Bio Engineer Archive

Thread: Tissues Issues

NancyJ
Sat Aug 07, 2004 7:33 am
#1

I'm making a complete issues list cos I'm still working on the SoP and this is something I can get done much more quickly.

So here is the place to list all your issues with tissue crafting, including pet stims, try to keep it to the point if you want to have a discussion about something - keep it in a separate thread please

I'm away for the weekend so try to behave while I'm gone




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Seiryuu
Sat Aug 07, 2004 9:23 am
#2

1) The schematics for Chef and Tailor tissues need to correctly reflect the 50/30/20 contribution of the stats.

2) The non-nutrient Chef tissues need their resource requirements re-evaluated based on the actual obtainability of materials. The animal resources should match across the board, with flora being roughly equivalent.

Nutrients are the most desired, yet they are the easiest to make. I also think they are about right in difficulty. Should specialized resources be required for the other tissues, then the amounts of each should be reduced below what the same level of nutrient takes.

3) More "social" tissues.

(Yes, I know I harped on this in the other threads. I still think the entire system needs to be updated, but making those changes without adding more non-armor tissues will have worse consequences. We have to start somewhere.)



-----
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Math got you down? Need a tissue? Try my Chef and Tailor Tissue Calculators!

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Biytor
Sat Aug 07, 2004 9:29 am
#3

1.) Most Chef tissues are worthless and have ingredent requirements that make them hard to make consistantly


2.) INN's BSN's & MS's are the only viable repeat bussiness that a BE can get. This really needs to be fixed


3.) When it costs more in resources to make a Tissue, then it costs to make the item it goes into, somethings wrong


4.) SEA's would be nice.





Drop off Vendor location 5791 6246. 700m outside of Restuss on Rori
PurpleWarrior
Sat Aug 07, 2004 4:55 pm
#4

I second the 'look at the resources to make non-nutrient tissues' request. Nutrient tissues are set right - just make the other chef tissues match them with maybe one different ingredient that is still fairly easy to get? (Reptilian Meat for instance, not Milk or Domestic meat!)


Same with Pet Stims - Fish?? Completely ridiculous - Come on! I never make anything better than a PetStimB because of these other requirements, they just don't sell for enough to make it worth the hassle. If they're not going to fix Fishing so it's worth doing, sack the fish requirement.


Tailor Tissues.. Mollusk? oh puh-lease? Again - you just can't get it fast enough to make it economically viable to produce the tissues. I only make them as a favour to my customers, if I charged what they're worth no-one would buy them (and I don't make them very often).


More Tailor Tissues would be nice too - let us diversify a bit.



Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
1of2alts
Sat Aug 07, 2004 5:05 pm
#5






PurpleWarrior wrote:

Tailor Tissues.. Mollusk? oh puh-lease? Again - you just can't get it fast enough to make it economically viable to produce the tissues. I only make them as a favour to my customers, if I charged what they're worth no-one would buy them (and I don't make them very often).






Fortunately there isn't really any demand for Cover tissues.

PurpleWarrior
Sat Aug 07, 2004 5:18 pm
#6






1of2alts wrote:
Fortunately there isn't really any demand for Cover tissues.





Not wishing to Hijack Nancy's thread so don't reply to this again, BUT I make a run of 8 crates(25) of Cover Tissues ever couple of weeks (I normally end up sitting in an oasis for hours on my own to get the damn mollusk) and they all sell out within 3 or 4 days...




Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
Seiryuu
Sun Aug 08, 2004 8:01 am
#7

One thing I'd be wary of at this point, is that if we say the resource requirements do not match the usefulness of the tissues with the most popular being the easiest to make, we may end up with nutrients being impossible to make and mass tissues being the easiest...

Yes I do agree. That is why you need to make it VERY clear that nutrients are where they should be and the remaining Chef tissues are not.



-----
Visit www.swgcreatures.com for all your creature needs.
Tell 'em Lantyssa sent you!

Math got you down? Need a tissue? Try my Chef and Tailor Tissue Calculators!

Looking for a special? Try this Excel spreadsheet on Special Abilities.
NancyJ
Sun Aug 08, 2004 12:18 pm
#8

One thing I'd be wary of at this point, is that if we say the resource requirements do not match the usefulness of the tissues with the most popular being the easiest to make, we may end up with nutrients being impossible to make and mass tissues being the easiest...
there seems to be right now a trend of giving people what they ask for in a way that is completely unpleasant to everyone concerned




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



droid327
Sun Aug 08, 2004 12:51 pm
#9

heh she's right - we should ask for improvements as though we just sold our souls to Satan for them (heh for those who have seen Bedazzled)


An issue I'd like to see addressed is making BE schematics untradable. We are the only crafter class who doesnt make consumable end-user products (except pet stims, psshaw), and our economy isso vulnerable to a few pissant BEs who may distribute schematics and ruin the market. Given these two facts, I'd say schematic trading in BE tissues falls more under the auspices of griefing than simple supply-and-demand economics. Even making it so the BE would have to put the schematic into the factory for someone else himself would drastically cut down on the 'it only takes 30 seconds and you'll make 50k' line of philosophy.


Maybe we should ask them to improve schematic trading so it would end up nerfed =D



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
RashDraco
Sun Aug 08, 2004 12:54 pm
#10

I agree nancy,


The tissues have not been that much of a hassle, ok fish and mollusks are a pain, as well as domesticated meat, Im also a ranger so a days fishing and i can pull in a harvest and set to work (now only of the fivberplast was any good on dantooine).


what i would like to see in BE fixed:


A add some more tissues, but first fix tailor, we cant sell tissues if teh clothes never go away, fix the 0/1000 clothing to be destroyed and we all will be back in the tissue business again. Also Id lie to see some vothing with 2 RFP's slots for tailors, this will make the field tissues more valuable as you can finally get a max +25 out of em in one item of clothing. If we want more tissues were going to need to be able to do this.


Tissues that would make sence:

Poison Resistance

Disease Resistance

Fire resistance

Stun Resistance

etc Resistance (all the damage types)


Why i think these are viable, the max toatl anyone can get through clothing is +25

(oh yeah fix the mis reading display as well while were at it)


Doc buffs added in on some of those might ad another 25-50% granting a 75% resistance. ok the buffs we dont know ho long thaey will last, but not indefinately.


Also Id like to see pants wearble under armor, this will increase a demand for tissues since they can be wore in combat.


Perhaps even a HAM Penalty reducton cloth, to be worn specifically under armor tpo reduce the armors ham penalties by so many points, (hey im just tossing ideas)


I do NOT think any wepaon skills clothes should even be dreamed up, clothing cannot make you fight better.


Aside cloth id liek to see Pet creation fixed, have the stat checker work to actually fix the unbalanced HAM non ch pet exploit, Id liek the check to be run at the completion of creation and not at taming, that way a deed is sold and doesnt change, this change upsets many a non ch when they buy a nice pet to ahve its stats change after taming. Also id like to be able to actually obtain some of the nice specials in our pets, we can get the dna with force strike, area attack, Poison Spray etc, let that attack pass into the pets we make, Perhaps have it liek athe armor point but instead of 500 fort we need 500 on the (inteligence sub stat) and then we get out magic evil attack, It is dificult even as a master BE to obtain both stats.


also id like a ham balance check at the end of creation, goive us the option to average the ham, possiblr lose some specials inclusing armor /resistances and uber attacks from above, but maintain lvl, or balance up, keep the specials but raise the level, CH's simply do not want the drastically unbalanced ham pets anyhting that is more than 10% out of norm should be balance 1K on a a10K HAM pet.


Well i actually put thought into this so i hope you listen and try


Keeping my fingers crossed




Alexander Maslio
Imperial Stomr Corps
Drill Instructor - A-Coyy
Card carrying member of COMPNOR
metalbard
Sun Aug 08, 2004 2:40 pm
#11


I’d like to see tissues that can be used by smugglers in spice reducing or eliminating the down time of that spice. This will bring back Spice as a viable buff. Bringing smuggler back to the hybrid crafting/combat skill that it was originally designed to be and it will also give BE’s a new market to sell to. We could call these tissue packs as hangover helpers or what other colorful name one can think of.



EMP Master Smugler Radiant
Meplorium
Sun Aug 08, 2004 4:48 pm
#12






Seiryuu wrote:
One thing I'd be wary of at this point, is that if we say the resource requirements do not match the usefulness of the tissues with the most popular being the easiest to make, we may end up with nutrients being impossible to make and mass tissues being the easiest...

Yes I do agree. That is why you need to make it VERY clear that nutrients are where they should be and the remaining Chef tissues are not.






Right if it is presented in such a way that the neut tissues are felt to be balanced and very useful with most people being happy with them but the other tissues are too difficult to make tobe used, then we may do alright. Then again you could probably present it just right and they will still edit it up.


For pet stim Cs, dath insect meat is difficult to get as is. I would ask for more bugs on dathomir and ask for one that is CL75 that has different stats/specials than that of the mutant rancors. This gets us more variety for sampling in the high end while increasing the supply of insect meat for stim Cs.


The tailor tissues are under ulitized due clothes and armor not wearable together. We either need more clothes that can be worn with armor or tissues in armor so they can get more use. Adding in more clothes slots would solve the problem but having tissues go into low level armors would solve this problem and another problem where lower level armors are not used since they are too under powered. Solves two problems with one fix, which is what you need to be looking at doing when you are too understaffed to get the work done.

Message Edited by Meplorium on 08-08-2004 04:50 PM



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
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Distaste
Mon Aug 09, 2004 4:17 am
#13

Id like to see the tissue time in factories re-evaluated...the fact that a run of brandy takes 88seconds yet the component for it take 176 or some crazy number. This would 1, allow BE to keep up with Chef demand, and 2 as a biproduct of keeping up with demand, the chefs wouldnt keep asking for damn schematics. I also think we should be able to make some sort of Armor tissue. This would give use yet another avenue to persue when trying to find our niche in the market.
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