Bio Engineer Archive

Thread: For the WS coro who wanted feedback on BioE opinion on new ent buffs

Mr_Desert
Thu Aug 25, 2005 11:18 am
#1


Please note:: Only my views, therea re some well respected BioE's that will also im sure.


A a profession we are not able to hit CAP very easily. As a hardcore BioE / Medic crafter crafting EVERYTHING that we can make here are my views on the topic and how it will effect the tiems I craft.


Stims - Good for us and good for you. Our cap is well over the resources we can get mainly due to some severe resurce limitiation and caps such as herb meat. Our sub components will enjoy these chages for sure.


Pet crafting - Bad for us and Bad for you. Our pets require us to be able to experiment upto a certain % to get the correct pet level. Things like amazing sucesses make this hard as we often "fall over" the desired level and make unuseable pets so a thumbs down regarding pet crafting.


Medic items - Things like bacta toss and spray will enjoy the increased components craft as well as the final item as caps are well out of our reach currently


CM items - Some items like durt toss (fire) are really hampered by low cap on DR for titanium aliminium and the rarity of the spawn, as one of the best selling BioE med items after Stim D's the combat medics will love and increase in the power of these and thejedi in tur will hate Gotta love the MCM/MBH combo


DR items - of the 4 the only one usually purchased is the bacta infusion which will be liked. As for the injections for Dr to increase health and action they area mess as the power relates to the duration not the effect so a 1200 crafted will only increase buff length by about 10 mins so making better ones of these and taking it to 15 mins wont achieve anything.


Chef tissues - On a lot of servers it is already possible to make 57/87/117 MSN/BSN/INN, the cap being 60/90/120 Now, on some servers 59/89/119 are already possible due to some good post CU spawns so these guys will be hitting cap making the prduction of them one of no difficulty and remove the fun tbh


Tailor tissues - We are some wayoff some of the caps on these so may help the community and many of the resources are a bit of a pain to get so I guess the community will like and so will be a plus for Tailors also.


In summary good for the majority of the medic crafting and also good for some of the tailor tissues due to resource requirements (talking things like milk and insect meat etc as these usually spawn with crap stats and once in an age decent then usually on a planet which is really hard to harvest from like dath so we end up using crates for these normally) As for Pets its a big no no but we dont have to visit after all in that case.




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Mor-Dan
Thu Aug 25, 2005 2:06 pm
#2



Ojes wrote:
I have to disagree with the prior poster on a couple of his assessments. He made a good assessment for how our customers will like the changes (meds in particular). However, I believe the jury is still out as to the effect on tissue crafting (chef tissues in particular).
I have not seen any direct statement that indicates whether the cap on MNS (to pick an example) will remain at 60, or if the new cap will be 63 (30 base + 30 experimentation + 3 from buff). I have read that there was an architect that made a medium harv with BER11 while under the influence of a buff. I am not certain that this is the truth, or even whether BER10s are the result of perfect ingredients. However, I believe this is evidence that the 10% bonus to experimentation will also push the cap out 10%.
The results of the above are that ALL products will be able to be made 10% better the day the patch hits. The corollary to that is that all previously made products will be 91% as good (in real terms) as they were the day before. This instant devaluation isn't that big a deal when you use something like stims which get used in large volumes and the extra 50 points of power isnt going to prevent a sale. In the tissue market, there are threshholds of acceptability at play (just try to market an MNS 54 at a profit). The customer base will quickly (possibly immediately) demand that all MNS be crafted to 59 or 60 in order to be marketable.
Tailor tissues are somewhat different as there are some of them which are very marketable with average stats (AB, AT, EM are at +13), so they will not really be impacted by this. The other tissues are pretty much sought after only if they are within 1 (sometimes 2) points of the current server-best. People with resources capable of these numbers will continue to be within 1 or 2 of the new threshhold. All others will be able to make better products than they used to, but they will be no more marketable than they were before.
If the cap is moved up by 10%, then I do not see anything wrong with this change other than the fact that existing stock will have to be tossed, or sold at deep discounts. A few months ago, the doc crafters (I was one of them) had to delete quite a large inventory of meds that were rendered obsolete overnight. I fear that we are in for a similar treatment as BEs...





i can answer the BER10 type architect question:

you need a mining unit of 92%, and then 92% on the final assembly to make a ber10/ber13 harvester. it is feasible that 100% would allow you to make 11 or 14.



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Ojes
Thu Aug 25, 2005 3:10 pm
#3






Mor-Dan wrote:





Ojes wrote:



I have not seen any direct statement that indicates whether the cap on MNS (to pick an example) will remain at 60, or if the new cap will be 63 (30 base + 30 experimentation + 3 from buff). I have read that there was an architect that made a medium harv with BER11 while under the influence of a buff. I am not certain that this is the truth, or even whether BER10s are the result of perfect ingredients. However, I believe this is evidence that the 10% bonus to experimentation will also push the cap out 10%.



If the cap is moved up by 10%, then I do not see anything wrong with this change other than the fact that existing stock will have to be tossed, or sold at deep discounts. A few months ago, the doc crafters (I was one of them) had to delete quite a large inventory of meds that were rendered obsolete overnight. I fear that we are in for a similar treatment as BEs...




i can answer the BER10 type architect question:

you need a mining unit of 92%, and then 92% on the final assembly to make a ber10/ber13 harvester. it is feasible that 100% would allow you to make 11 or 14.




Thanks for the clarification (I take what you say to imply that experimentation beyond 100% is still not possible). I would like to revise my statements then. This will beevenworse for me (and several other BEs who have been discussing this). My current resources will already hit 90% experimentation, so I will be nearly perfect. Where is my incentive to continue?


The only things left for me is:


1)Figure out exactly how the caps are applied - is it at the individual stat level, or at the resource average level, or at the full experimentation level? If that is any of the options than the last, then I have been passing up resources that will soon be better than my current resources. This analysis should take all of a couple hours once it hits live and I have my full resource stockpile to test with.


2) Industrialize the tissue production (not too far from it today). I believe this is one of their stated reasons for removing med crafting from doctors, so it is inconsistent with the development team's prior actions. With a large enough network of hunters/harvesters (I have 40-50 of each - not full time but I can get millions of anything in spawn), you can keep dozens of factories running non-stop. This would take another couple months perhaps, but by year-end, the challenge would be gone and that would likely be that for me.


I have gone on long enough on this topic, and it is all based on some assumptions about the implementation that are supported by posts, but not personally verified. If there were blue frogs in TC, I would test it out myself. Instead, I will wait until it hits live and do my testing there...



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
Drashk
Thu Aug 25, 2005 3:37 pm
#4

Just an FYI...


The Resource Buffs will be reduced in a soon to be released TC build. The new buffs will be 1%for Artisan and 2% for all other Crafting professions.





Making SWG more Star Warsy. One droid at a time.
Ojes
Fri Aug 26, 2005 12:06 am
#5


I have to disagree with the prior poster on a couple of his assessments. He made a good assessment for how our customers will like the changes (meds in particular). However, I believe the jury is still out as to the effect on tissue crafting (chef tissues in particular).


I have not seen any direct statement that indicates whether the cap on MNS (to pick an example) will remain at 60, or if the new cap will be 63 (30 base + 30 experimentation + 3 from buff). I have read that there was an architect that made a medium harv with BER11 while under the influence of a buff. I am not certain that this is the truth, or even whether BER10s are the result of perfect ingredients. However, I believe this is evidence that the 10% bonus to experimentation will also push the cap out 10%.


The results of the above are that ALL products will be able to be made 10% better the day the patch hits. The corollary to that is that all previously made products will be 91% as good (in real terms) as they were the day before. This instant devaluation isn't that big a deal when you use something like stims which get used in large volumes and the extra 50 points of power isnt going to prevent a sale. In the tissue market, there are threshholds of acceptability at play (just try to market an MNS 54 at a profit). The customer base will quickly (possibly immediately) demand that all MNS be crafted to 59 or 60 in order to be marketable.


Tailor tissues are somewhat different as there are some of them which are very marketable with average stats (AB, AT, EM are at +13), so they will not really be impacted by this. The other tissues are pretty much sought after only if they are within 1 (sometimes 2) points of the current server-best. People with resources capable of these numbers will continue to be within 1 or 2 of the new threshhold. All others will be able to make better products than they used to, but they will be no more marketable than they were before.


If the cap is moved up by 10%, then I do not see anything wrong with this change other than the fact that existing stock will have to be tossed, or sold at deep discounts. A few months ago, the doc crafters (I was one of them) had to delete quite a large inventory of meds that were rendered obsolete overnight. I fear that we are in for a similar treatment as BEs...



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
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