Bio Engineer Archive

Thread: Be Issues Round 2 Revision

jsprada
Fri Jan 23, 2004 4:45 pm
#92

Hylidex - Well put. I think you really summed it up. I have a level 9 gurrcat I bought that has 4K HAM and hits for about 170, with like 25% KR/ER.. I paid like 60K for that pet and loved every minute of it.. it was by no means over powered, or gave me an unfair advantage (esp if anyone/everyone can have the same pet!) What it did was broaden the market so that BE can sell to everyone, not only CH's.


Right now I cant make anything under a level 10 that has more than 1K in more than one of the HAM pools.



Name: Nanako
Server: Flurry
RashDraco
Sat Jan 24, 2004 9:55 am
#93

My issues are pretty clear, OK some of the BE's found a way to make UBER pets, there trade secret, I accidentilly made a lvl 10 Kima with about 4K HAM, not super uber like 10K but still a little beyond the normal range. In truth I can see a BE making a pet about 1.5 times stronger than somthing in the wild in sense a lvl 10 with 2000 HAM would be resonable, id even say pushing this to 3000 though is over the top. If someone wants a powerful pet go be a CH, otherwise strap on yer armor, and get yer guns sliced, thats life.


The issiues I have problems with , is as a BE, i strive to make Fair pets and have done well, BUT when it comes to NON CH pets either the players are spoiled or theres a problem, Players dont want lvl 10 pets with decent stats, personally I could care less even as a BE i cater to the CH's and have made over 2million in lvl 30+ pet sales.


Even when I was master CH/BE i knew that the prepatch lvl0(1) pets were wrong, yeah i had my blurrg, i will admit it, but heres the cute thing, they cant be calle dby non ch. tried... These pets need to be fixed, because this is what is happening, a master ch can have 2 pets out totaling lvl 70 and still call one of these lvl 1(0) pets, putting them way over the top of 100 pet lvls out. Perhaps making them uncallable and offering a poet trade in like they did with the lvl 11-15 pets. Do the same with pets with invallid stats of say more than 1.5 times a wild pets stats of that given lvl. Yes i did some research on lvl 10 pets


AVG HAM 1000 MAX AVG DAM 100


thats what a wild pets average is, so a 2K HAM lvl 10 pet made by a BE should be doable, In a pet trade in, give them the max stats, so atleats they have the best they can get. Now all you BE;s that made lvl 10 pets with 10K HAM, and our now crying, cmon, get real, you knew darn well something was wrong, yet you saw an opportunity to make 1-2million a pet on the non ch's, quit yer crying, like any of you are going to reimburse them, even though you should, i had several associiates get burned by you guys and told em to demand there money back, or at least another pet in exchange and a partial refund, Personally i gave a full refund to any pets that i made that were uncallable.


well my 2cents





Alexander Maslio
Imperial Stomr Corps
Drill Instructor - A-Coyy
Card carrying member of COMPNOR
MooF_Juggernaught
Thu Jan 29, 2004 5:13 pm
#94

1) i dont know if this has already been brought up, but id love the ability to rename samples, so i can seperate them and know what they are without having to examine every single sample when im trying to seperate and store them.


2) id love for some leway(sp?) given to us , regarding storage, since our dna doesnt stack, so that we may more effectively keep samples in stock rather than use up all our lots for storage purposes. im not sure how to do this, but i already have a large tat house, moderately funrished, with my crafint resources, and i have to use 4 factories to store my samples cause i have no room in the house, or my small house i have for storage.


3) what ever happened to them adding the name of the person who crafted the pets to the info when the pet is examined?



just a few ideas. mostly coming from inconvience.





Antarian Rangers
Jedi PadawanMoof Juggernaught
R.I.S. Certified 12pt ArmorsmithT'zeal Juggernaught
Juggernaught F.S.C. - ProprietorWendol Juggernaught
Server: Bloodfin Vendor: Juggernaught F. S. C. - Skyfar, Naboo
XFire Profile
Wolfman61
Sun Feb 15, 2004 3:31 pm
#95

Look, the flak about the outrageously powerful pets is equally outrageous. There is no way in hell that a CL10 pet should have as much ham as a well made pet 4x as high. Anyone that says otherwise can keep complaining however, that is what /ignore is for after all. I am very satisfied with the overall profession right now. I would like the "creator" tag issue fixed though, and some sundry things for dealing with all the types of DNA we need to manage. Wether that be a storage device for DNA specifically or some other method doesn't really matter. And the ability to rename DNA samples would be SO nice.

Chooloo - Wookiee Mad Scientist
Master BE, Master CH, Master Scout
shaglyyk
Tue Feb 17, 2004 11:20 pm
#96


I dont know if this has been adressed or not but why are there no skill taps for bio engeneers like expermintation and assembly. this is one of the most important perfesions now just wondering why these are not in the game. thanks



Shaglyyk (The Token wookie)

Master Doctor, Master Rifleman- SYN
Rare item loot vendor cornet 412 -5460
Jadzer
Sun Feb 22, 2004 1:43 am
#97

Lets get real the Damb game says we can schamatic a dna starnd after we mix the dna thats Damb DUMB ass thing to do since we can never do it...


Simple put When we do a DNA sample it should be like getting Kryyt tissue or something.


GIVE US A FEW 1-7 DNA samples !!! now that would be fair.. this 1 crap is dumb!!!


And what happen to the game saying Stronger.... Faster ..... Camoflauge.... we get nothing of the


sort... WE NEED a Enhancer!!! to put into the DNA...


We shouild be able to make a rancor thats invisible :-) hehe an the skins have to have limits..


No frikn way should my Vir Vir Kill a rancor ... I dont care how much DNA we use.


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