Bio Engineer Archive

Thread: pET sTIMS

Spazzers
Wed Feb 23, 2005 12:26 pm
#66

I agree with the noob not having the credits possibly but a CL10 animal typically has around 6K HAM. I'm not talking about the uber 10's either. A CL10 with lots of ham and vulnerable to nearly everything will need more pet stims than many higher level animals.



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Cephalo
Wed Feb 23, 2005 12:46 pm
#67

Well, I have noticed that nobody is putting pet stims on the market. That would explain why people aren't looking there. A few months ago I would sell 10 in a day. This is Valcyn Btw.
DitahCotton
Wed Feb 23, 2005 4:36 pm
#68

It also doesn't help that pet stims don't show up under the Pet Stim category.



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Zadokk
Wed Feb 23, 2005 5:14 pm
#69

When I used to make them they used to fly off the shelves. That was about 6 months ago. I don't think that there has been a decline in CHs, if anything I would say there had been an increase - but that is only going on my observations, I have no sales records to prove it.
ArthurDentOnBria
Wed Feb 23, 2005 6:12 pm
#70






Cephalo wrote:
Ouch! I just starting playing again after a long break. I put about 10 pet stim D's 32/1586 on the bazaar for 5000 creds each. Even though there have been zero other pet stims on the market, I haven't sold a single one in five days. Did something happen to make pet stims obsolete? WoW perhaps? lol.






I've noticed that on Bria there are typically no stims at all on the bazaar. I've started to sell low-end stims on the bazaar over the last month, and generally the pattern is I'll put half a dozen on the bazaar, and they'll sit there for 3-4 days, then somebody will come along and buy them all. Feast of famine I guess. The demand seems to be extremely low.

Message Edited by ArthurDentOnBria on 02-23-2005 05:14 PM



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Zadokk
Thu Feb 24, 2005 4:38 am
#71






droid327 wrote:


Most everyone has at least novice medic, so stim-Bs 400+, which get bonuses from +injury treatment, will heal most pets well enough to keep them alive, have a faster recovery, and you can use the same ones on yourself as well.

Message Edited by droid327 on 02-24-2005 01:59 AM





Yes, hopefully after the CURB pet stims will become more desirable. At the moment a novice medic can use powerful Stim B's and a 0040 medic can use Stim E's that have had medicine use experimented down. After the CURB, this should change and hopefully handlers will see the benefits of pet stims.
droid327
Thu Feb 24, 2005 6:04 am
#72






Zadokk wrote:





droid327 wrote:


Most everyone has at least novice medic, so stim-Bs 400+, which get bonuses from +injury treatment, will heal most pets well enough to keep them alive, have a faster recovery, and you can use the same ones on yourself as well.

Message Edited by droid327 on 02-24-2005 01:59 AM





Yes, hopefully after the CURB pet stims will become more desirable. At the moment a novice medic can use powerful Stim B's and a 0040 medic can use Stim E's that have had medicine use experimented down. After the CURB, this should change and hopefully handlers will see the benefits of pet stims.





They better reduce the requirements on them, then, or we'll just have a bunch of angry CHs wondering why we cant provide Stim-D's in crates of 50.....i really wish that the subcomps didnt affect the final stats, either, just the experimentation, I have a real hard time finding 12 pt MDs willing to sell me raw components, since they're in the business of selling stims themselves...



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Binger83
Sun Feb 27, 2005 12:24 pm
#73

Anyone know what a good Pet Stimpack B bonus would be? Pet Stimpack C?



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ArthurDentOnBria
Mon Feb 28, 2005 5:01 pm
#74

I would say "good" would be something like:


petstim B: 700
petstim C: 1050


something like that. You can definitely do better, but if you hit those values, few customers will turn their noses up at them.





Binger83 wrote:
Anyone know what a good Pet Stimpack B bonus would be? Pet Stimpack C?








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Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Grozurr
Mon Feb 28, 2005 5:59 pm
#75



droid327 wrote:


Zadokk wrote:


droid327 wrote:
Most everyone has at least novice medic, so stim-Bs 400+, which get bonuses from +injury treatment, will heal most pets well enough to keep them alive, have a faster recovery, and you can use the same ones on yourself as well.

Message Edited by droid327 on 02-24-2005 01:59 AM



Yes, hopefully after the CURB pet stims will become more desirable. At the moment a novice medic can use powerful Stim B's and a 0040 medic can use Stim E's that have had medicine use experimented down. After the CURB, this should change and hopefully handlers will see the benefits of pet stims.


They better reduce the requirements on them, then, or we'll just have a bunch of angry CHs wondering why we cant provide Stim-D's in crates of 50.....i really wish that the subcomps didnt affect the final stats, either, just the experimentation, I have a real hard time finding 12 pt MDs willing to sell me raw components, since they're in the business of selling stims themselves...





We can only hope that they'll change the reqs, but if all went well with the recent changes, maybe fishing actually has its merits now? i'm planning to use my 30k crate of resources and make a full run as soon as some decent polymer spawns.

As for docs not wanting to sell raw comps, just try to find even a master doc that would be willing to craft your subcomps, even if they're not a 12-pt. If you have a 12-pt in your guild then go for them, otherwise if you can't get that go to one of the "big" names on your server and see if they would be willing to craft a schematic for you and sell you the resources you need at a reasonable price (so you can just craft them in your own factory and it doesn't eat up too much of your time). they've probably made enough cash so that they won't be too worried that you'll try to corner a (fairly dead) market and chances are you can get them to make the stuff for you. the final option would be to gather your own resources and then just ask the doctor to craft the schematic for you, or just go with whoever you can.

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Qojan
Thu Apr 28, 2005 11:26 am
#76

OK I respeced to MCH again, was out playing around with my pets and OPPS my pet stims dont work anymore, anyone have more information on this and how we can heal our pets? Thanks in advance



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Grambacca
Thu Apr 28, 2005 1:21 pm
#77






Qojan wrote:

OK I respeced to MCH again, was out playing around with my pets and OPPS my pet stims dont work anymore, anyone have more information on this and how we can heal our pets? Thanks in advance






This is one of the things I bugged when I was on my server's TC for the CU.


Guess the Dev's have other things to worry about than something being broken for CH's?


There is no way that I know of that you can heal a pet now. Other than store it back in the datapad overnight?






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Devero
Thu Apr 28, 2005 1:32 pm
#78

I haven't tried making new stims yet. Seems like people are saying it's only the pre-CU stims that don't work?



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