Bio Engineer Archive

Thread: Top Bio-Engineer Issues Jan 05

LloydPickering
Sun Feb 13, 2005 12:26 pm
#27






Kevie wrote:
and i've still not yet seen if the "seafood" can be used as mullosk or fish in the mimetic circuitry or D stims






It can't.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
Kevie
Mon Feb 14, 2005 12:13 am
#28






LloydPickering wrote:





Kevie wrote:
and i've still not yet seen if the "seafood" can be used as mullosk or fish in the mimetic circuitry or D stims






It can't.






but of course... cause that would make sense




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

rahbert
Wed Mar 02, 2005 2:15 pm
#29

Did you for one second consider that I was not a Master BE 2 months ago when the list was compiled? Or the fact that I didn't have any experience with the issues of the profession? Or how about I didn't even know that super CL10 pets were results of some weird bug until today? Or that these pets are scheduled for a smack with a nerf paddle?

If there was a Top Bio-Engineer Issues March 05 list... I would post my concerns. But there isn't, is there? That's why I posted here.

DroidEngineering
Wed Mar 02, 2005 4:19 pm
#30







Halthron wrote:

The list was made based on how those participating in the issues thread listed their concerns. The CL 10 "issue" isn't ranked number 1 because many people didn't feel it deserved to be in their top 10.

I'll say the same thing I said earlier in this thread:
If you were concerned about the CL 10 problem, why didn't you say anything in the (issues) thread? I don't mean to belittle anyone's concerns but to not say anything then complain about the order things worked out is incomprehensible to me.




i rather see a bug/expolit giving strong pets to low/non ch's fixed, then you gettin more storage or skins....etc i am sure most of the star wars community would agree withmebut they dont read the BE forums. it obvious BE forum readers rather see there profession enhanced then merly fixed

Halthron
Wed Mar 02, 2005 8:19 pm
#31



rahbert wrote:
Did you for one second consider that I was not a Master BE 2 months ago when the list was compiled? Or the fact that I didn't have any experience with the issues of the profession? Or how about I didn't even know that super CL10 pets were results of some weird bug until today? Or that these pets are scheduled for a smack with a nerf paddle?

If there was a Top Bio-Engineer Issues March 05 list... I would post my concerns. But there isn't, is there? That's why I posted here.




Yes, I did. Which is why I asked.



DroidEngineering wrote:

i rather see a bug/expolit giving strong pets to low/non ch's fixed, then you gettin more storage or skins....etc i am sure most of the star wars community would agree with me but they dont read the BE forums. it obvious BE forum readers rather see there profession enhanced then merly fixed






I'm sure most of the star wars community doesn't give a fig one way or the other. I'm also sure that most of the star wars community, if pressed, would say that "fixing bugs" should be the top priority and they would complain if no new content were released in a publish.

No one has ever shown that the super tanks are the result of a "bug", rather they seem to be the result of a formula that wasn't thought through. An approximate formula for determining pet level is here in the forum and it works consistently and isn't buggy at all. Super pets may not have been intended but their creation certainly isn't the result of a bug.
Halthron
Thu Mar 03, 2005 1:32 am
#32



rahbert wrote:
"10. The CL 10 problem"

Should be made #1. It's a year old problem and has a huge impact on the entire game (not just the profession).

Edited to be more constructive.



The list was made based on how those participating in the issues thread listed their concerns. The CL 10 "issue" isn't ranked number 1 because many people didn't feel it deserved to be in their top 10.

I'll say the same thing I said earlier in this thread:
If you were concerned about the CL 10 problem, why didn't you say anything in the (issues) thread? I don't mean to belittle anyone's concerns but to not say anything then complain about the order things worked out is incomprehensible to me.
SirCruelT
Wed Mar 09, 2005 3:05 am
#33

Extremely new BE but these are the things I've noticed.


- We would have more business if CH was fixed.

- Exploration IVis a must and it would be nice if it was a pre-requisite in order to reduce SP cost.

- Predicting CL should be possible.


I ran a character builder and found a good balance that would be nicer if I had 1 more stinking SP.


TKM, Artisan 0030, Scout 3040 (need 1 point for 4040), Medic 0004, Brawler 4000


I could forget about TKM and settle for TKA 4444. Need a vendor and business 3 allows for that with probably very little storage.


I know some of you dont care that your income sucks but I do and the reason I'm taking up BE is to help keep my Guild's cityrunning with my income and by supportingour chef and tailor.
LloydPickering
Wed Mar 09, 2005 4:07 am
#34



SirCruelT wrote:
Extremely new BE but these are the things I've noticed.
- We would have more business if CH was fixed.
- Exploration IV is a must and it would be nice if it was a pre-requisite in order to reduce SP cost.
- Predicting CL should be possible.
I ran a character builder and found a good balance that would be nicer if I had 1 more stinking SP.
TKM, Artisan 0030, Scout 3040 (need 1 point for 4040), Medic 0004, Brawler 4000
I could forget about TKM and settle for TKA 4444. Need a vendor and business 3 allows for that with probably very little storage.
I know some of you dont care that your income sucks but I do and the reason I'm taking up BE is to help keep my Guild's city running with my income and by supporting our chef and tailor.





Why not get your Guild Chef to support you too by placing a vendor for you? Also I found most of my stuff came through on Mail orders rather than from vendors, particularly Chef tissues. The Non-CH pets are prob best advertised in your Trade Forum, with Chef tissues there too (Get your name known). CH pets really are bespoke and would prob need a specific order, so a vendor isn't the best option.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
dibar
Wed Mar 09, 2005 5:21 am
#35

Well... Nothing more to say!

Just think that the skill points needed for master BE are too much. The reasons are the following:

1- Any Bio eng should use the pets it makes, even High level. So I must be even a Master Creature handler. and do u ever seen a MCH without good fighting skill?!?!?

2- Think that a MBE should at leats (with the above) be able to gain some camouflage and creature tracking (scout skill) i do not mean master scout, but it could be nice.


So: Think it would be cool to became at least MBE+MCH+Master some fighting profession.

or at least MBE+Mscout+ and some good fighting skill tree
dibar
Wed Mar 09, 2005 5:25 am
#36

Sorry I meant Ranger not scout!!!


Aema Kaiko - infinity
Zadokk
Thu Mar 10, 2005 1:33 am
#37



dibar wrote:
Well... Nothing more to say!
Just think that the skill points needed for master BE are too much. The reasons are the following:
1- Any Bio eng should use the pets it makes, even High level. So I must be even a Master Creature handler. and do u ever seen a MCH without good fighting skill?!?!?
2- Think that a MBE should at leats (with the above) be able to gain some camouflage and creature tracking (scout skill) i do not mean master scout, but it could be nice.
So: Think it would be cool to became at least MBE+MCH+Master some fighting profession.
or at least MBE+Mscout+ and some good fighting skill tree



Not going to happen. It's like saying a weaponsmith should have certifications for all the weapons they make.
Dorelli
Tue Mar 22, 2005 4:09 am
#38

Addressing the Issues of BE skill points:


This seems a sensible compromise:


1. Make the exploration branch of the scouting tree the prerequisite instead of hunting.

2. Give novice BE's +25 mask scent


A simple and non-perfect idea that would give us back at least 5-14 skill points, or even more as we don't then have to pick up master scout to have the strongest mask scent.


This doesn't take away anything from any other profession (we'd still have to pick up hunting skills to compete with scouts and to compete with rangers you'd have to BE a ranger since they don't get mask scent anyway - they get cammo).


The real problem with BE is that there is a 'hidden' branch you really have to have (exploration) unless you never go out of the house.


Dorelli

master BE - bloodfin



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Feefers
Sun May 29, 2005 6:57 pm
#39

Silly aside one thankfully, my difficulty 35 Rancor with 9k health and uber resists of doom and shiny bells and whistles is the smaller then a wild scavanger rat with 90 health and no resists.
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