prices have changed it seems.


I also think a Chef should focus on say 3-5 types of foods or a few that work directly together and do those the best you can.


Alot of people also miss the real important thing about chef and thats selling you need a good location you need to let people know your there and you need to keep your vendor full, very full have alot of cases to offer and singles.


As far as pricing I charge alot more than most but my veracuppti is 1274 I try to make the best I can and I usually have a large stock. I also charge more for cases takes more resorces to gather. I also like to make most my foods in full runs of 332 or 500 or 1000 if posible.


I think that this profession is to hard for 1 person and forming a co-opwith others is a must, making conections to aquire resorces and enhancementsis key andaGreat chef has many helpers behind the scenes.


If there are any questions anyone may have I would be willing tohelp I may be contacted on the Kauri server on Pinwha or Blackfishandour vendors can be found in Anarchy Naboo our city.




NippyBooBoo
Mon Sep 27, 2004 5:52 pm
#314

Ham costs are bar none the most important thing to me that needs to be fixed. I've been a Carbineer since day 2 of the games launch and have been awaiting this fix for a very longgggggg time. States do not stick to any high end/mid-highend mobs. i.e. Completly useless in new content like Death Watch Bunker or Corellian Corvette.

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



Stargazer
Stefi - Sasha - A'tom



Elapidae
Mon Sep 27, 2004 5:54 pm
#315


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



--------------------
Ishikyy ---> Cancelled

"Your ticket to the future is blank" -Rem
See you in WoW!!!
Meplorium
Mon Sep 27, 2004 6:00 pm
#316

Hey Tiggs,


First, the BE additives don't bother me as much as most chefs. What does bother me about the BE additives is that there is no secret research ingredient in game, though there is a spot for one in the schematic. Granted if this was placed in the game, it would have limited use. Still it would be nice to have this added in to play around with. Be great for special occasions like the DWB.


Second would be grameral (sp). It is the drink similar to brandy for health stats. With the combat balance coming up and with doc buffs supposely getting the nerf, I can see a new demand for this drink. However this drink uses bone and hide I believe, and those two resources are not only hard to come by but they also don't have PE and FL. This makes the drink very poor compared to brandy and the action stats drink. Those two resources need to be switched out to flora based resources, or at the least meat, for the uncoming combat revamp.


Other concerns, barrels, already gone through, useless foods and drinks due to high filling or poor effect, already stated, and long recovery time of the stomach after death.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
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OrionDartanyu
Mon Sep 27, 2004 6:07 pm
#317

The schematic I wish to see back in the game MOST

Wedding Cakes... I wish that did havn't to go



Orion- Dartanyu
CEO Cosmos Food's
Mandalorian Wine Vintner
Brenn, Naboo WP Coming Soon
AMD, Corellia 843, -5612

LRRCP
Mon Sep 27, 2004 6:11 pm
#318

Exp for applying poison for the PVP ranking system since we did help take them down.


Would like to see more creatures having types of venom for med or poison packs.


a reduction in mind wounds for mind heal.


Some ranged effects mod cures.


removal of ranged support for CM, allowing melee professions to be mastered rather then ranged only.


Remove the ablity of CM to stack poisons on a HAM, last I checked 6 poisons could be stacked on mind dropping it far beyond what a fire spider venom could do.


A higher cap then 80k on medical exp.

eapers
Mon Sep 27, 2004 6:13 pm
#319



Okay, my major issues:



Doctors are currently the kings of SWG. They are masters of pre-battle with enhancement abilities. They are the choise for post-battle, with the ability to craft and the med use to use higher med packs. They are the battlefield healers with dizzy, intimidate, blind, stun, fire, poison and disease packs and cures. Doctors have the ability to rez.These are all during-battle, on the fieldabilitesshould be the domain of the Combat Medic. Read further


Combat Medics are not battlefield healers as the title suggests; we are the redheaded stepchild of SWG. Nobody wants an STD. Nobody wants to hear "I cant heal disease, I'm not a doctor," "nope, only doctors put out fire," and "poison curing is a doc only thing, terribly sorry."I commonly wear my Combat Medic title of "Medical Tactician"and I find myself saything these things often.


We, theCombat Medics,are little more than an embarrarsing PvP flaw, with a neat stimpack animation and a mind heal that comes in handy sometimes (if you don't have a healer jedi with you). We are part of a bizzare, half thought out balance to Doctors healing abilites, forcingDoctors to stay on their toes and waste time clearing poison.


So what can be done about this?


Solution: I'm sure you would refuse to mitigate certain doc abilites into Combat Medic, but it's what I suggest. It fits to have cures and state packs in Combat Medic, and a Doctor would still be everyones best freind before and after the battle. Doctors would stil be able to PvP, but they would do so as a Master Rifleman/Master Dancer does


Alternative 1: Add a mechanic that forces all normal (non CM)stimpacks to be used while out of combat. Not while peaced, but with nobody attacking them. Requre total consentration of the non-battle hardened on the task of healing- except for those using combat meds, as a Combat Medic would have the experience to keep people alive. Doctors could still cure states in battle, but damage healing, what I feel CM is all about, would have to be left to the Combat Medics. CMs and Docs would then need to work together to keep a group alive. This is my preference, as 1 change, if I got to choose.


Alternative 2: Give combat medics some defensive skill mods. This goes back to the "battle-hardened" and "experience" points. I'm not sure what kind of skill mods would best represent combat medic. They should be put high up in the tree, and not be too large to discourage defense stacking. The only possible problem with this is master doctor/combat medic combos, already difficult to kill with the good armour we have out there these days, become tougher.


Alternative 3: If armor classes are ever created, allow combat medics to have medium-heavy, and doctors to have none-little. Once again, doc/cm could make this a problem.


If some of these changes were made, you could reduce the effectiveness of poison by 50% (ie; cut the effectiveness mod in half) or remove the damn stuff from the game, I would still be very happy.


Little Issues:


Spider venom- remove it from the game.A rival Combat Medic on my server has a 1100 tick area poison. I have an 880 or so, but they're both silly. Nobody needed spider venom.


Area stims-very much the combat medic bread and butter item, these bug out in laggy situations (they simply stop working)getting people killed while you wait seconds to switch to singles. They also heal enemy faction pets sometimes.


Drag- Increase Combat Medic drag range. We are only master medics in this respect currently.


Healing Speed- Back when healing speed was broken, I really felt like I could heal my group with no problem. Now that its fixed, I feel Combat Medic should have this timer reduced somewhat, maybe from 4 seconds to 2.


Thats about it right now; crafting interdependancy, gated resources and rare spawns have never bothered me much. If I think of anything else, it will be edited in.


Peace,




Message Edited by eapers on 09-27-2004 06:16 PM

Message Edited by eapers on 10-12-2004 04:33 PM






JOHNNY-JONES JACKSON

AFK
TheEpigoni
Mon Sep 27, 2004 6:21 pm
#320

Hello Tiggs!


Welcome to the Chefiest corner of the galaxy.



Anyways...


  • 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!





-------------WFO Superstore-------------
||||||||||Armor||||||||||||Weapons||||||||
|||||||||||Food||||||||||||Droids|||||||||
|||||Buff Packs||||||||||||Harvesters|||||
------{ /way 135 -5470 on Corellia }------
Maximouse and Mephit - Master Droid Engineer, Master Chef, Master Shipwright

Dsabre
Mon Sep 27, 2004 6:34 pm
#321

well few things first which are generalized crafting issues (and subsequently chef issues too):

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.
DarklonFirestar
Mon Sep 27, 2004 6:54 pm
#322

One thing that would increase the demand for food and fix something I think is ridiculous anyways...if you die and are rezzed or clone, PARTICULARLY clone...you should have zero full on food and drink again.
Thornstar
Mon Sep 27, 2004 8:24 pm
#323

There is a reason why I havnt been a CM yet, that reason is because I do not see the current CM's as what they SHOULD be. Right now the only people who seem to choose CM are people who want to poison others in PvP and 95% of having a chance of winning, no matter what their skill level all they have to do is spam mind dots. Its not a flame, its expected, its what the current system lets them do and they are just doing the best they can. I see a combat medic as an alternative of a doctor, but has advantages in the field. How about give combat medicsa tool? When this tool is equipped they get huge bonuses to dodge, ranged and melee defence. This will enable them to heal others in combat, but as the bonuses are while the tool is equipped it cant be exploited with other professions.

They can still use chemical and biological weapons if they wish but they should be no way near the power they are at the moment. And you should definatly not be able to have multiple poisons at the same time. That is like me being able to hit them with 5 times my power in just 1 hit.

Its not a whole suggestion to the entire profession but it is a suggestion for part of the profession.
Diona
Mon Sep 27, 2004 8:37 pm
#324

Hi Welcome to the chef boards.


My biggest issue affecting my game play is there are nochef aprons for wookie use. The link below has a lot of suggestions on how it could possible be done to introduce them to the game. Easiest suggestion in my opinion would be a trade in like they did for non-ch pets.


http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=44031


Please please please do something about this. Wookies are people too!!



Corona, Corellia.. a hop skip and jump from Tyrena.
Visit the mall in the cantina!!
YAY They finally fixed wookie aprons!
JanuHull
Mon Sep 27, 2004 9:42 pm
#325


Ok, here's the rundown from an old old hand at this profession.



1) Speed - We need it, we don't got it, and we're hurting because of it. The only way to truly benefit from the full power of our weapons is to either spend tens of millions on SEAs or go with a Bounty Hunter Carbine skill addition.


2) HAM - There's a joke among us old Carbineers that we can kill ourselves faster than anything we can fight. With this profession, you either buff when you go out to fight, or you are put on a suicide watch.


3)Defenses- This one is a real charmer. Where is our melee defense skill? Pistoleers get it, Riflemen get it. So what makes us so cursed that we get our asses handed to us by melee fighters with no effort? Also, we have a major issue with lack of meaningful state defenses. Somewhat ironic given that we are a profession that lives and dies by their application. Speaking of which...


4) Offensive issues - And I don't mean the harsh language I'm notorious for. We're a state profession, we've come to that understanding, but we've got problems there. A) If we can't hurt it, we can't apply a state. Given our meager selection of easily resisted damage types, there's a lot out there we can't do anything with. B) Player defense stacking ability renders state attacks in PvP pretty much meaningless, leaving us as cannon fodder against uberfighters in 80-90% composite armor and 50%+ PSGs.


5) Damage selection - As stated before, we've got three commonly resisted types of damage. Also, our profession is grossly saturated with Energy weapons, which just about any high end mob you can name will be incredibly resistant to.


FYI, in stating these, I stand by my credentials on this account as a Bounty Hunter 0400/Master Carbineer. I am also Rorenikibi, and on that account, Carbineer was my first elite profession WAY back in August of last year. I've been through it all, and even though I stand by this profession, I see it struggling to avoid becoming like the Creature Handler of ranged professions.


We are a proud, fully functional profession with only one redundant and one not-100%-functional special. We don't want to be a god-mode FOTM profession. "Uber" is a dirty word on this forum, and we take a LOT of pride in being a profession you can't just spam and jam. We have to think three steps ahead of our enemies to take them down. However, we would like a fighting chance to hold the line with other ranged professions, and there are a number of issues that SoJ, Novamarine and TAfirehawk, along with the rest of us willingly gimped jakonies, would love to see resolved to some semblence of working order to make our profession one where we wear the title of Master Carbineer not out of stubborn pride and resistance to the FOTM nature of PvE/PvP, but one where we can walk down the street and be respected for the job we can do.

Message Edited by JanuHull on 09-28-2004 12:46 AM



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

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