Bio Engineer Archive

Thread: Please put some experimental points at MBE level

TarMangani
Thu Apr 14, 2005 4:15 am
#105






Eskie wrote:
it's their grass so why not?





That is your opinion, but the devs actions currently say its my lawn, at least for the additive and medical markets. I agree with them on the medical market, but not on the additive market. But I will happily take it also. So - cya!




We've covered this already, the devs are throwing us a bone for nerfing our profession and for that I'm grateful, (remember, I'm glad they're leaving 0004 as is, it benefits me too, however I have no qualms acknowledging the big picture either). However it's still their lawn, we're simply allowed equal "squatter's rights" at the moment, (which rocks because my business will be that much the better for it).


However, and I've also said this before, things will change. MBE will get some of the med pie soon, and we'll be forced to give something else up.


To me crafting docs are like the people of Alderaan and the CU is like the Death Star on steroids...we're about to be homeless...





JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Aleskander
Thu Apr 14, 2005 4:40 am
#106

It all comes down to the attitude of crafting doc's having to move to BE to craft medical items. They want to stay crafting doctors, not be BE's. And I don't blame them! I don't like the changes made this way - BE's never asked to make meds.


Had it been the other way around a couple years ago, BE's making meds and the CU moving them to Doc, we'd be yelling about it


In the CU, Doctors don't require these enhancers, but want the extra power of them. Loosing the buffing trade, Doctors no longer have the big cash flow they currently do. And the crafting doctors loose the buff sales.


The problem I have is the BE dabbler 0004 or 0404 is just as good as the master under the new CU standards minus a very few schematics -high level pets, INN's and a couple tailor tissues.


The question isn't about the crafting doctors being able to make the enhancers, it about the crafting doctors having to become MBE to craft meds. The current CU changes allows a Doc to take 1 line in BE to make meds, thus not "nerfing" them, but it nerfs the BE profession.


IMHO, to keepBE from becoming a 0404 profession, some of the med items need to be moved to MBE. Just like in the current Doc and CM professions, the experiment line is 0004, but there are higher level schematics in the master boxmaking the Master Doc/MCM better than the 0004 dabbler. This holds true in all of the crafting professions.


Why should BIO-ENGINEER be treated any different than other crafting professions?




*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
Eskie
Thu Apr 14, 2005 5:58 am
#107

"The question isn't about the crafting doctors being able to make the enhancers, it about the crafting doctors having to become MBE to craft meds. The current CU changes allows a Doc to take 1 line in BE to make meds, thus not "nerfing" them, but it nerfs the BE profession."

Excuse me? BEs didnt even have that market before. This crafting line is added to BE at no additional skill point cost, they get the same opportunities in it as current docs, and you call it a nerf? I would love to be nerfed that way.



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
BraccusD
Thu Apr 14, 2005 10:50 am
#108

The way I see it there are a number of MBEsthat don't give a hoot because we didn't have med making ability in the first place til they came up with the idea to give us pet stims. That prompted a whole invasion of crafting docs back then but on a fairly small scale. Then abig invasion of chefs came when tissues got fixed which kinda hurt since they took a bit of the tailor biz away although some of us had tailor contacts already in place. Now it's a 3rd invasion in a sense. So I don't care too much about having been given this whole med crafting area, I just hate how this potentially affects the CH/BE bond. CHs I know often get tired of having sooooooo many BEs that are just in it for the stim and tissue market. Well, they better get ready to have an even lower percentage of BEs that are making pets due to thiscoming invasion. Sure stims and tissues take less effort and thus I could also keep em in stock, but I think they need to remember what BE was for and not just conveniently dump all the schematics in here (although it's nice to have no doc dependency on schematics for pet stims). And uh, if you don't require scout, I'm still gonna need it for the mask scent so thank you very little. BE mustbe the most dabbler friendly profession, I really regret now having wasted time to master it.


I think one of SOE's biggest mistakes for the crafting profession that is still ruining the game is allowing a 2nd char slot on a server with how unrare Jedi actually became.




- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Aleskander
Thu Apr 14, 2005 3:33 pm
#109






Eskie wrote:
"The question isn't about the crafting doctors being able to make the enhancers, it about the crafting doctors having to become MBE to craft meds. The current CU changes allows a Doc to take 1 line in BE to make meds, thus not "nerfing" them, but it nerfs the BE profession."

Excuse me? BEs didnt even have that market before. This crafting line is added to BE at no additional skill point cost, they get the same opportunities in it as current docs, and you call it a nerf? I would love to be nerfed that way.






Eskie, it's not about the market. I never took BE to make cash...lol...I can make more easier and fastersitting in front of the sp in Coronet using a buff macro than I can as a BE.


It's the point of the dabbler being better than the master. No other profession is like this so why is BE being treated this way?




*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
Quemine
Thu Apr 14, 2005 10:16 pm
#110



Aleskander wrote:


Eskie wrote:
"The question isn't about the crafting doctors being able to make the enhancers, it about the crafting doctors having to become MBE to craft meds. The current CU changes allows a Doc to take 1 line in BE to make meds, thus not "nerfing" them, but it nerfs the BE profession."

Excuse me? BEs didnt even have that market before. This crafting line is added to BE at no additional skill point cost, they get the same opportunities in it as current docs, and you call it a nerf? I would love to be nerfed that way.


Eskie, it's not about the market. I never took BE to make cash...lol...I can make more easier and faster sitting in front of the sp in Coronet using a buff macro than I can as a BE.

It's the point of the dabbler being better than the master. No other profession is like this so why is BE being treated this way?







The dabbler isn't better than master in any way, the dabbler is as good as master in one line. If you want to protect BE from dabblers taking over your tissue markets, then move some BE experimentation to master level. If you can't experiment BSN's to full power (cause this seems to be the issue), they aren't much use.. Problem solved, and CM/Docs don't have to be screwed over yet again. Everyones happy! (dabbler cries)



Quemine Aweron / Caeron Auger
NWW Ranger
Medical Resources, Components, Supplies, Food & Drinks Vendor
Vesania, Corellia, 4639 -6000
Aleskander
Fri Apr 15, 2005 4:36 am
#111






Quemine wrote:





Aleskander wrote:





Eskie wrote:
"The question isn't about the crafting doctors being able to make the enhancers, it about the crafting doctors having to become MBE to craft meds. The current CU changes allows a Doc to take 1 line in BE to make meds, thus not "nerfing" them, but it nerfs the BE profession."

Excuse me? BEs didnt even have that market before. This crafting line is added to BE at no additional skill point cost, they get the same opportunities in it as current docs, and you call it a nerf? I would love to be nerfed that way.






Eskie, it's not about the market. I never took BE to make cash...lol...I can make more easier and faster sitting in front of the sp in Coronet using a buff macro than I can as a BE.


It's the point of the dabbler being better than the master. No other profession is like this so why is BE being treated this way?









The dabbler isn't better than master in any way, the dabbler is as good as master in one line. If you want to protect BE from dabblers taking over your tissue markets, then move some BE experimentation to master level. If you can't experiment BSN's to full power (cause this seems to be the issue), they aren't much use.. Problem solved, and CM/Docs don't have to be screwed over yet again. Everyones happy! (dabbler cries)






We've talked about this. The problem is everything is medical exp now. Moving some of the exp to master means the current doctors would have to be a MBE to get the full 12-points.


It was shown to me that a current doc 0004 has all of the exp points, just not all of the schematics. Thus is the reason behind moving some of the medical items to master.


Currently, the biggestlimiting factorwith the chef additives and tailor tissues isn't the exp points, it is the resources. So even if you move 1 full exp point to master, it really doesn't make that much of a difference in craftingthe additives for tailor and chef. I don't think that will change with the CU.




*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
TarMangani
Fri Apr 15, 2005 5:06 am
#112






Quemine wrote:





Aleskander wrote:


Eskie, it's not about the market. I never took BE to make cash...lol...I can make more easier and faster sitting in front of the sp in Coronet using a buff macro than I can as a BE.


It's the point of the dabbler being better than the master. No other profession is like this so why is BE being treated this way?



The dabbler isn't better than master in any way, the dabbler is as good as master in one line. If you want to protect BE from dabblers taking over your tissue markets, then move some BE experimentation to master level. If you can't experiment BSN's to full power (cause this seems to be the issue), they aren't much use.. Problem solved, and CM/Docs don't have to be screwed over yet again. Everyones happy! (dabbler cries)



Read the entire thread. This issue has been debated since the first post, with good points made on both sides...




JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Aleskander
Fri Apr 15, 2005 3:05 pm
#113






Eskie wrote:





How about moving current MD-level schematics to BE 0004 and current Doc 0004-level schems to BE 0003 then, to keep current docs from being nerfed?
Also, Quemine is right that if you are only concerned about tissues, re-introduce BE exp or move x4xx-line schems to master.

*Edited for spelling*

Message Edited by Eskie on 04-15-2005 02:24 PM



And exactly how would this protect the MBE? It doesn't. All it does is protect the current crafting doctors and makes the MBE the only profession where there is an entire line of schematics (tissues andadditives)in the master box. And the only professionthat has one line of schematics (medical)that doesn't have any in the master box.





*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
Eskie
Fri Apr 15, 2005 3:24 pm
#114

It is also the profession with schematics for the most variety of markets - enhancers for docs, personal stims for everybody, pet stims for non-medics with pets, pets for CHs, subcomponents for tailors and subcomponents for chefs. Having a 0004 dabbler craft just as good as the master in the medical market doesnt make the dabbler better overall than the master, nor does it nerf BEs in any way. Yet that would be the tradeoff to get a huge support for the protection of the 0400 line, as far as I can tell.
Never did I say to put all schems out of the 0400 line into the master box. I said _the most valueable ones_, maybe 10% or 20% of all BE schems.
And doctor doesnt have any schematics for the stim market in the master box currently, either.
But we will never agree on this issue, so just let the devs decide. Tbh, the CU has many bigger problems...

Message Edited by Eskie on 04-16-2005 12:26 AM



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
Aleskander
Sat Apr 16, 2005 4:32 am
#115






Eskie wrote:
It is also the profession with schematics for the most variety of markets - enhancers for docs, personal stims for everybody, pet stims for non-medics with pets, pets for CHs, subcomponents for tailors and subcomponents for chefs. Having a 0004 dabbler craft just as good as the master in the medical market doesnt make the dabbler better overall than the master, nor does it nerf BEs in any way. Yet that would be the tradeoff to get a huge support for the protection of the 0400 line, as far as I can tell.
Never did I say to put all schems out of the 0400 line into the master box. I said _the most valueable ones_, maybe 10% or 20% of all BE schems.
And doctor doesnt have any schematics for the stim market in the master box currently, either.
But we will never agree on this issue, so just let the devs decide. Tbh, the CU has many bigger problems...

Message Edited by Eskie on 04-16-2005 12:26 AM





So very true.



*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
LevaOripa
Sun Apr 17, 2005 7:15 am
#116

I would support Doctor crafting be moved into its own elite profession just like ALL of the rest of the elite crafting professions


It has no buisness in BE


Doc crafting is no differnt from armor smith weaponsmith Tailor


I mastered BE on Bria took me 2 weeks was the hardest profession ive had to master next to jedi which im working on LOL


I mastered Doctor in 1 day


In no way does Doc crafting need to be in bio engineer SOE has totally droped the ball here the 2 professions are not compatable there are way too many Docs who are pure crafters with 12 point SEAs and millions of creditsthat will ruin this profession for the real bio engineers




Hey look at it this way just make a 1 line medical crafting Elite profession for Doctor if medical crafting is so worthless DEVs there are too many ways this will be mis usedand problems stuffing med crafting into BE....





1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
Eskie
Mon Apr 18, 2005 1:09 pm
#117



Spazzers wrote:
I go on vacation for a week and this is still going on?
(...)




Actually, it ended the day before your post



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
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