Bio Engineer Archive
Thread: Bio-Engineer CU issues
Just thinking out loud
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.
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.
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
Message Edited by beccalynn on 04-23-2005 09:34 AM
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.
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
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.