*Sigh* As I was saying...
I don't know if this was ever thought of but I would like to see the possibility of the ability of renting a vendor, since I have no more skill points (MBE, MCH and some rifleman skills) I cannot get a vendor, so I was wondering what you guys would think of a rental of one, nothing fancy, just a vendor (random) that you put maintenance in (a NPC of sorts) that would at least help us in getting our products out there. Of course there should be some restrictions in the process, but I think it would be an interesting idea, your feedback would be welcome.
Also, whenever we get our turn in the Bio-Engineer Revamp, I, like many of you hope the Devs look at our ideas and place some into effect. I'd like to see a slider bar for creature colors, RGB or CYBK bars with a little window showing us the colors, I have some customers who'd like HOT PINK bantha or Purple NargLachs (don't ask), It would take less room then having 100 little squares of color (Devs: the other crafting professions would probably love this idea as well).
The stacking of DNA: It is a pain to have so much DNA and quickly load up a house, I'm aware it's a lag issue when entering a house, but when I have 5 backpacks with 50 DNA in them there really is no lag, why not set the restrictions to only whatever is actually viewable in the house (on a side note, it also would be nice to actually use an armoire to store clothing and armor, once again lowering lag when entering a house), once again guys and gals what do you think?
I have learned so much from reading your posts over the months, I became a BE after a friend HOLO grinded it and was intriged with its complexity and creativeness, there are many things to be adjusted in this profession tho... It is probably the most frustrating profession of them all, as well as the most rewarding when you create that RARE creature that is envied by your peers.
Other things I'd like to see (as well as the 2 mentioned above) that have been mentioned in other posts:
1) creature levels in the experimental stage (example: after all 5 DNAs have been assembled there should be a base CL, now when I add 1 exp point in Physique, I'd like to see another indicator below the CURRENT CL level determining what the level COULD come out to if it was a GREAT SUCCESS ( I get more of these than any other success rates) of course if the experiment was a failure or whatever, the base CL indicator would adjust accordingly after experimentation, at least we have some control over the CL, not completely but we'd have an idea when to stop experimenting or when to continue) I'd be happy just with this.
2) Sampling: As a Master BE, I find it laughable to fail sampling on a Huurton Pup more than once in 100 tries... The failure rates should be comparable to level of the BE and the creature (example: Mutant Rancor CL 75: MBE should have a 20% success rate (or less depending on your views) and then increase 5% per 2 levels or so below CL 75 capping at 100% for creatures below CL50 (of course once again what do you guys think, these rates should be fair, don't want TOO many uber BE creatures out there either).
3) Critical Failures: Once again I'd like to see a success rate per CL and BE level, Masters should have crit fails when making level 10 creatures using Huurton Pups and junk, but should increase when making a lvl 60 to 70 creature. As far as crit fails go when assembling DNA or creating the creature, I would think that once the DNA template is done the failure rate should drastically drop. (How many master devs get critical fails when your coding... hmmm....)
4) Droid modules: I would of liked to see a Sampling module for the BE's, some might not like the idea, but I think the getting within 15m of some creatures that now DB instead if incapping (thanks to last patch) is a little extreme, especially since the mask scent is still a little buggy (being kind here). Of course the restrictions would be the same as if the BE would be doing it, as well as the damage to the droid, it would at least be less expensive on armor replacement, decay and the frustrations of travelling 1000's of meters back to the creature wp.
I have many other ideas and rants (of course) but these are some of the main ones I'd like to see addressed and maybe even answered.
Fellow MBE on Corbantis (Sanctuary city),
Grendel Phoenix
P.S. on a side note: Devs, I understand how hard it is to deal with all the patches, publishes and additions of new dungeons and the upcoming expansion, but if you were to make at least 1 publish (and soon) fixing the bugs that make the professions unbearable, you probably wouldn't lose your clients to other MMO's coming out. This game is an awesome idea and has so much potential, that the playability is good for YEARS to come, but the bugs in the professions are what makes the game frustrating, BH finding there targets in a wall of a building, smugglers not having anything to smuggle... Just take a look at the forums, these clients of yours have so many interesting and wonderful ideas (obviously you can't do them all, but at least give an answer why or some kind of response to us (How often do you devs talk to your screen and get an answer? Frustrating isn't it...), I'm sure the forums would have less screaming and complaining in them (OK, thats a stretch...)and maybe more creative input, but we need to see or hear from you, anything even a "Looking into the idea" or a "NO!", responses would be more appreciated than you realize...
Whew... Boy can I get long winded... Sorry...

Grendel