- Proposal
- Remove the Creature Taming mechanic from the game so pets and the vast majority of mounts can only be obtained from Bio Engineers.
- Justification
- The change to Creature Handlers will be minimal - They will no longer be able to tame creatures for use and or resale.
The change to Bio Engineers and the economy will be massive - This will open up an entirely new market for Bio Engineers which will increase the demand for Bio Engineers and the components they use, which will benefit the economy massively.
- Motivation
- Creature Handlers being able to tame their own pets and sell pet eggs takes a large chunk of the market from Bio Engineers who put in alot more effort, time and credits into making pets.
As a result, Bio Engineers are limited to making high end capped pets and mutations unobtainable through taming, which drives up the price of pets and drastically limits their usefulness as a crafting/trading profession.
CU vs NGE
As Bio Engineer for pet making uses the NGE Beastmaster system to create pet eggs, the complexity of this system, the number of professions which contibute to the entire process and the time / credit sync into generating a single pet egg was designed on the sole function that pets could ONLY be obtained via a BeastMaster (or in this case Bio Engineer). As a Creature Handler on R3, a single click on a radial dial which negates all the time, work, effort and entire point why BeastMaster was implemented in the first place.
In NGE, having a pet was not required to level up the skills in order to be able to use a pet unlike R3. NGE XP was converted into expertise points which you could allocate where you wanted in your given profession meaning you could level up as a Medic and then use a pet without even having to own one previously. On R3, the CU skill box profession progression requires players to own a pet at Novice Creature Handler. So with Creature Handlers taming their own pets or selling tamed pets to other new Creature Handlers, this takes away a selling market from Bio Engineers which again negates all the time, work, effort and entire point why BeastMaster was implemented in the first place.
Economy
As mentioned above, Creature Taming limits Bio Engineers to make high end and mutated pets for sale which should not their sole function when using the CU system of levelling Creature Handler.
Taming has replaced the requirement for BEs to make starter / mid tier pets and mounts. As a result, only top end enzymes are currently required by Bio Engineers to make the pets they make. All the Isomerase enzymes looted in spin groups that cannot be used in high end pets just get deleted because there is no use for them. If taming was removed, players could contributute towards the ecomony and earn them some credits from all those Isomerase enzymes looted in the dozens instead of mass deleting them, because there would be a demand for low end Isomerases, Lyases and Hydrolases.
The viability of spin groups on R3 and having the BeastMaster system in place to create pets has already devalused the price of Isomerase enzymes, so it would help if more of the enzymes that were looted could be sold and not deleted on mass which while players curse the fact that /toggleEnzymeLoot isnt a valid command, yet.
Multiple professions are required to make pets. Scouts/Rangers, Droid Engineers, Architects and Artisans are all required to make components and consumables for Bio Engineers. Consumables that use up a very large amount of resources. For every pet that is tamed with a simple click of a radial dial, the use of each of these professions is diminished because their contribution towards the Bio Engineer market is extremely limited.
If Creature Taming were removed, there would be a much higher demand for pets, which leads to a much higher demand for Bio Engineers who require the services of these professions to provide the components necessary to make their pets. This will benefit the economy of those specific professions and the server economy as a whole. With Restoration 3 limiting the current number of available characters to 3, it will be even harder to become a 'self sufficient' Bio Engineer by having all these professions under one account which again, will increase the demand for these professions to supply.
Removing Creature Taming will create a more competitive market, making pet prices a lot more affordable for the consumer. Creature Handlers are making free money with their single radial dial click to tame a creature then put it up for sale, whereas Bio Engineers need to spend alot more time and credits to even get a set up to make a pet, this is before RNG takes over which could scupper the entire process of getting suitable enzymes for use - all before a pet is even created.
Player Base
I've seen lots of players come and try the Bio Engineer profession, but because of the work that is involved and the lack of market in selling pets, they change profession, or leave for another NGE server where they have a Beastmaster already or where the system is balanced. All this because the market is not there for Bio Engineers to sell pets. Creature Handler is the second most popular combat profession - the BE market should be reflecting this.
New BEs should be coming in and learning the process practically and build to grow bigger and better pets as they progress. With the way the current system is at the moment with Creature Taming, the majority are getting put off because with the current market, their only option is to make high end capped pets before they even know what a nutrient slider does.
I appreciate Creature Taming was implemented because taming was present in the CU, but as we use the NGE mechanic for pet making, having these two systems coincide creates large inconsistencies with the Bio Engineer profession and its whole process of making pets. Although this is unlikely to be a popular Player Voice, it has to be said as the profession cannot thrive under the current system.
If there is no change to the current ways, Bio Engineer will remain in its box only to be used by the small number of people can afford the current pet prices while Architects, Artisans, Droid Engineers and Scouts/Rangers have their potential contributions towards the ecomony limited.
As Bio Engineer for pet making uses the NGE Beastmaster system to create pet eggs, the complexity of this system, the number of professions which contibute to the entire process and the time / credit sync into generating a single pet egg was designed on the sole function that pets could ONLY be obtained via a BeastMaster (or in this case Bio Engineer). As a Creature Handler on R3, a single click on a radial dial which negates all the time, work, effort and entire point why BeastMaster was implemented in the first place.
In NGE, having a pet was not required to level up the skills in order to be able to use a pet unlike R3. NGE XP was converted into expertise points which you could allocate where you wanted in your given profession meaning you could level up as a Medic and then use a pet without even having to own one previously. On R3, the CU skill box profession progression requires players to own a pet at Novice Creature Handler. So with Creature Handlers taming their own pets or selling tamed pets to other new Creature Handlers, this takes away a selling market from Bio Engineers which again negates all the time, work, effort and entire point why BeastMaster was implemented in the first place.
Economy
As mentioned above, Creature Taming limits Bio Engineers to make high end and mutated pets for sale which should not their sole function when using the CU system of levelling Creature Handler.
Taming has replaced the requirement for BEs to make starter / mid tier pets and mounts. As a result, only top end enzymes are currently required by Bio Engineers to make the pets they make. All the Isomerase enzymes looted in spin groups that cannot be used in high end pets just get deleted because there is no use for them. If taming was removed, players could contributute towards the ecomony and earn them some credits from all those Isomerase enzymes looted in the dozens instead of mass deleting them, because there would be a demand for low end Isomerases, Lyases and Hydrolases.
The viability of spin groups on R3 and having the BeastMaster system in place to create pets has already devalused the price of Isomerase enzymes, so it would help if more of the enzymes that were looted could be sold and not deleted on mass which while players curse the fact that /toggleEnzymeLoot isnt a valid command, yet.
Multiple professions are required to make pets. Scouts/Rangers, Droid Engineers, Architects and Artisans are all required to make components and consumables for Bio Engineers. Consumables that use up a very large amount of resources. For every pet that is tamed with a simple click of a radial dial, the use of each of these professions is diminished because their contribution towards the Bio Engineer market is extremely limited.
If Creature Taming were removed, there would be a much higher demand for pets, which leads to a much higher demand for Bio Engineers who require the services of these professions to provide the components necessary to make their pets. This will benefit the economy of those specific professions and the server economy as a whole. With Restoration 3 limiting the current number of available characters to 3, it will be even harder to become a 'self sufficient' Bio Engineer by having all these professions under one account which again, will increase the demand for these professions to supply.
Removing Creature Taming will create a more competitive market, making pet prices a lot more affordable for the consumer. Creature Handlers are making free money with their single radial dial click to tame a creature then put it up for sale, whereas Bio Engineers need to spend alot more time and credits to even get a set up to make a pet, this is before RNG takes over which could scupper the entire process of getting suitable enzymes for use - all before a pet is even created.
Player Base
I've seen lots of players come and try the Bio Engineer profession, but because of the work that is involved and the lack of market in selling pets, they change profession, or leave for another NGE server where they have a Beastmaster already or where the system is balanced. All this because the market is not there for Bio Engineers to sell pets. Creature Handler is the second most popular combat profession - the BE market should be reflecting this.
New BEs should be coming in and learning the process practically and build to grow bigger and better pets as they progress. With the way the current system is at the moment with Creature Taming, the majority are getting put off because with the current market, their only option is to make high end capped pets before they even know what a nutrient slider does.
I appreciate Creature Taming was implemented because taming was present in the CU, but as we use the NGE mechanic for pet making, having these two systems coincide creates large inconsistencies with the Bio Engineer profession and its whole process of making pets. Although this is unlikely to be a popular Player Voice, it has to be said as the profession cannot thrive under the current system.
If there is no change to the current ways, Bio Engineer will remain in its box only to be used by the small number of people can afford the current pet prices while Architects, Artisans, Droid Engineers and Scouts/Rangers have their potential contributions towards the ecomony limited.