Bio Engineer Archive

Thread: BE and vendors

Suenr
Fri Aug 20, 2004 11:30 am
#27



joined42904 wrote:
We have seen other templates shift. The jedi had to re-allocate their skill points. BH now has fewer pre-requuisites than before.
I'm not saying the devs couldn't screw it up...of course they could. But it could be done on a one-time basis for existing BEs...free of having to gain the experience...just shift your points from one place to another.
I know that engineering isn't worth much as skills go. If you had to have it, that would put you in the same boat as armorsmiths, weaponsmiths, droid engineers, and others who make items primarily for others to use. (I'm actually going to make my second server's main a BE because I really like way the pre-reqs mold the character...so I can understand wanting scout pre-reqs instead of medic pre-reqs. Hunting and exploration lines of scout are really nice to have.)





BH is a good example. They didn't completely change the class, they didn't make any new requirements to get BH, they simply lowered the requirements. If they remove scouting requirements and add artisan requirements to BE, what happens to BEs who are already required to have those scouting skills for their current template going to do if they don't have the points to pick up the new skill requirements? I don't have the skill points to pick up some useless line in the artisan tree. Fact is I would likely have to give up business 3, rifles 3, and ranged support 1 in order to get those artisan requirements which would take away the single vendor I do have. And I couldn't give up the very low weapons skills I had left because I would need them to gather DNA since I would now have to kill the creatures first.

I am against adding any new requirements to BE. Even shifting from hunting to exploration could mess up some people's templates. Removing medic isn't the best solution, but it would at least give us options on where to spend those points according to what kind of BE we wanted to be.
NancyJ
Fri Aug 20, 2004 11:31 am
#28

moving the scout line from hunting to exploration would mean losing the ability to see creature stats... just food for thought




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Novock
Fri Aug 20, 2004 11:45 am
#29

Just My thoughts here:


Don't like the idea of simply moving hunt 4 to exploration 4 requirement. You lose some of you stat reading abilitites and personally i grp up with guild mates to help collect the enormous amounts of meat i need to make tissues.


Personally (just my opinion) I believe that the should simply remove the medic requirement from BE. Those who want the medic ability can still take it and those who don't won't. But this would free up 26 points and would be enough to get business 4 which would allow under upcoming changes for 2 vendors.


Above of course is my preferred but I also like the idea of moving the prereqsites soley to scout Exploration 4 Hunting 4, that would atleast free up 12 points.


We are a very heavily burdened prerequisite crafting profession. Whether you are a Tailor, Architect, Droid Engineer, Weaponsmith, or Armorsmith you are only required to have one bar of prerequistes and we have to have 2 and from separate novice professions at that. I believe this should atleast be talked about in the upcoming summit.


So NancyJ hope you get some good fedback on this thread (as I know u will) and you can come up maybe with a little different prerequiste idea for the devs to look at. Thanks again.





Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

furrycat
Fri Aug 20, 2004 11:49 am
#30

Quoth ArthurDentOnBria,

> those with merchant skills today, right now, are unlikely to
> be a viable solution to a vendorless-crafter of tomorrow

Because today they don't have the tools. Today there is no real advantage to being a merchant, no real point to the profession. Give people the tools and maybe they will use them.

If you build it, they will come.




  |\_/|  
>(o.o)< furrycat ruffles your hair.
( ),
^^ ^^

NancyJ
Fri Aug 20, 2004 11:52 am
#31



furrycat wrote:
Quoth ArthurDentOnBria,

> those with merchant skills today, right now, are unlikely to
> be a viable solution to a vendorless-crafter of tomorrow

Because today they don't have the tools. Today there is no real advantage to being a merchant, no real point to the profession. Give people the tools and maybe they will use them.

If you build it, they will come.




The merchant revamp is waaaaay off, we're talking not even a speck on the horizon, this is why the changes that are happening in publish 10 are happening now instead in the merchant revamp, they were considered to be fixes that were at this point in time, urgent.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Spazzers
Fri Aug 20, 2004 11:58 am
#32

I'd give up the medic skills much faster than I would hunting. If hunting were not a requirement for BE I'd still have it so I could collect the meat I need.I can see a customer asking for a tissue and the critter that drops the meat I need is doing the "nannynanny you can't get me" dance right on my front door step.I'd have to get a guildie to harvest it for me or buy it off the bazaar.


Swap medic for explore before you swap hunting for explore. We absolutely need the mask scent abilities so most of us have explore alreadyand use the skill. We must have hunting and I'll bet most of us use that skill as well. The medic skills aren't nearly as necessary since to be competitive in the pet med market you need advanced components from a doctor.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
mozter2112
Fri Aug 20, 2004 11:58 am
#33

i think giving up the medic requirement would help a lot, and i also think they should make exploration 4 the scoutingrequirement for BE as opposed to hunting 4. it never made sense to me why it isn't in the first place. i'm guessing most people also go for expl. 4 when going for BE so if expl. 4 was the only scouting we needed then that would kill two birds with one stone. giving us the mask scent we need and getting rid of another skill tree. i mean, we are the only major crafting profession that isn't part of the artisan profession, so we end up getting the shaft if we want a vendor. there's gotta be something they can come up with to free up some skill points.



------------------------------------------------------
Aarelia's Clothing and BE'd Chef/Tailor Supply
-6083 2839 Theed, Ahazi

Aarelia
Master Tailor/Master BE
Sakeana
Master Creature Handler/Master RifleWOman/Master Scout
Spazzers
Fri Aug 20, 2004 1:28 pm
#34








Wire3k wrote:


*snip*


If this was truly about 'game balance' some method would at least attempt to discourage multiple accounts - not keep making multiple accounts necessary to fill the average players desires in what they want to do in the world.

*snip*





Actually you nail this one. Its not about discouraging multiple accounts at all. The game is specifically designed FOR multiple accounts. And guess what? SOE is laughing all the way to the bank.


I'm one of the very few people I know in my guild that only has one account.


As far as vendors go and BE skill points, if they remove the medic requirement and place those points in the explore tree you still free up the 15 points that were allotted to novice medic. You'd possiblyhave a little more room to allocate points for at least one vendor.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Seiryuu
Fri Aug 20, 2004 1:43 pm
#35

As far as vendors go and BE skill points, if they remove the medic requirement and place those points in the explore tree you still free up the 15 points that were allotted to novice medic. You'd possibly have a little more room to allocate points for at least one vendor.

Of all the skill re-arrangements suggested so far, I like this one the best.

However, with these requirements being the exact same as Creature Handler, what is the likelihood of CH/BE becoming more common? Not everyone will, but it makes the combination a very attractive option. (With my existing template I could even get my FS skills and have five skill points left to spend! Yay!)



-----
Visit www.swgcreatures.com for all your creature needs.
Tell 'em Lantyssa sent you!

Math got you down? Need a tissue? Try my Chef and Tailor Tissue Calculators!

Looking for a special? Try this Excel spreadsheet on Special Abilities.
Suenr
Fri Aug 20, 2004 1:48 pm
#36



Spazzers wrote:
As far as vendors go and BE skill points, if they remove the medic requirement and place those points in the explore tree you still free up the 15 points that were allotted to novice medic. You'd possibly have a little more room to allocate points for at least one vendor.




First, this assumes you want to drop novice medic. And second, it assumes you can drop novice medic.

Now, for me, this would work just as well as dropping the medic requirements completely. But what about someone who is a doc and MBE? What if that person has their template laid out where they have all their skill points used up? Wouldn't it be ironic if they actually had to give up business 4 in order to pick exploration 4 so they could keep MBE?

Things like that are the reason I don't support moving around the requirements for BE. Dropping the medic requirements may not help everyone, but it would hurt no one and give many people more options.
NancyJ
Fri Aug 20, 2004 2:37 pm
#37

Well there was discussion of various options on the corres forum and the short of the answer is 'no', the long of it is, well I'm still waiting for permission to post it.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



PurpleWarrior
Fri Aug 20, 2004 3:08 pm
#38






NancyJ wrote:
bah

Wheres the fun in that, I love driving past and animal, hitting /exam and going ooooh *turns bike around and goes to grab a sample*






Me too. I use /ex all the time


I like the single vendor at Master BE idea best for BEs. I'm going Master BE/CH with my Chimaera toon and don't see how many of the other suggestions would benefit me.


We actually shelled out for another account so my wife could have a Master Merchant *sighs*


We are not the only crafting class that has no artisan requirement either - Doctors and Combat Medics share the medical crafting line with us and they need vendors too. How often would you get a decent buff if Docs didn't sell buffpacks, for instance?


(Maybe some sort of vendor allowance tied in to Medic Crafting IV would let all 3 'medical crafting' classes have access to a sales point? Just a thought...)




Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
NancyJ
Fri Aug 20, 2004 3:09 pm
#39

Technically all Docs and CMs can make their own meds




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Page 3 of 4