bdatt Posted January 13, 2015 Share Posted January 13, 2015 (edited) I don't use these, especially the medpacs, due to cost and prioritizing stims for my purple mats. I suggest making them reusable within a limited timeframe. You would probably have to prevent them from stacking in inventory, but a 2-4 hour reuse window wold make them much more attractive. Edited January 13, 2015 by bdatt Link to comment Share on other sites More sharing options...
EnkiduNineEight Posted January 14, 2015 Share Posted January 14, 2015 Just return to the old model. Green = skill up trash. Blue = Market Materials (For cash earning) Sell the blues on the market, give them a 2 hour duration, and better overall stats than the purples. Purple = Crafter 'perk' so they do not have to use their own product (blues) in order to venture into the wilds and gather their raw materials. Like every other crafter only has to make their product once for themselves. Aside from the fact that changing the model 'midstream' is a bit frustrating. You craft a skill for 55 levels making one set of decisions and then once you start the next 5+ you now have a different model of the crafting skill AND the same drop rate (or worse) than before for top tier mats. Please just switch the schematics back to Purple = Re-usables and Blue = slightly better stats than the purples and what you sell on the market. Link to comment Share on other sites More sharing options...
Mornyr Posted January 15, 2015 Share Posted January 15, 2015 I only have one toon with Diplomacy for two toons with biochem, and I still managed to craft stims, adrenals, implants, and medpacks for all of my 13 characters without buying any mats on the GTN. It sounds to me like the problem is mostly your priorities, not the drop rates or the new system for purples. Link to comment Share on other sites More sharing options...
bdatt Posted October 7, 2015 Author Share Posted October 7, 2015 Bump since this is again relevant due to the crafting changes. Instead of completely removing reusables altogether make advanced consumables reuseable within a given time period. Otherwise, I'll still just stick with blues. Link to comment Share on other sites More sharing options...
branmakmuffin Posted October 7, 2015 Share Posted October 7, 2015 Bump since this is again relevant due to the crafting changes. Instead of completely removing reusables altogether make advanced consumables reuseable within a given time period. Otherwise, I'll still just stick with blues. OK, you stick with blues then? Link to comment Share on other sites More sharing options...
Monumenta Posted October 7, 2015 Share Posted October 7, 2015 I liked the reusables. Link to comment Share on other sites More sharing options...
bdatt Posted August 25, 2017 Author Share Posted August 25, 2017 I see you brought back reusables, but only for those with Biochem, after removing them a few years ago for good reason. I'm bumping my suggestion that you keep stims as they were, with 8 hour timers not being removed on death, and change the advanced adrenals and medpacs to be reusable within a time frame (e.g. 4 hours) and not require biochem to use. This would give an advantage to more expensive material costs, keep a market for crafters, etc. Link to comment Share on other sites More sharing options...
BRKMSN Posted August 26, 2017 Share Posted August 26, 2017 I see you brought back reusables, but only for those with Biochem, after removing them a few years ago for good reason. I'm bumping my suggestion that you keep stims as they were, with 8 hour timers not being removed on death, and change the advanced adrenals and medpacs to be reusable within a time frame (e.g. 4 hours) and not require biochem to use. This would give an advantage to more expensive material costs, keep a market for crafters, etc. The old reusables also required biochem to use. That's why everybody used to be biochem. Link to comment Share on other sites More sharing options...
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