Bio Engineer Archive

Thread: Skill Point Protest

Klak
Tue Jun 28, 2005 6:30 pm
#1

i'm writing this thread to protest the large skill point requirement of BE. i was messing with the respec window (like all BEs love to do ) and found that MBE and Merchant 3/0/0/0 takes up 182 skill points!!! that leaves 68 points for combat skills. minus 15 points from the 68 right off the bat just to get NOVICE marksman or brawler. it is absolutely pathetic to have to put up with the lack of combat skills of a BE. why am i writing this thread anyways? i should just go to sleep. it's late anyways....



Kuble
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Seiryuu
Wed Jun 29, 2005 4:14 pm
#2

I still think BE's should get one vendor at Master.

It is the only crafting profession without an Artisan requirement, so getting a single vendor is an expensive skillpoint investment compared to other crafters. Further, all the experimentation was moved out of the master box with the CU, greatly devaluing it, and making 0404 BE almost the same as master. By putting a single vendor at Master, the box once again has significant value and we can feel that BE is not so overlooked as a crafting profession.



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Dorelli
Wed Jun 29, 2005 4:46 pm
#3

While I personally agree with you on this one about getting vendors w/o artisan, i think that rangers crafting cammo and smugglers crafting spices might just disagree with you on BE the only crafting profession that does not require artisan.






Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Aleskander
Wed Jun 29, 2005 5:11 pm
#4

This gets dragged out every couple of months.....get over it, forget it, the devs have already said no.


We were susposed to loose the scout requirement with the CU, but somehow seem to have forgotten us....... again.





*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
Seiryuu
Wed Jun 29, 2005 5:40 pm
#5

Yes Ranger and Smuggler do some crafting, but that is not the only thing they do. Their entire play experience does not revolve around the production of products for others unless focusing very narrowly on one of their lines.

I am also aware the devs said no. I still think they are wrong and will not stop pushing for them to reconsider their position. Especially with the changes caused by the CU and BEs shortage on skillpoints to be able to function similarly to any other crafter.



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HealerChic
Wed Jun 29, 2005 6:39 pm
#6

Personally I'd like to see some extra skill points for more scout. That mask scent would come in handy when DNA sampling 8-(



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Klak
Wed Jun 29, 2005 6:42 pm
#7

lol i respec'd out of BE the other day. OMG did i get a wave of complaints from my customers. i sell only pets and, since everyone is a novice CH on my server, everyone didn't know where to go to get pets anymore! *sigh* back to BE again....being combat lvl 80 was fun for that one day....



Kuble
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novakaine
Thu Jun 30, 2005 12:41 am
#8

BE is not a combat profesion, all other non combat profs have the same limitations. Except rangers, they have it really bad.



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Dorelli
Thu Jun 30, 2005 1:42 am
#9


I think that one solution (i KNOW there is no point in posting solutions but what the hey) ... would be if people could be given admin rights on a VENDOR.


Imagine this:


master merchant places tent and vendors working with the person who will run them
image designer gets to fix the green lipstick problem and make the vendors look good
tailor is called in to craft clothes that give the shop a nice feel
architect called in to make the furniture and bits and bobs ...


then the BE, the tailor, the architect and so on ... everyone who is going to sell stuff in the merchants shop, is given admin access to their OWN vendor. This lets them place an article onto the vendor directly. They can negotiate with the merchant about fees for this. Then, the merchant has to sort out how to pay them AFTER the item sells. The merchant would keep their vendor limit and item limit ...


one thing that would really help would be a 'placed by' field in the vendor tables in the database so the merchant knows who to payfor things that cannot be named by the person who wishes to sell them: ie. Vendor: Loot has sold Unrenamable Loot Item placed by Dorelli to Aleskander for 1000000000 credits ...


this scenario is already possible minus the placing of things on the vendor oneself, knowing who has placed it and the image designing of the vendor.


It is so obvious a solution that I would imagine that it has already been proposed and promised or proposed and rejected ...



Message Edited by Dorelli on 06-30-2005 01:47 AM



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Aleskander
Thu Jun 30, 2005 4:13 am
#10






Dorelli wrote:


I think that one solution (i KNOW there is no point in posting solutions but what the hey) ... would be if people could be given admin rights on a VENDOR.


Imagine this:


master merchant places tent and vendors working with the person who will run them
image designer gets to fix the green lipstick problem and make the vendors look good
tailor is called in to craft clothes that give the shop a nice feel
architect called in to make the furniture and bits and bobs ...


then the BE, the tailor, the architect and so on ... everyone who is going to sell stuff in the merchants shop, is given admin access to their OWN vendor. This lets them place an article onto the vendor directly. They can negotiate with the merchant about fees for this. Then, the merchant has to sort out how to pay them AFTER the item sells. The merchant would keep their vendor limit and item limit ...


one thing that would really help would be a 'placed by' field in the vendor tables in the database so the merchant knows who to payfor things that cannot be named by the person who wishes to sell them: ie. Vendor: Loot has sold Unrenamable Loot Item placed by Dorelli to Aleskander for 1000000000 credits ...


this scenario is already possible minus the placing of things on the vendor oneself, knowing who has placed it and the image designing of the vendor.


It is so obvious a solution that I would imagine that it has already been proposed and promised or proposed and rejected ...




Message Edited by Dorelli on 06-30-2005 01:47 AM





Yeah, that would make it easier than having someone else run a vendor for you...which is what I used to do.


Personally, I'd be happy having harvestors send an e-mail when they shut down for any reason...like the resource shifted,out of power or full.





*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
Feefers
Thu Jun 30, 2005 6:29 am
#11



Seiryuu wrote:
Yes Ranger and Smuggler do some crafting, but that is not the only thing they do. Their entire play experience does not revolve around the production of products for others unless focusing very narrowly on one of their lines.

I am also aware the devs said no. I still think they are wrong and will not stop pushing for them to reconsider their position. Especially with the changes caused by the CU and BEs shortage on skillpoints to be able to function similarly to any other crafter.




Actually as a Ranger pretty much all I do is harvest bits which i'd like to sell, milk animals which i'd like to uh sell and make camo kits and camp sites which i'd like to ... yup that's right.

Traps are kinda bugged, Rescue doesn't do anything and Area Track I use maybe once a week if i'm feeling bored.

Best idea is to do what SOE say, group with others, find a guild or make a new guild, someone out there must have Artisan or even merchant high enogth to get you a vendor
Seiryuu
Thu Jun 30, 2005 9:58 am
#12

Renting out some kind of vendor would be a nice idea, but the devs have said no to that as well. I would be happy to see any solution that makes it a little easier, and that one would fit in their philosophy of profession interdependency.


Actually as a Ranger pretty much all I do is harvest bits which i'd like to sell, milk animals which i'd like to uh sell and make camo kits and camp sites which i'd like to ... yup that's right.

Traps are kinda bugged, Rescue doesn't do anything and Area Track I use maybe once a week if i'm feeling bored.

I'm all too aware of Ranger's lack of functioning, being one. A Ranger shop is not a bad dream, and I have had friends that have tried. However it is not envisioned as a crafter to anwhere near the extent BE or one the the Artisan-based professions are. It has abilities outside the scope of crafting (whether working and useful is another matter) should you choose to utilize them.

Now I am all for being able to use the profession differently than envisioned, so something like a rented vendor would be a nice solution for both BE and Ranger. No matter what solution is ever presented though, the BE profession as a whole will have a stronger need of a vendor than Rangers.


Best idea is to do what SOE say, group with others, find a guild or make a new guild, someone out there must have Artisan or even merchant high enogth to get you a vendor.

Understand that I am no longer a BE and have not been one for a year now. Part of my reason for leaving was the fix to vendors where you needed Artisan/Merchant skill or your vendor would not work. I actually have no problem with that fix, however it made it so I could no longer have fun in the game were I to run a vendor. (CH, BE, and Tracking III of Ranger, which are all complimentary professions and still low on combat potential for what it is worth.) Without a vendor, it felt rather pointless to be a BE. Fun won out, BE lost out.

I tried having several guildmates run a vendor for me. Either they were on at odd times, mixing their skills up, or were dealing with too many people to keep track of mine. My operation was small, but it had a huge turn-over. Considering I was cranking out a few full runs of items each day and I had to rely on the presence of others to get them on a vendor regularly for my customers, it just was not working. With a single vendor of my own, which is all I had before, I was happy and my small shop reasonably successful.

I am not asking for BEs to be able to run a trade empire. If they want that, then by all means become a merchant with their higher limits. I want them to be able to have a modest shop and a place to sell their wares like any other dedicated crafter.



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