Bio Engineer Archive

Thread: Bio-Engineer CU issues

Nawarra-Van
Thu Apr 21, 2005 8:48 am
#27

Why not give us the maskscent in the master box ? That way, the doc's that aren't going to do master don't get something they don't need or want and we get something that we almost absolutely need ? Maybe even add a basic camo to master as well (just something that will compliment the maskscent). If they did this, we wouldn't be required the scout boxes and would free up some SP...

Just thinking out loud
Rogue1970
Thu Apr 21, 2005 1:25 pm
#28






Nawarra-Van wrote:
Why not give us the maskscent in the master box ? That way, the doc's that aren't going to do master don't get something they don't need or want and we get something that we almost absolutely need ? Maybe even add a basic camo to master as well (just something that will compliment the maskscent). If they did this, we wouldn't be required the scout boxes and would free up some SP...

Just thinking out loud






While thats a good idea, /maskscent alone is not worth the effort without the mods. A pet making BE cannot really make high level pets without at least a +70 maskscent mod from the Explore tree, in addition to +25 in clothing mods.


Personally, I'd like to see a +25 maskscent mod in the Master box, then those of us who choose to get the Explore tree to make higher level pets will have that much additional protection from aggro to compensate for the lack of any Combat Level in BE. This Master mod would not work without the /maskscent skill in scout though, so it's still a hefty investment in skill points, but 90% of all BEs already spend points here anyways, and they do give Combat Level now - so it's worth it.




YEZ & GNOINTREPID
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metalbard
Fri Apr 22, 2005 8:23 pm
#29

All I know is that if these issues dont get fixed Soon We're going to be in big trouble. I have not been on TC, and don't want to go to TC.(i want to get as much "fun time" in before it all goes*poof*)From every thing i've read my Master Smugler/TKM main toon and my MBE alt Will leaving the game. My mbe is not a pet be but an augment to the Chef im grinding with that toon. The Upgrade is going to Kill chef as we know it and take the Money out of it just like Pre-buff Food. I origanly started with a master Arch and left that prof becaseof the lack of Consumable Items.Unless you forgot to put maitnance in your 10Ber harvy before you went on a 3 week vacation your not going to need to by more than 8 of them and a house. Now my BE gets new meds that are going to take hours of hunting with my Smug/TKM just to make themand after the origanl newness runs off its going to be just like the Image Designers after they had thier upgrade. If i cant run factory crates of Food aditives than the points i've spent on MBE are useless to me.


This game has been a down hill slide for me sence they shut down the Battle Fields. The only thing that i even like in the game any more is JTLS and quite frankly im not willing to pay $15 a month when i can play X-wing Aliance to fly a YT-1300 for free. With Smugler Being the Prof i play and use most I dont have the conection to BE that the Uber Pet Makers Have to the Prof. To me it was all about being able to make better food for higher Profit. Now that is going to be Nurfed and Quite franly Im sick of it. I realy hope that Lucas Pulls SOE's Licence becase this gameseams to be heading more to EQ than Star Wars. I figure I'll Give the CU a month of good, honest, opened minded game play. If this is not the Second Comming of the Battle FIields or something like it I'll end up leaving the game.


In my home town Edge Noir on Radiant we have 2 Rules for our citizans 1) Stay Emp or Neutral. 2) Have fun. Well i think my fun is going *poof* so i should too.




/stop rant

/drink beer

/enjoy last days of game





EMP Master Smugler Radiant
RandDarkstar
Fri Apr 22, 2005 10:34 pm
#30

For example... a Thyroid Rupture Enhancer uses 27 subcomponents (unreal) and a total cost of almost 2000 units of planet specific, or name specific radioactives and other resources. This is for ONE item. To have a stockpile of everything for tailor, chef, medic, and CH would require multiple accounts, not to mention a field of harvesters all working non-stop andbeing moved around to get what is needed.


Assuming you charge 5cpu which is really just about breaking even, because you could probably sell the resources alone for 3-5cpu, a single crafted item would cost 10,000 credits, anda crate would be 250,000 credits. Double that for a decent profit, and you are looking at half a million per crate. The time taken to make a single item is 4:48 each. So you can onlyfactory upabout 12 per hour.


I tried the Stim-D packs that take an aweful lot of resources, the 5 minutes to make, and are still only usable by CL60 and above.


the Stim-D only cures 900 healing, and has a 60-second cool down. the Thyroid Enhancer might add 30% effectiveness to a MCM ability? Hmmm. Not sure if I'd want to spend so much on a slight enhancer.




Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

metalbard
Sat Apr 23, 2005 4:02 am
#31

that wasn't a type was it did u say 4mis 48 seconds per item in a factory? It didn't take me that long to factory run Naboo Guild halls when I was a Master Arch. Is it safe to asume that were going to need 3 acounts just to make a living at BE 1 acount to be ablle to live long enought to get out to our harvisters, 1 acount to drop enough harvisters to keep up with the demand and the final acount to set up 10 factorys just so we can keep up with orders? How come i see this as a killer money maker for the Monkeys and a pain in our backside for those of us who like to make and sell our own stuff?



EMP Master Smugler Radiant
Eskie
Sat Apr 23, 2005 4:12 am
#32

If the demand outweights what you can supply in the alotted timeframe, raise your prices. Thats how a marketplace works.
The only problem that might arise is if the resources you use in an item are more valueable than the final item. That will kill either the supply side because its not profitable, or the demand side because the cost for the benefit offered is too high.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Dorelli
Sat Apr 23, 2005 5:49 am
#33

Petstims: yes is crazy - I think they need to look at the amount of fish filletted being upped and/or tied to hunting level.


BUT - Arthur did report that on TC, the pets do heal themselves very quickly so there will not be quite the same demand for pet stims as there is now - I think we are going to see petstims moving into battle use by CH's rather than patch up jobs afterwards.


-- Dorelli




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

Aleskander
Sat Apr 23, 2005 8:26 am
#34






Eskie wrote:
If the demand outweights what you can supply in the alotted timeframe, raise your prices. Thats how a marketplace works.
The only problem that might arise is if the resources you use in an item are more valueable than the final item. That will kill either the supply side because its not profitable, or the demand side because the cost for the benefit offered is too high.





This is the problem with Chef additives now. Cost to make BSN +88 is about 900k...Highest Chefs will pay 1.1Mil. This is why you don't see rich BE's



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
beccalynn
Sat Apr 23, 2005 9:31 am
#35



I was playing around yesterday and I noticed that they uses for the higher end meds has increased by alot. Something like 150 - 300 or something like. One set could supply a combat doctor for several weeks if not a month (depending upon the size of your group), so maybe its not so bad *still groans though at the though of collecting so much hard to get stuff*


I also fell over when I saw how many units of avian meat and so on was needed to make one. Needing the best quality of everything is something doctors are used to.... and yes most of us have a decent stock of it and Med Clothing and so on.. which does put BE's at somewhat of a disadvantage, however, since Doctors have been crafting meds since the game started, it only makes sense that we would be built better to make better meds. I also have a Chef, and I will be picking up the line to make at least the small and medium addatives for food, but I only do this because I have a heck of a time finding a good and reliable BE on Ahazi. I am not saying that there aren't any, I am just saying to date I have been unlucky in finding one that meets my current sales load. I don't expect to make the best quality tissues that someone who has been a BE since the game started can make, its the same trade off. I don't have everything I need to make good tissues, yet... I will get there in time, as will BE's in making meds.


But I agree, making it where you can't sample DNA does stink.. so I too vote for Master BE's to have Mask Scent.


I am willing to offer any help I can to any BEwho wants to aspire to make great meds, its going to be challenging but there is a ton of pride that comes along with it...

Message Edited by beccalynn on 04-23-2005 09:34 AM



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Blueblooded
Sun Apr 24, 2005 2:47 am
#36

another new issue (I think)

range to a creature only shows if you are within range of the weapon you have equipped. for example if you are unarmed (which I am when sampling a lot of the time), range does not show until you get within 9?m - at all other times it just shows "out of range"

so how do we judge the Mask scent ranges (break checks at approx 64m and 30m?). the only way I can think of at the moment is to always carry a rifle in your hands

p.s I only tried this on Dath, and Ive only just worked out why I think range wasnt showing. If ive got this wrong I apologise. If I havent its just another example of the combat-centric thinking of the devs

any news on when (or if) they plan to put some thought into mending the pets crafting process..and pets in general??

perhaps if we rename ourselves "Bio combat experts" we might get some things fixed.



Always remember . "a pig with lipstick is still a pig"
Adriaan
Tue Apr 26, 2005 5:00 am
#37

Quite frankly, what I'm concearned about is my current pets, since most of my pets I made myself. I am terrified to pull them out after the CU because I know that are going to be level 150+. SOme of my pets, especiall my lv 58 bearded jax and lv 65 gurreck, are my pride and joy. Not only that, but I have over 300 pets in my store that will probably be totally useless.


Why are we getting nothing but silence... I want answers!




-- Adriaan Onasi -- Radiant Server -- Master Artisan / Master Architect / Master Chef --

-- Liah Spiritsong -- Intrepid Server -- Master BE / Master CH / Pikeman --

-- Aredon Bredrit -- Radiant Server -- Master BH / Master Carbineer / Master Marksman / Force sensitive Rebel Colonal --

I am the stormtrooper executioner... fear me.

VeshiqYoon
Wed Apr 27, 2005 4:45 pm
#38






Adriaan wrote:

Quite frankly, what I'm concearned about is my current pets, since most of my pets I made myself. I am terrified to pull them out after the CU because I know that are going to be level 150+. SOme of my pets, especiall my lv 58 bearded jax and lv 65 gurreck, are my pride and joy. Not only that, but I have over 300 pets in my store that will probably be totally useless.


Why are we getting nothing but silence... I want answers!





I second that opinion. Though I remember when they did the first BE change and added all the secondary stats to DNA current pets in deed form became bugged.


Yvesof Tabec


MBE/Carbineer xxx4/CH 4xx4


Valcyn


Aenedor
Thu Apr 28, 2005 11:15 pm
#39

I had a selection of lower level BE pets with high HAM and high kinetic resists, 2 * level 9, 1 * level 10 and 2 * level 19.


I called them all post CU to see what happened.


I was forced to change the level or stats on the level 10 and 19 pets, but NOT the 2 level 9 pets.


I bugged this ingame.






Aenedor Tru'shot
Elder Ranger
Imperial Medic - Bringing Healing and Order to the Galaxy.
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