Bio Engineer Archive
Thread: What are your top 5 issues?
My biggest problem is factories. All the food Imy factorie produces only comes with one charge.
Well, I just made Novice Chef a few days ago and the few food items I can make for very low xp do not even come close to the buffs I get with dom foods. I would like to see buffs increase in both stats and duration as your skills improve. This would give me incentive to break away from the Dom IV foods which sell much better than the Novice Chef items. Factories, medium harvesters, milk, more items that are a bit more complicated but give better buffs and XP are all on my list.
-Eviva
1. Large Flora Farms absolute first thing needs to be fixed. Not only is our class as valuable as it should be, it's harder to master.
2. Factories is next. I'm still not to sure this is a bug. I could start a whole post on this.
3. Milk shouldn't be foraged or harvested from creature, it should be farmed...like actual milk. You might say "you need a creature to harvest milk from" and to that I would say "I don't buy seeds for my wheat".
Thats about it
Fisher
SpaceIslander wrote:
3. Milk shouldn't be foraged or harvested from creature, it should be farmed...like actual milk. You might say "you need a creature to harvest milk from" and to that I would say "I don't buy seeds for my wheat".
That's true, but it might be interesting to tie Chefs in with Bio-Engineers, and have us get domesticated animals to milk? ![]()
My top bugs are:
1. Factories
2. Experimentation
3. Flora Farms
New Top 1 Issue :
RESPONSE
We share this bug with many professions. We dont get any feedback. We dont see anything done. Beside all the really huge bugs chefs are suffering i think that this is the worst.
Why do we have to be a ham buff class? Why can't we buff skills like Bio engineers and Tailors. Say a Cake that does +10 Experimentation points, or a drink with +10 dodge, ect. Throw in a nice duration of say an hour per sip/bite, and we'd be a prettynice, demanded, helpful, but not overpowering, class.
1. Flavor and Texture Experimenting
This should lower the amount of the food bar a buff uses as well as increase the duration
2. Foods overal uesfulness longer durations bigger buffs CHEF needs the be the best buffer in this game no one should come remotely close to there usefulness.
3. Milk , Make it easy and easier to get we need tons of it.
4.Factories , Either tell us they were intended to work for no quality or fix them to produce in Quantities.
5. Higher Tier Chef buffs getting worse and not beter..
4.
Dritescythe wrote:
Why do we have to be a ham buff class? Why can't we buff skills like Bio engineers and Tailors. Say a Cake that does +10 Experimentation points, or a drink with +10 dodge, ect. Throw in a nice duration of say an hour per sip/bite, and we'd be a prettynice, demanded, helpful, but not overpowering, class.
I think we should be able to buff everything, give a little more variety to what we can make, otherwise nothing stops us from only producing the top 5 buffing foods and leaving the rest to sit.
Here is my personal listbut I am just going to keep it to the top three for me.
1: Give us Medium and Large Flora Harvesters. We have not had access to these for long enough, and now that you can not just macro dig the personal harvesters are just not good enough for someone who is serious about becomming a chef.
2: Access to a decent supply of milk. There are recipies that require up to 20 units of one milk from Novice Chef. I am lucky that I found 7 that came from a Bounty Hunter mission a PA member did.
3: Factories need to keep the charges. Once I get to the point of wanting to make factory runs (after master of course) would be nice if I could keep items with charges so players have the option of buying in bulk.
My top issue is food decay.
Where is it? Clothing decay got a responce...I would love to see a Dev just repsond and say it is comming, someday.
Without it we will suffer the same problem our tailor brothers and sisters are having.
Thanks!
1. Food schematics appear to show the wrong resource attribute dependencies. For example, a food that has all experimental categories with dependencies of 33% Flavor, 33% Potential Energy, and 33% Overall Quality gives vastly different results in each experimental category.
2. Food factories produce items with no charges instead of the number of charges listed on the manufacturing schematic.
3. Architects are unable to build medium or large flora farms because of a bug when attempting to load the schematic.
4. Although several food schematics call for milk, there is no reliable way to get it.
5. Most foods cannot be sold. Period. 90% of the food we can make is junk. Do something. ANYTHING.
Ok so my issues are:
1: Milk
2: Farms.
3: Broken Bioengineer stuff.
4: Skill buffs instead of just ham buffs(or in place of ham buffs).
5: A food with 1000 Overall Quality, 0 flavor and 0 potential energy is better then a food with 800 Flavor, 800 Potential energy, and 800 Overall Quality, or something like that. The devs say non exsistant numbers go to 0 but that's not true. It actually just isn't counting at all. Thus we get weird stuff like wood being better than meat for cooking. OR, there are other values involved that are messing it up.
Personal issue:
Eggs arn't that high of a quality, at least the ones I've seen... I know I know resource shifts, but still I don't have a need for them(They're a replacement for meat right? I havn't had the time to bother with them as my Power supply is on the fritz, so every minute in game has to count for me.).How about recipes that require eggs from say Endor or Lok... like pancakes or cookies or our cakes. Eggs play an important role as a shortening or something... I'd have to look at a cook book again but there's a reason they're in a ton of those cake mix recipes.
Since the implementation of the new sampling events, the biggest break I've got in the game so far as been hurt: Macros. The first week or so all the entertainers were actually in front of their keyboards, now they're almost all AFK running a macro to next them xp. Well I tried using harvestors, but I found that the micromanagement and cost to keep them going to be too much. So once I figured out how to run a sampling macro, it was the first great bit of luck I've had in playing this game. It made it easier to play my profession (not having to rely on other people's resources through the bazaar.)
The sampling events do make sampling more exciting and fun. However, if you're running a macro, it stops you from collecting resources until you stand up and start sampling again (which might result in another event). My macro is still functioning and I will still use it, however I am not getting the same amount of resources I had got since before this last patch (which I really liked too, good job).
What I'd like to see: An option to cancel the surveying events, perhaps on the surveying tool since it is what is informing the character of the events. Or in the options panel, an "auto cancel / ignore". Or I was thinking you could have it specifically tied in with /afk. If you put /afk the events will not happen, taking /afk back off would re-enable them.
Not sure if this is the best place to put this concern.
Anybody else like to see this changed or is it just me? Any other comments welcome.
Besides that, MILK, and a less buggy trade window, or perhaps a new way of buying food. It would be nice if they could just select 'view menu' from the radial menu when click on a chef. And fine tuning experimenting. Sometimes I'll do an experiment that will give me a fail message, but in effect it will increase the effect. I mean for synthsteak i get a 29%or so chance offailure, but it fails like half the time.
To sum up:
1. Sampling Events: Auto disable option for your AFK sampling pleasure
2. Milk, LOTS and LOTS of milk
3. Experimentation reliabilty
4. Schematic fluidity (so that each skill box offers better buffs)
5. Food from Dom Arts give food xp instead of general
-Castin Donn, Novice Chef, Radiant Galaxy
PS Good job SirVimes ![]()