Bio Engineer Archive
Thread: Revisiting some old issues
Message Edited by Kivrin on 03-09-2005 01:14 PM
ArthurDentOnBria wrote:
Hi folks,
There have been some recent changes in the game that have some effect on some items that were previously seen as issues for us. I'd just like to get an idea of whether you still see them as an issue, or perhaps less of an issue, or no longer an issue given the recent changes.
1. The creature organics recycler. Given the added availability of eggs and milk, do we care (as much) about this issue?
Because of the stats you get when you recycle organics I've never bothered with a recycler.
2. availability of eggs, milk, mollusk, fish. How do we feel about this now?
LOVE it!! A guildy of mine collected a 12K stack of eggs just on a whim. I've never seen that many eggs. What is mollusk? Fishing is still pretty boring and you gain very little in scouting skills so even people working the scouttree won't go fishing. I want my fishing net please.
3. storage (dna or other). We got a bump in this area. Was that enough to make it less of an issue now?
It is less of an issue for me now. I can store more DNA in my DNA locker in my house and collect more samples in the wild. I was never dramatically impacted by storage problems anyway. I craft as I go, especially when I'm making CL10's for my vendor.
ArthurDentOnBria wrote:Hi folks,There have been some recent changes in the game that have some effect on some items that were previously seen as issues for us. I'd just like to get an idea of whether you still see them as an issue, or perhaps less of an issue, or no longer an issue given the recent changes.1. The creature organics recycler. Given the added availability of eggs and milk, do we care (as much) about this issue?2. availability of eggs, milk, mollusk, fish. How do we feel about this now?3. storage (dna or other). We got a bump in this area. Was that enough to make it less of an issue now?
1. Since the stats are so low, it doesn't really pose any use to me at all. Since all BE schematics that can be mass produced require high stats, this is useless to us.
2. Pleased to hear about this change, especially as it may increase the diversity of tissues that we produce, as well as increase the availability of high quality pet stims.
3. Certainly means that trips home from a long sampling session are less frequent but due to the vast quantity of unique resources we need (DNA) I still feel that a new storage medium for Bio-Engineers is needed ESPECIALLY as BEs get no extra vendor allowances and require us to invest an extra 15 SP in a novice profession.
It is nice to have more of the resources around that are hard to come by, but there are still a load of them out there that are just uneconomical. Fish and Domesticated Meat are two that come to my head. Either the resource requirements need toning down, or the available resources need turning up. Perhaps if there were higher quality spawns available more often then it would be less of a rush to buy as much as possible which would relieve a bit of 'stress' from the resource market, and allow newer crafters an opportunity to compete against those who have been stockpiling for months. This has the added effect of making massive stockpiles, ie DB space used up, a little bit redundant.
I don't really have an issue with the amount of DNA I can hold, as I just go get what I want when I need it and tend not to stockpile. I do have issues with DNA being non stackable, being difficult to distinguise from other samples and generally a pain in the butt to work with. Can we at least get the Donor Creature as the Name, and maybe a VHQ/HQ/AA/etc after the name to denote the quality. The other issue is that when I do get DNA I need to use 5 per template and that is an awful lot of space used up for 1 item output. The ratio of space used to items output is well skewed when compared with all other crafting professions.
DNA naming.
bad. if we can sort by donor AT LEAST, then we're a lot better off.
unfortunately for me, lloyd seems to have articulated the problem better than I did.
Ok, so what I'm hearing you guys say so far is:
1. creature recycler: not at all useful to us, but we're not as upset about it anymore given the increased availability of eggs and milk, the low stats these things produce, and the difficulty in putting these things together.
2. availability of eggs and milk: no longer a problem (aside from milking bugs)
mollusk and fish: still a problem
3. dna storage: slightly less of a problem than before, may be aided considerably if we had our proposed dna sample naming fix implemented.
Is that fair? Do others feel differently?
ArthurDentOnBria wrote:Ok, so what I'm hearing you guys say so far is:
1. creature recycler: not at all useful to us, but we're not as upset about it anymore given the increased availability of eggs and milk, the low stats these things produce, and the difficulty in putting these things together.
2. availability of eggs and milk: no longer a problem (aside from milking bugs)
mollusk and fish: still a problem3. dna storage: slightly less of a problem than before, may be aided considerably if we had our proposed dna sample naming fix implemented.
Is that fair? Do others feel differently?
mreh... i'd still like the recyclers to produce generic eggs and generic milk but as you said - with the increased drop rates, it's not that much of a problem.
ArthurDentOnBria wrote:
Hi folks,
There have been some recent changes in the game that have some effect on some items that were previously seen as issues for us. I'd just like to get an idea of whether you still see them as an issue, or perhaps less of an issue, or no longer an issue given the recent changes.
1. The creature organics recycler. Given the added availability of eggs and milk, do we care (as much) about this issue?
Milk works fine in the recycler. Eggs, didn't care too much before. Low use item.
2. availability of eggs, milk, mollusk, fish. How do we feel about this now?
Tried milking, pikets wrap a lot when you milk them, maybe fixed with the new patch? I'll try tonight and see. Otherwise milking still takes far to long to make additives with.
3. storage (dna or other). We got a bump in this area. Was that enough to make it less of an issue now?
Seems no amount of storage is enough, unless you are a master merchant at least, and even then....
communication between the correspondent and the players.
I see NO problems here, and in fact I see reason for a pat on the back.
consider yourself thanked and praised, Mr. Dent.
lammergeier wrote:
you forgot issue #4:
communication between the correspondent and the players.
I see NO problems here, and in fact I see reason for a pat on the back.
consider yourself thanked and praised, Mr. Dent.
/QFE (always wanted to use this one