Bio Engineer Archive

Thread: Getting to know you and your profession!

Numen
Tue Sep 28, 2004 8:41 am
#352






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.







Amandil Morier - Tempest - Master Chef
trajen2
Tue Sep 28, 2004 9:30 am
#353

Like many have said, I believe the CM should be the ultimate healer. Docs should keep the buffs, resists, buffs etc. but I think area cures should move into the realm of the CM. We should still throw poisons (i like the idea of nerfing spider venom) but we could no longer rule PvP cuz we will need to mix our time throwing poisons and administreing cures.


I alsothink that "combat" related cures such as heal states and rez's could possibly be considereda CM ability. . . for the extra SP investment, we should be more of a defensive profession.


Inat Mivea
RBN - Reborn


Master Pistoleer/ CM Dabbler (FS skill-forced dabbler)







Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

chaoskiller
Tue Sep 28, 2004 10:11 am
#354

Already mentioned by others, but my main concerns


1.) Speed, speed, speed. Speed mods for master carbineer way out of line compared to pistoleer or rifleman.

2.) Melee/Ranged Defense is non-existant for carbineers, but rifleman and pistoleer have them in their skill trees.

3.) Our supposed "elite" weapon (Elite Carbine) is energy dmg, therefore a repetitous damage type. Either it needs ap2 or a different damage type to be considered worth using.

4.) State effects IMPOSSIBLE to stick on 50k HAM+ mobs. That makes us pretty useless in high end content since we can't apply stun/dizzy/blind when that's supposed to be our forte.



(Scylla)
Body Cast-Jedi Consular
wvtalbot
Tue Sep 28, 2004 10:21 am
#355

Well Tiggs this is the first suggestion post I have ever made so bare with me.


Honeslty I think the most important thing about chef is to give wookies the apron.


Note I don't play a wookie, nor would I ever play a wookie........but the thought of a wookie in an apron tickles me.


And to be fair they deserve it.
Garry2rs
Tue Sep 28, 2004 10:32 am
#356

Oh, and another thing...


How come Rifles and Pistols have weapon certifactions outside their novice box (DXR6B, Berzerker, Geo Pistol, DE-10), but once we hit novice Carbineer we have all the weapons we ever get?


And, while thinking about weapons, some of our "heavy hitter" weapons should have higher wound% chances. Give us something like a DE-10 that has the possibility of 45%+ wound chances, especially if we are not going to get a mind attack. The only way to win PvP sometimes is to black bar your opponents pools if you cannot attack mind.



__________________________________
Garry2rs IGN Garry-
Imperial Colonel
Okin_Sin
Tue Sep 28, 2004 10:38 am
#357


My biggest problem is the BE Additives. Many Chefs spend every skillpoint they get to take up BE themselves becuase it is near impossible to find, and way to expensive to buy BE additives. On top of this BE's can only consistantly make Nutrition ones cuz of insane resource requirnments.


Make ALL BE additives much easier to make. There is no reason for the BE additive to cost 10X what every other resource in the food costs.


CasualMaker
Tue Sep 28, 2004 10:54 am
#358

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.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
Numen
Tue Sep 28, 2004 11:04 am
#359






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.





Amandil Morier - Tempest - Master Chef
Morganite
Tue Sep 28, 2004 11:09 am
#360






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.





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?



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Mayor_Woosh
Tue Sep 28, 2004 11:10 am
#361


Ahem....ok step aside its my turn


1) Wookies still cannot wear the theme park chef apron. The result of this is wookie chefs are forced to shell out millons of extra credits (if they can) to make up for 5 experimentaion points. This should have been resolved long ago. I dont want to hear from T-heart there is a problem with the wookie skeleton..blah blah blah. Thats the DEV's problem, not mine. Make it work please !


2) I dont think sub components should have a serial number. Soypro, alchohol, ect. They make no differance in the end result of the product so removing serial numbers from these items would make our lives a tad bit easier.


3) Food artwork. To many of our food looks the same. I mean how many calzones can we have ? I almost fell off my chair when I saw that the super rare Mandolorian Wine looked like regular old bespin port. Alot of times players are overwhelmed with the shear amount of foods/drinks in the game. It would be easier for everyone if they could just recognize their favorite food sometimes just by its picture. (I know this does not work for crates).



Message Edited by Mayor_Woosh on 09-28-2004 11:11 AM




ä WOOSHå
| Master Chef (12 pt) | The Tarquinas Emeril |
SWG: Brilliant, groundbreaking, unfinished and ultimately a painfully missed opportunity.
Shu_ZhugeLiang
Tue Sep 28, 2004 11:26 am
#362






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




ZhouYu
Grand Champion Of Naritus

Sexiest Beast On Naritus
Highlight Of Naritus
(ggg|||||[z]WXggggggggggggggggggggggggggg)
Greatest pre-cu duelist, greatest CU duelist, greatest NGE duelist..
You can hate me all you want, talk behind my back, spread rumors, trash me...but I'm going to be so damn good at what I do that you will have no choice but to respect me.

kardia
Tue Sep 28, 2004 11:31 am
#363

Hello Tiggs


I have been a chef for a very long time. I had to take a 2month break because I was Jedi grinding while I stumbled on this profession. I have been a 10point ,11 point chef and 12 point chef. I know what it is like to create Non-BE foods, and BE foods.


From my experience there is nothing wrong with BE foods as far as what they do to strength of the foods in relation to foods without BE components. The problem is for BE is takes a lot of meat to create this foods and this is the reason that BE components may cost a lot for some chefs. It’s the price of meat and I think that the BE schematics need to require lesser qualities of meat which would then cause the prices of those BE’s products to come down and you will see an increase in Bio-Engineers among servers. I personally don’t think there is a problem with us relying on another profession. This is an multiplayer game and I think we should depend on each and I think Chef profession does that well.


Barrels – Yes I do think that Casks do just find. Barrels could do something with food or reduce the filling in certain foods or drinks when used, but then that might have to require some rare resources.


Effectiveness of Foods- Food help out a lot in the world of SWG, but there are a lot of foods that are really not effective or no really advantage in using. I think a lot of the foods are fine as they are such as brandy, canapé, steak, verrcupit, trimip, air cake, bivoli, and some others that I can’t call to mind. There a lot of foods such as ormacheck and some others that really don’t provide a good enough benefit in using it. Also, I think a lot of chefs need to understand that foods can make been and different ways such as filling, strength and duration can be affected, and depending on what your customer wants you can make them different ways to meet your customer’s expectations.


Different Types – I do believe that there need to be a lot more different type of foods that will cause more great combinations. Also some bonuses to other foods need to be increased such as trapping, harvestings, creature taming, and maybe the creature of a mask scent food or a milking food. It would make these foods much more desirable. There needs to be more foods and if we can all come up with list of ideas that we may like to add to cause the game to be more fun and not take away from other professions.


Empty Stomach After Death - This issue has come up many times and the Devs said that it is intended do be this way so that someone does keep stacking food based on death. Well then this looks like it is work for the devs to do to either create a system where all attributes are removed after death or that all attributes stay after based on the timer the food has on them. This is a real huge problem simply because if the food actually cleared then those foods for health and action buffs would be used more because now there would be a purpose for them. Especially for un-buffed overt players, un-buffed Jedi, and being able to fight right after you clone without full doctors buffs. It would take the game to another level and I don’t see how things would be exploited if the initial attribute was removed.


I will post so more things about specific foods later thx a lot for listening



Kardia
Guild Leader of Republic Liberation Front RLF
If you fight one of us you fight all of us!!
If you are a rebel Jedi and you need help spell my name backwards and call for aid.
If your a rebel and you need help with imps spell my name backwards and call for aid.

sciguyCO
Tue Sep 28, 2004 11:31 am
#364






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.


And just FYI, due to a current bug non-stat food buffs (synthsteak's damage reduction, skill bonuses, etc) do not clear on death. They get removed from the buff UI, but your skill sheet shows any increased skill mods, and you still get damage reduction from any remaining synthsteak uses.

Message Edited by sciguyCO on 09-28-2004 12:32 PM





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Page 28 of 90