Bio Engineer Archive

Thread: Some thoughts and observations from Day 1 of the CU era...

Frogmorton76
Fri Apr 29, 2005 11:25 am
#1

Ok, these are all just random observations I made last night. Haven't gotten a chance to really sit down and go through everything, was busy playing with the respec process on my two toons and answering tells from a lot of friends who were very confused and shocked since they had not logged onto the TC servers to check things out before hand (no matter how many times I told them to do just that). So here we go (in no particular order):


1) The stuff on our vendors is currently messed up. This is more a Merchant issue then a BE, but most of us have at least one vendor. Everything on the vendors is still there, but it didnt get converted. Actually, when you look at an item it gives no information on that item what so ever. I had to withdraw the sale and the retrieve the item from the stockroom. If you just withdrew the sale and restocked it from the stockroom it didnt "convert". A pain in the neck, especially if you have a couple thousand items spread throughout the galaxy, but nothing too bad.


2) Pre-CU pet stims currently have a strength of 0. So, all the resources I used making the best pet stims possible with my 30K resource deeds seem to be worthless. No word yet on if thats going to change. The pet foods I have all seemed to convert to the new system.


3) The cover tissues from Pre-CU have converted to the Surveying tissues now. The Combat Bleed Defense tissues have converted to Healing Efficiency tissues. And then I got side tracked and forgot to finish retrieving/relisting the rest of my tailor tissues. I'll get back to that tonight....Im really curious on how the terrain negotiation tissues work.


4) Pre-CU clothing with BE mods in them did not convert at all. So that +15/+15 Doc shirt I had is still Wound and Injury Treatment mods which arent in the game. Dont know if they ever plan to correct that.


5) All the clothing and armor I had with AA's and CA's in it seem to not have changed. I heard someone say that all existing SEA's would convert over, but every single one I had (whether in my inventory or already used on an item) have stayed the same.


6) The pets on my vendor still have the same old stats after relisting. Reists to damage types no longer in the game, same ham, etc. Forgot to double check the special slots though. I know someone bought a few pets yesterday and said they converted over fine. I know another long, long time CH that went to pull one of his best pets ever, and chose for them to respec the pets level, he know has a level 220 narglatch I think. Since pets were never my strong point though I'll leave that testing to people who know a lot more then I do.


7) I didnt respec any skills on my BE. He's a Master BE/Master Merchant, Scout 4-0-4-0, Medic 0-0-0-4, and Marksman 0-2-0-0. Currently level 17. So since scout counts towards our level at least most crafters who are BE won't be one shot incapped by level 4 mobs hanging around our factories/harvesters. I almost didnt want to mention that cause Im afraid the Devs will realize they gave us a slgiht edge over other "pure" crafters and will grab their trusty nerf bat and take that away from us. But then I remembered that the devs dont read the forums so it didnt matter. Suffice it to say my lab is outside Bestine and with a low level pistol I didnt have any problem cleaning out low level mobs (Level 5 and lower) from around my house.


8) Ive seen a lot of strange things on the equipment conversions. I see very little consistency on how armor converted over to the new stats. I had a set of composite with crappy pre-CU stats turn out better then my high end composite did. One huge plus is that we can take any of our pre-existing composite armor and change it over to another type of armor (no faction choices though) ONE time. I was afraid everyone would be running around naked until the armorsmiths got cranking, thankfully thats not the case. Weapons too seem to be converting over strangely.


9) My looted Rancor Biles seem not to have changed....though with the set of 7 - 9 requirements for the doc stuff most of the ones I had were useless. Now, all the rancor padded armor segments and krayt armor segments they all got converted to either Assault armor or battle armor segments, all with the same stat (and they were all various levels above base pre-CU). Janta hides, Nightsister layers, and Nightsister shards all seem to have no use what so ever, think they had a 0 strength or some BS stat like the pre-CU pet stims seem to have. Not sure if theyre ever going to get fixed. Also, pre-CU Krayt tissue setsare not stackable, they still take up an individual storage space per tissue.


10) All my resources stayed the same thankfully. All pre-CU medical subcomponents stayed the same. ALSO, all the pre-CU medical subcomponents I hadschematics of inmydatapad will still create pre-CU subcomponents when put in a factory lol.


When making new ABEC, ALS, and ACRM for some pet stim D's last night I noticed that they all seem to come out to 69 power and 3 charges give or take. Having a+20 doc experimentation suit does add an additional 2 experimentation points to BE crafting, but since our tissues ALWAYS had only one line to experiment in all this means is that you will have an additional 2 exp points left over once you cap the item due to resource quality. It was nice though to see those 2 extra points when crafting pet stims, but considering I made 1199/21 Pet Stim D's with resources that used to give me 1760/40....I dont know what to say, especially since most people are saying that pet health regeneration is very fast now. Oh, Pet Vitality packs seem to have no change and the pre-CU ones seem to still be viable.


Anyway, I know there's more, thats just what I can remember off the top of my head. I'll gather up some more info and impressions and post it up tomorrow afternoon. For the record, I absolutely despise the new icons and particle effects. Sorry, had to get that in there.


Frogmorton D'Argent


ArthurDentOnBria
Fri Apr 29, 2005 1:00 pm
#2

It's come up many times actually. It was a particularly hot topic last summer when they unveiled the vendor limits. Nancy was able to get us a quotable from a dev over this topic. They seemed very disinclined to do anything for us in that regard.


One problem I have with the "one vendor" thing is that even if they were willing to do such a thing, I'm not convinced it's a good solution. It would be a godsend to a BE without a vendor presently, but what about the BE desiring 2 vendors? or 3? or some advertising skills etc. It doesn't help such people at all.





goatt_13 wrote:
not to distract more from Frog's impending thoughts, but i want to ask: has anyone considered that the inclusion of one vendor, for free - sans any skill point expenditure - would clear up a LOT of SPs to put toward crafter combat-readiness?

i haven't seen that discussed anywhere, but then again i haven't delved full force into the merchant forums, either.








ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
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%


Frogmorton76
Fri Apr 29, 2005 2:52 pm
#3

Just went through the rest of my Tailor tissues and the Tensile Strength tissues converted to Melee and Ranged Defense, but the pre-cu ones are +4 Melee Defense/+18 Ranged Defense. I just made a new one with the best resources on hand and since it requires milk now (and Im all out of good milk) I only got a +15 Melee Defense/+15 Ranged Defense tissue (but it looks like +19/+19 would be the theoretical max with better milk). So, pre-CU versions of these tissues seem to be undesirable now since the melee def is so low. Also, the only difference between the advanced and regular versions is 10 flora resources. It really would make more sense if the advanced version required milk and the regular version didn't in my opinion.


Also, the Fear Release tissues are the ones converting over to the Unarmed Damage and Terrain Negotiation, and they seem to be the standard +19/+19 max, although the advanced version requires egg. Im happy to see the entertainer tissues finally enhance BF healing, about time that got done. But honestly, who thought a surveying tissue would be desirable? Or am I missing something there....


Frogmorton D'Argent


Master Bio-Engineer


PS - And can anyone tell me why it automatically double spaces when I hit enter when typing in here? It does this on both my work computer and home computer)


Aleskander
Fri Apr 29, 2005 3:45 pm
#4

The thing about the items on vendor was explained by Tiggs. When they converted the items, they couldn't conver the description for items on vendors. If you take them off the vendor and relist them, it'll show the correct description.



*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
goatt_13
Sat Apr 30, 2005 12:36 am
#5

good summary, Frog, and essentially everything i noted but was too drained to type out.

i've only tried one much-debated non-CH pet respec and had it converted over to a vanilla 1k HAM lvl 7, at which point i logged and decided to rethink my entire purpose in the game.

i completely agree about the icons and particle effects - the icons, more so. the devs may want to overlook the fact that they are atrocious/break many rules, from an information design perspective - but as far as common sense goes - i wonder if any of them considered the layout from an RP standpoint. try looking at an array of smile/nod/bow buttons lined up in a row and tell me if it doesn't resemble an Oliver Sacks dissertation on insanity in the art world. that alone is outrageous, but, most likely an argument for a different forum.



---------------------------------
Museum of Bio-Engineering: Kettemoor: Naboo: -2660, 5514
Museum of Creature Handling/Large Animal Exhibit: Kettemoor: Naboo: -2538, 5118
goatt_13
Sat Apr 30, 2005 12:39 am
#6

not to distract more from Frog's impending thoughts, but i want to ask: has anyone considered that the inclusion of one vendor, for free - sans any skill point expenditure - would clear up a LOT of SPs to put toward crafter combat-readiness?

i haven't seen that discussed anywhere, but then again i haven't delved full force into the merchant forums, either.



---------------------------------
Museum of Bio-Engineering: Kettemoor: Naboo: -2660, 5514
Museum of Creature Handling/Large Animal Exhibit: Kettemoor: Naboo: -2538, 5118
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