Bio Engineer Archive
Thread: Very Important Announcement Regarding CU!!
Felisconcolori wrote:
Hmm.
The pinnacle of StimPacks will be the almighty Stim-B, which will be produced by bioengineers exclusively.
I've seen some people in this thread say "No, docs might still be able to craft *X* but need components from BEs." But the post says, clearly, "All crafting skill mods and all crafting schematics moved into this tree." (This tree refers to BioEngineer.) After the CU, there will be NO crafting Docs. All crafting, for all stims and such, will be in BioEngineer or the crafting line of Medic. As stated elsewhere in the document, they are seperating the playstyles so that Docs and CMs *will* be field professions with functional combat roles, and that crafting is being seperated from this playstyle. And landing in my happy trando lap. Now, my datapad is already pretty darn full of pet schematics, pet stim schematics, and tissue schematics. The only good news I read in all of the prior pages is the assertion that... "we have removed the need for about seventy percent of those medicines"
This means my worries about filling up my datapad and having to decide whether or not to keep pet skins or medical schematics are *slightly* lessened. (Bet not many of you thought about this angle... =)Worried me a little because I'm sure datapad space requirements are outside the CU scope.)
...
Because it may effect us, I note that the ratings for a CH will depend on the pet (ie, Off, Def, CC). One thing I have not seen addressed, and which I am highly concerned over, is the affect all of the changes will have on our BE crafted pets. Will they all become clones of the natural world? Can we *please, please, with sugar on tops* get an answer to this? Yes, it might seem not to be an important change, but it *will* have to be addressed at a developer level to keep in line with the overhaul of the HAM system. It will be of supreme importance to CHs. I'm scared to make any pets until I know how this will pan out, and could be the BE-killer that doc crafting and switch/profession flooding potentially is.
/rant... Sorry, I'm stopping now, I'm just very scared. Happy commando fun. Yes. I will go blow things up now.
First, I am our guild's BE and we have 3 doc'sonly 1 of whom is the crafter. She will loan me her experimentation clothes so I'm set in that respect. I am the full hybrid BE, making tailor tissues, chef supplements, pet meds and pets.
For the most part, I welcome some of the changes. I am still at a loss as to how the omission of the scout pre-requisite will help BE's? It's almost a must to have exploration 4 to be able to get samples, and at least Hunting 3 to be able to determine if the creature has the stats we want to sample. More skill points won't help me that much, as there are more requirements to maintain a combat profession in the CU. Also, in order to have more datapad storage it looks like I will need to invest in another droid with datapad storage though. No biggie.
BE probably the most expensive profession in the game to grind and craft for due to the huge creature resources requirements. Now you're adding doc/cm crafting that requires even more creature resources (and specialty resources).
I agree that many crafting docs/cm's will probably pickup the new BE crafting line (which I am assuming is will be the current experimentation tree), but due to the points requirements I seriously doubt that docs will become MBE.
My concerns are :
How willthe new HAM system will affect our current pets (both tamed and deeds)and our experimentation in pet creation? Will we have to trash all our pre-CU samples as we did in publish 5?
Will the new meds take the same resources as the existing doc and cm meds or the same resources as our pet stims/vit's? If not, will we have to invest in huge quantities of creature resources to make these also?
Will the new meds befor manylevels as they currently are (ie: stim/buff/poison/disease/wound A, B, C, D, E)?
Will BE's be healers with 'enhanced' healing abilities or will be stuck with crafting uber meds that we won't be able to use? It seems contradictory to allow me to make high level stims and limit my use to the tiny heal stim b useable by all professions.
Message Edited by Gremicwas on 03-31-2005 07:39 AM
To answer your question:
1) I believe we'll be able to see pretty much the stats we need with novice scouting. That plus www.swgcreatures.com
2) if you are primarily a pet-making BE then you probably have 4-0-4-0 scouting now, and will have the opportunity to drop it to 4-0-0-0 right?
For a LONG time now we've been getting feedback that: a) BE's feel they are spending too many skill points into the profession, and b) They'd rather have scouting exploration as a pre-req then hunting. So although I can't say honestly that our collective feedback made one bit of difference into this decision (realistically I think this change was made to satisfy the blood-thirsty gun-bunny doc-dabblers), I think in hindsight the pre-req changes gave a lot of BE's exactly what they wanted.
evfields wrote:
One thing I am wondering about is the hunting line - though it will clear up some points for well, non hunters, will most pet makers be able to drop it? Can a novice scout see information like resists, that is, without alt-tabbing and going to swgcreatures.com? Personally I am a BE to make pets, as it's the only unique crafting. I dont mind pet stims and tissues and don't think I'll mind medicines, but it's just not as important to me.
Message Edited by ArthurDentOnBria on 03-31-2005 08:08 AM
Hmm, what stats are you referring to that hunting 3 will give you and novice scout won't?
I just tried it this morning. I gave a noob novice scout and nothing more, went out into the field, and was able to see all resistances, whether they were effective or special protection, whether or not the creature has armor, whether or not the creature is a stalker or aggressive. To me that's really about all you need.
Gremicwas wrote:
For the most part, I welcome some of the changes. I am still at a loss as to how the omission of the scout pre-requisite will help BE's? It's almost a must to have exploration 4 to be able to get samples, and at least Hunting 3 to be able to determine if the creature has the stats we want to sample.
Message Edited by Zigabob on 03-31-2005 09:01 AM
ArthurDentOnBria wrote:
Hmm, what stats are you referring to that hunting 3 will give you and novice scout won't?
I just tried it this morning. I gave a noob novice scout and nothing more, went out into the field, and was able to see all resistances, whether they were effective or special protection, whether or not the creature has armor, whether or not the creature is a stalker or aggressive. To me that's really about all you need.
Gremicwas wrote:
For the most part, I welcome some of the changes. I am still at a loss as to how the omission of the scout pre-requisite will help BE's? It's almost a must to have exploration 4 to be able to get samples, and at least Hunting 3 to be able to determine if the creature has the stats we want to sample.
Primarily the type of meat or hide....it's really expensive to have to buy all the creature resources, so I hunt myself whenever I can. Though most is memorized by now, it's still nice to examine and see the info.
Crafting Docs that like to go in the field also will have to spend additional points in BE, so that it will no longer be possible to be TKM/MDoc with full crafting ability. They take options and fun away.
Now we get an insane shopping list for making meds because "buff and armour are overpowered". We have to keep in mind that it was SOE who did *not* test what 90-95% experimented buffs and armour would be like - in their own game - with rules they made almost two years ago. Resources will spawn eventually, it is only a matter of time before we see 90-95% experimented items keeping gated resources in mind. The shopping list is nuts, but with enough 30k resouce deeds it should be possible to craft high quality enhancers right away. We get +10-30% enhancements now that take insane amounts of ingredients compared to how little they offer. And BE's are going to make them. /sigh
I just want to make pets with my MBE, and meds with my MDoc. No point in mixing it all up in my opinion. And now we will get even more tells about making stuff - the new enhancers. I can feel it coming like "U no 12 point BE, u suxxors!" (or 14 point of what ever max will be now) /shudder
I hope the pet crafting system does not get messed up!
Inkanissen wrote:
They say that Docs can now go and join players in the field, as if they did not have that option as the game is now! Nothing new here, false advertisement.
Crafting Docs that like to go in the field also will have to spend additional points in BE, so that it will no longer be possible to be TKM/MDoc with full crafting ability. They take options and fun away.
Now we get an insane shopping list for making meds because "buff and armour are overpowered". We have to keep in mind that it was SOE who did *not* test what 90-95% experimented buffs and armour would be like - in their own game - with rules they made almost two years ago. Resources will spawn eventually, it is only a matter of time before we see 90-95% experimented items keeping gated resources in mind. The shopping list is nuts, but with enough 30k resouce deeds it should be possible to craft high quality enhancers right away. We get +10-30% enhancements now that take insane amounts of ingredients compared to how little they offer. And BE's are going to make them. /sigh
They're using gated resources now. Most of them were CM items prior to the CU. Some of them require you have an ore recycler. Not going to be fun to makes some of these items.
I just want to make pets with my MBE, and meds with my MDoc. No point in mixing it all up in my opinion. And now we will get even more tells about making stuff - the new enhancers. I can feel it coming like "U no 12 point BE, u suxxors!" (or 14 point of what ever max will be now) /shudder
I hope the pet crafting system does not get messed up!
This CU doesn't seem to favor us, then BE wasn't favored. I hope that with the Rage of the Wookiees, we're not forgotten and are given more pet skins/colors, etc. But at least with my other profession CH, we're finally getting some shape back after being smacked flat by the nerf bat. Wonder if they'll ever do that though for BE...don't ask me why my two fav professions happen to be the ones that are jacked up..
But then sometimes I think devs need to go back to thier education (GAD101 here! Yes, I'm studying to become a Game Designer.) and listen to us. For the devs could make the game off the hook, but if it they don't listen to the needs of the players, it's just fancy graphics and sounds.
For the true BE's are the ones who make pets/stims/tissues...it might be nice not to hit up a doc for stim components, but dang, the whole nine yards? Reasoning's shaky as in RL it's tied to pharamancial stuff...Don't know. I'm both at the same time curious yet dreading the whole thing.
I guess at the main time, I need to grind up to merchant again (seeing CH will be my combat profession) so I can do more then take special orders.
Guess, I made my thoughts known. I think it's nice in a sarcastic sense that we're now shoved totally under the medical elite professions in a bastardized way. I liked the idea of hybrid, of being able to make pets and tissues and whatnot. Spent a year grinding to master, and I ain't dropping it now. I survived the CH nerf, I can adapt to this change....and pray that the devs give us more pet skins and listen to us.
For I always wondered: why no birds?
Editied for spelling errors
Message Edited by Elainyn_Kabuki on 04-12-2005 03:43 PM
Message Edited by Elainyn_Kabuki on 04-12-2005 03:46 PM