Bio Engineer Archive
Thread: Pricing post-CU creatures
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Kivrin
Thu Jun 02, 2005 5:16 am
#1
Is it just me, or are others selling post-CU pets cheap?
Pre-CU I put a lot of thought into my creatures. You really had to know the various creatures, recipes, resists, and multi-gen techniques to optimize CL and stats.
Now, well, I dunno - it's too generic at the moment. I can head to Dath, grab 5 samples from the various creatures around the outpost, plop them together and get a CL65-70 with 7k Health, 4k Armor, and ~100-400 Damage.
Right now I feel guilty charging anything over 15k for that thing. It was just too effortless.
Maybe as we learn to maximize the stats things will change, but with the mission vs. wild hardiness, lack of specials, and no resists pricing these things on-par with pre-cu CL's just doesn't sit right IMHO.
Pre-CU I put a lot of thought into my creatures. You really had to know the various creatures, recipes, resists, and multi-gen techniques to optimize CL and stats.
Now, well, I dunno - it's too generic at the moment. I can head to Dath, grab 5 samples from the various creatures around the outpost, plop them together and get a CL65-70 with 7k Health, 4k Armor, and ~100-400 Damage.
Right now I feel guilty charging anything over 15k for that thing. It was just too effortless.
Maybe as we learn to maximize the stats things will change, but with the mission vs. wild hardiness, lack of specials, and no resists pricing these things on-par with pre-cu CL's just doesn't sit right IMHO.
PlainWhiteSocks
Thu Jun 02, 2005 9:01 am
#2
Seems that the effort is mostly gone to make higher end pets. The only time sink I've had so far is looking for high CL non-agro critters to sample from. It's much less a game of skill, and more a game of points like everything else. For this reason I'll be selling pets for about 20k and maybe less for non-ch mounts.
lammergeier
Fri Jun 03, 2005 12:17 am
#3
cloning does seem to be pretty much "angry bag" in, "angry bag" out.
also, with stats such as "to hit" and "defense" (and armor) shifting to preset CL-based values, rather than keeping the crafted and experimented values, we've got a much less robust system now.
...still testing, and still hoping.
also, with stats such as "to hit" and "defense" (and armor) shifting to preset CL-based values, rather than keeping the crafted and experimented values, we've got a much less robust system now.
...still testing, and still hoping.
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