Bio Engineer Archive
Thread: Getting to know you and your profession!
Hitman_47 wrote:
i am in this prof to make money(as i guess most of the other people, if not all) and in order for me to make money 2 things must befixed that will increase my profits(at least i think they will..) is:
1. fix barrels so i can charge 25-60k more for my products.
2. the 45min stomch digesting...(TH said it should be 30min in some post) quicker stomch digest -more food eaten.. more food eaten - need to buy more food. buying more food i am getting more money
Message Edited by Hitman_47 on 09-24-2004 09:26 AM
I actually think barrels will reduce your overall profit. Its the same reason why I'm not sure if something like plates would be good for foods.
But ignoreing that here are a few other things.
1) /throwpie
2) Some food with the artwork of a cookie. ![]()
All the rest are the various bugs that have been mentioned before.. The 2 above are more for fun additions to the game which I don't think there can ever be too many.
The biggest thing I would like is somesort of crafting revamp. Nothing like the previous attempt, this would only be to make crafting less tedious. The addition of the viewable stat on resources in your inventory was great.
1a) Expand on the viable stat I mentioned before and allow people to place %s in. So they can select 60% OQ and 40% FL if that is what the recipe needs.
1b) Area select drag and drop. So I can select 20 crates(or add the ctrl and shift functionality of windows into the game, ie hold ctrl and you can select multiple things at once, then drag all those somewhere).
2) A button to transfer everything from the output hopper to the input hopper
3) A command to transfer all materials from a harvestors hopper into your inventory
4) I know this has been asked many times but larger crate sizes on components and removing serial numbers from components that offer nothing to the final product. any example would be dough, it doesn't improve the stats of the final product. An exception would be BE tissues, they do affect the final product. Chef is in the minority of components that do nothing for the final product. I'm actually not sure why it was taken out in the revamp, but I also don't know if the majority of chefs would like it back in.
5) Showing the unique names of the resources in your inventory so I don't have to examine or mouse over each one to find the one I want to use.
6) Same as #5 for serial numbers, or at least include the serial number in the mouse over window.
Like I said, that is more of a mini crafting revamp than small fixes, but I do believe a majority of them would be a benefit to most crafters in this game.
RBN - Reborn
As to why my experience differs, there are a few possibilities:
* Lower expectations on profits and sales volume
* Selling cheap singles, not crates
* Blue Milk and Synthsteak are still useful at lower levels.
CasualMaker wrote:
I keep hearing that non-BE food doesn't ever sell. This has not been my experience. My Chef-in-training is supporting himself selling Blue Milk and Synthsteak on the Bazaar. (Previously he was making his money on Artisan missions, but sales are bringing in the creds faster.)
As to why my experience differs, there are a few possibilities:
* Lower expectations on profits and sales volume
* Selling cheap singles, not crates
* Blue Milk and Synthsteak are still useful at lower levels.
I don't think most people believe non-BE food doesn't sell its more than it doesn't sell very well. The downside to the BE food should have been the extreme cost. Due to the economy the cost is rarely the issue.
When I used to sell regular food I would probably have 5-10% of my sales quantity in regular food which basically comes to 1-2% of my sales as BE food is usually much more expensive.
I would also vote for the lowering of the resource requirements of the other additives. I don't know if it was on purpose or not but I find it odd that the easiest one to make happens to be the one people would have been interested in most to use anyway. Nutrition is almost always going to be the #1 additive, but some foods could be made a lot more useful if they had a duration or filling additive. The cost makes these special varities though 2 times more expensive than the nutrition. The bonuses need to be increased on some of them as well.
A nutrition roughly doubles the buff. A duration increases by about 50%. I don't see how a 100% bonus to duration would be game breaking. Filling I think might be inline, but due to resource requirements, they are next to impossible to make in quantity.
BLD_007 wrote:
Schlum wrote:
Hello, I'm not a Chef anymore but I used to be for quite awhile. One thing i'd like to point out about food is the filling issue. I think the digestion rate is working very well. What I dont understand is that when you die, you keep the stomach filling. This does not correlate with the other enhancements available such as doctors and dancers. When you die, you can get a new doctor enhancement with no penalty, this goes the same for mind enhancements. Why not make it so stomach is emptied upon cloning only. This would also help to get more people into the chef profession because a lot more food would be consumed. your thoughts..
Schlumberger/Flurry
This answered this at Fan Fest. That is MENT to be in the game due to Foods/drinks that have a counter kike. next 14 hits is reduced bu 41% or next 15 kiss is +15 exp. They did it to avoid that due to people exploting like eating/dieing/eating/dieing and the next 200 hits are reduced.
Message Edited by Mayor_Woosh on 09-28-2004 11:11 AM
Tiggs wrote:
Since I am the new kid on the block I would like to take a little survey to see what you feel is the most pressing issue with your profession right now. Wait! Don't post just yet, seriously think about this for a moment and post what "you" feel is important, not what you think the overall class feels is important. (Flamers, trolls need not reply). Please do not link me to another thread, I want it in "your" words.
There are no promises being made that you will see immediate changes implemented. This is simply to gauge what you feel is important so that I can discuss this further with the team. I am going through a few professions at a time so if you don't see this post in another forum you participate in, do not worry. I will get to the other forums in due time
Thanks in advance for taking the time out to do this.
P.S.
I am well aware of the sticky issues threads on the forum and the excel sheets that ThunderHeart has. The reason(s) "I" am doing this is 1. to get to know you, 2. get a better feel about your posting styles and 3. Gather fresh feedback from the community. If you feel like you are repeating yourself then please feel free to opt out of posting in this thread.
wow awsome to hear from a DEV on the carbiner forums ![]()
Well ive been a carbineer/BH for over a year here are a few things i have noticed :
- Carbiner is the only profession in this game that is truely based on strategy, due to so many diferent stat attacks, and ect... however this no longer stands true. Due to massive stat defence from fencer/pistoleer and tka + foods. It is nearly impossible to use carbiner's main strenght. Carbineer is based on kd, stat effects, posture change. none of these things are a factor in pvp any longer.
solution : add carbineer offence accuracy mods such as : charge shot accuracy +10, supression fire accuracy +20. do it the same fasion you did jedi. So as a results, a carbineer will be the able to kd/posture change a fencer stacker, since this is what they are best at doing. while the fencer will protect himself vs kds and posture changes from other professions, such as swordman where they full str in damage dealing.
- carbineers get no defence becase our offence should be making up for it. but we truely have no offence. All our damage types are resist by high end armor and mobs. Our best specials from BH tree and carbineer tree which being firekd, chargeshot2 are totaly useless due to high defences.
- Carbineer counter attack is broken.
- Carbineer without BH speed and accuracy mod is totaly unplayable due to very slow and low DPS, with the worst possible damage types.
-Carbineers are yet to recive a "cool" looking or useful carbine. Pistolers have gotten tons of new pistols, swordmen got new weapons, riflemen got new rifles. we are always left out ![]()
- Carbineer's accuracy while moving should be increased, because it is the core of a machin gunner's profession.
on side note : all the above problems apply to both pvp and pve, making our profession the most useless combat profession in the game. Still love you carbineer ...still love you ![]()
Message Edited by Shu_ZhugeLiang on 09-28-2004 11:30 AM
I will post so more things about specific foods later thx a lot for listening
Morganite wrote:
Err, wouldnt the effects clear upon death (wait, they do now!) so therefore there would be no bonus to the stomach clearing out upon death either. Name me 1 other "skill/stat effect" that does not clear upon death?
Food has a long-term up-front cost (filling) for a potentially short-term effect. Foods like Blue Milk, Synthsteak, Bespin Port, Flameout, Canape, Vercupti, and others wear off before the filling cost has been paid (the food duration is shorter than the time required to digest the filling). If youdrink 100 filling worth of Brandy, you "owe" the game 45m of stomach space, and you're taking the risk that other factors (cloning) may cut the benefit short. That's just the tradeoff required for the benefits of food.
A close (but not exact) analogy might be buying a new car. You get a loan from a bank (or a financing company), pay the dealership and take the car home. Then let's say your car gets stolen. You no longer have the benefit of the car, but you are still obligated to pay the bank. If you tried to stop paying them just because you didn't have the car anymore, I think you'd get a nastier response than the devs have given us about the whole cloning/filling issue.
Granted, things like real-life insurance allow you to "pass the buck" with regards to paying the money yourself, but regardless the bank get's their money.
Message Edited by sciguyCO on 09-28-2004 12:32 PM