OK I feel we need to actually shed some light on this subject as their seems to be a lot of people making wild guesses here...
Sad fact is, the current rate at which you can obtain Organic Material is woefully low... lets see. We have a 24hour spawn that drops 2000-2500... a couple of hourly (or so) spawns that drop 150-250.. and slimes in brit that drop a wopping 1 each...
Given that there are at least half a dozen people on the shard (if not more) actively pursing bio-engineering, its extremely difficult to acumulate any numbers of organics that are meaningfull.. It takes 1000 organics per DNA vial and while sampling creatures with stats from half-cap to the full stat-cap for bios, it puts your sucess chance to sample down around 5-10% (Varies depending on Prowess, Evironmental and Mimic). Around 30% of those failures will also result in a broken vial (and as such, 1000 organics lost).
Thats before we get into the "mimic" area of Bio-DNA, where the numbers become really hard... if you want to get a random counter-attack, or a random special attack there is around a 15% chance to get one of either, while getting both a random counter and special has just a 2.25% chance.
But what if we desire a specific Counter or Special? (The list of which you can view here....
http://www.uoex.net/guides/animaltaming/bioengineering).. well you have just a 2.25% chance of sucessfully extracting a vial of Mimic DNA with both.... and just to cap it off, if you were hoping to build a pet with a specific choice of both the counter and the specialmove, we have just a 0.15% chance of ever achieving that.....
So to recap Mimic DNA...
Random Counter or Special = 15%
Desired Counter or Special = 5% counter, 3% Special
Random Counter & Special = 2.25%
Desired Counter & Special = 0.15%
Its pretty clear that with those kind of sucess rates for "Deseriable" Mimic DNA, the current availability for organics is painfully low:( While I apreciate that you cannot compare every shard to another, I would just like to add at this point that I previously played on another shard with bio-engineering which had a rather different droprate for organics...
Gone were the bio-engineers and the abomination, replaced in favour for a system whereby basically every monster had a 15-20% chance to drop 1-3 organics.. This not only helped to boost the availability of organics for DNA vials (allowing a more realistic chance to sample some "deseriable" mimic DNA, as even with the same sucess rates, the increased availability of organic material allowed for more attempts to be made), it also boosted the economy massively.
From the first week it was implimented, until the shard eventually shutdown some 9 months later, Organic Material maintained a steady and constant market value of around 60g each, with many thousand being sold / traded daily, often from younger players, to the older players..
Many people have said that larger "gold sinks" are needed in the game to help "soak up" some of the acumulated wealth of players, however these can often be counter-productive as they tend to impact the younger players also, making it very difficult for them to "get a foothold" when first starting out... Having the previously described drop-system it allowed for the younger players to be able to collect organics while hunting monsters that didnt require a maxxed cu'sidhe to kill and generate an income from doing so, by selling their collected organics to the older players, helping to move gold around the economy and strengthen the shard.
But please, dont look at this post as a list of "faults" or "complaints" about Excelsior, I like it a lot here and its possibly the finest shard I have played on, I'm trying to put forward a constructive look at the current system and suggest a possible alternative to the current availability of organics, to hopefully benefit both the bio-engineering players out there, and the younger players something they can start to hunt for / trade to get a headstart on the shard and buy their first house etc....