Bio Engineer Archive
Thread: BE and vendors
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.
> 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.
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.
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*
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!)
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 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...)