Bio Engineer Archive
Thread: What are your top 5 issues?
You're not supposed to afk macro.
I just thought of something. I found this onion with +500 Mind or something like that while foraging. I want to use that in food...
Hmm... I've been thinking about these issues a lot since I masterred a week or two ago, and also now that the identical components bug is fixed.
I'm not going to mention the internal/external balance issues at all, since the devs had said they're doing a full balance run on all food from domarts to master chef. As nice as it would be to get chef hats etc, I suggest that anyone who wants to waste our fixes, that we only get once a month start rethinking their lists quick...
I'm giving mine in based on how seriously I find them to be hamperring our profession and how many buffs they affect.
1) Fix factories. This is severely hamperring our ability to mass produce, and as a profession that doesn't make as much money per item, we, of all people need to mass produce the most. This affects all foods.
2) Experimentation bugs: Potential energy seems to have little to no effect. Most foods/drinks have incorrect initial/max values for ell 3 experimentation sliders. If I put in ingredients that all have 800 PE/OQ/Fl, I expect to get initial experimentation values(for all three sliders)in the mid-twenties(like I do when crafting weapons), and witha max of 80%. Currently with the same kinds of resources I'm seeing something closer to maxes of 20/60/100, which though nice for quantity, is extremely detrimental to other stats. Odd results on certain types of success. This affects the vast majority of foods.
3) Doubled debuffs. If something says it gives +400 strength, -100 mind, it actually gives +400 strength -200 mind. This affects all our buffs that come with a debuff.
4) Harvesting mechanisms: These not working properly is making medium/large flora farms uncraftable. Those of us without friends willing to lend lots are being severely slowed down by this. This heavily affects all chefs without PA support.
5) Milk: Several(roughly 10-15) of our schematics cant be crafted because of the lack of milk. This affects a few of our buffs.
6) Haha, 5 requests only, but I'm just stuffing 6 in to fill out the scale of things: 2 broken schematics that wont load. It'd be nice if these got fixed. This only affects two of our buffs of course, which isn't half as important as the other issues.
1. I really want factories to give items with charges.
2. I want using biological components to have a much bigger effect on the final buffs of a food. This applies to any component though, quality of ingredients should matter.
3. I really want longer buff durations, the buffs are OK (not great mind you), but I want some things with 2 hour long durations.
4.MILK!
5. Equippable drinks for the roleplayer would help us make a better atmosphere for the game. Allowing master chefs to place a vendor in a cantina would also greatly help.
Whoever told them only jawa beer was messed up needs to be taken out back and shot. I think it is pretty stupid it will be fixed when they get to balancing. Withthe problems the game has now balancing is a LONG ways away for chefs.
- Hajj
I chose Chef along w/ Creature Handler just so I could make food for my pet. Now I'm enjoying the Chef profession so much I spend more time as a chef than in trying to raise my Scout stats.
1. Factories - Getting the crates to have more than one item, or at least to let us stack the crates.
2. Milk - I can't count the hours I wasted as a scout foraging near herbivore lairs when babies were around trying to find milk. Please give us milk!
3.I like Fatgit's third point. I quote it here. "Inconsistancy of the Domestic Arts/Chef Food line. The entire list needs re-sorting. There is no way Tatooine Sunburn should be in Mix II, it should be Mix IV/Master requiring Identical components, but by the same reason, k-18 Ratins in Dom Arts II surpass Meatlumps in Novice Chef. We need a logical progression from Novice Artisan to Master Chef, with a complete overhaul of buff per level and duration. (Nice to see foraged foods got a large duration nerf)"
4. Spice is nice, but food is good. Meaning that the puking now has been cut back for spice, so where is the downside for spice? The price? I just want the food buffs to be improved and also made consistent when crafting them. Don't like to see an amazing success lower the food stats. I believe that food is having the same problem that the weapon crafters were seeing. It was rerolling the stats during experimentation. That problem was fixed yesterday for weapon crafters. We need to have it fixed for chefs now.
5. To make food and drink funner in game. We need to have a motion of drinking. We need to see the hand raised to the mouth and a sound of gulping. We need to be able to give our companions *one* bottle of beer andraise our glasses in a toast after winning a hard fought battle. We need to have be able to toast the bride and groom at a wedding.
When eating, we need to see the hand come to the mouth and hear crunching or sounds of yummie delight. These emotes would add immeasureably to the craft of cooking. It would make it *so* much more popular and our foodstuffs would then sell like crazy!
Cheers,
Lark on Ahazi, Corellia-Coronet
To Dritscythe
Eggs are a binder. Without eggs in a cake recipe, you'd end up w/ cooked crumbs.
Cheers,
Lark, Ahazi, Corellia-Coronet
Who says we are not supposed to AFK macro? I've seen entertainers do it to make money and xp. Not trying to put down entertainers mind you. Its just a very valuble tool for a CASUAL gamer to use (which I thought this game was designed for) and I'd hate to see it broken when it would be very easy to remedy the situation.
And I agree, food made from chefs should be better then foraged food. I've gotten the fur-clurr onion (sp?) too, and I can't make anything near that. Thats like 10 chardes at once.
Thank you Lark.
Gizmarke- No mmorpg condones AFK macroing. It's a detriment to the casual gamer as it takes away the oppertunity to play the game, to enjoy it. There are systems in place to obtain materials, lots of them, in large quantities. Harvestors are not a heavy matienence, they do not require much work(unless you're me and you go all over the gallo mountains looking for that 90% spot of the best cereals...). In 20 minutes you can make 4000 cash, that's enough to pay for a wind harvestor, and three other small harvestors a day. Or you can use a mineral harvestor and mine radioactives.
If you have engineering 3 you can make your own harvestors
1. FIx factories not producing foods that have charges and harvesting mechanisms. Fix Harvesting mechanisim for architechs so we can get med and heavy farms - no need to waste two numbers on issues they are aware of.
2. Give us feedback on how you plan to rebalance the foods. Are you going to just make it progressive and not do anything to effect the duration and effect of the buff? Would you consider making some food trees or a certain level of tier provide a longer buff but less effective (entrees) and vise versa make some trees and or tiers of our skill provide big buffs (desserts, short and sweet).
3. Experimentation bugs: Potential energy seems to have little to no effect. Most foods/drinks have incorrect initial/max values for ell 3 experimentation sliders. If I put in ingredients that all have 800 PE/OQ/Fl, I expect to get initial experimentation values(for all three sliders)in the mid-twenties(like I do when crafting weapons), and witha max of 80%. Currently with the same kinds of resources I'm seeing something closer to maxes of 20/60/100, which though nice for quantity, is extremely detrimental to other stats. Odd results on certain types of success. This affects the vast majority of foods.
4.Doubled debuffs. If something says it gives +400 strength, -100 mind, it actually gives +400 strength -200 mind. This affects all our buffs that come with a debuff.
5. Uncraftable schematics. Schematics that require (the rarest resource in the game) Also two of our schematics fail to load (much like harvesting schematic). I forget their names but put them in the report.
That's my top 5, I borrowed 3 & 4 from J2 cuz I thought they were worth the numbers.
I hope we continue to list issues from the last list if we still feel they are important.
My top 5:
1. Overall quality of buffs and balance of tree.
2. Experimentation - experimentation results do not correlate at all to schematics - the 30/30/30 in no way matches the potential max values when experimenting. In some cases the quality of subcomponents do not have an effect on overall product(starshine, veghash). Wherea required ingredient ismissing an attribute (i.e. inorganics not having flavor) it is not clear that effect is fair (it seems it might count the missing attribute as zero). Chefs get fewer experimentation points than other elite crafters (i.e. tailor). Finally, there are cases where failures/successes in experimentation do correlate correctly to actually points gained/lost.
3. Factories
4. Impposible to make items - missing milk, and bugged schematics
5. Med/large flora harvestors
Pet peeve: visual display of food and drink and lack of quality sounding items (i.e. champagne, pate). Unimpressive wedding cake.
I think one thing we need to do in generalize, then sub-catagorize in order to fit more issues into our 5 slots. Right now we have something like this...
1) Factory Bug
Yadda Yadda Yadda
2) Harvester Bug
Blah Blah Blah
3) Experimentation Bug
Poodle Doodle Doo
There goes 3 of our 5 Issue Slots, yet all these have something in common. They are all bugs, so let's group them together. Let's make it look like this...
1) Bugs
a) Factory Bug
Yadda Yadda Yadda
b) Harvester Bug
Blah Blah Blah
c) Experimentation Bug
Dickery Dickery Doo
We've just killed 3 birds with one stone, brought our issues to the devloper, and only used1 Issue Slot doing it. We still have 4 slots left, and if we use the same strategy, we could put almost every chef issue we have into the next report.
Also, we should try not to waste space with issues that have already been brought up in the last report. Ex. Milk, Buff Usefulness. We should save those slots for new issues we have, but, we don't want to leave out our last report issues either. What we should do is include a paragraph that states that our previous issues are still important to us and then list them again, seperate of the new list, as a memory re-fresher.
We'll also need to go through this report word by word, pick it apart, and make sure every issue is as detailed as possible to avoid anymore "Jawa Beer" misunderstandings.
Anyone have any opinions on my suggestions?
Also, SirVimes, I'm quite impressed with you and the job your doing. I'm sure I can speak for everyone when I say that we're very happy to have as our correspondent. Keep up the awesomeness. ![]()
PS. I hope you can understand the catagory section. These forums are the worst ones I've ever used and kept giving me an error everytime I tried to post. I had to change it to what you see in order to get it to work.
Okay, I don't have THAT many issues right now with the Chef profession, but I think the NUMBER ONE PRIORITY hands down is...
FACTORIES - It's absolutely ridiculous that these aren't working. I am so sick of crafting Sunburns when they give absolutely crap xp. Let me move on and level up a bit.
Other Items of Business include...
Medium and Heavy Flora Farms - These should be fixed.. I'm currently running eight microflora... and I have the funds to run more.. just not the LOTS.
hmmm.. I honestly don't have any other serious issues at the moment. Milk is nice.. but I don't really care, because nothing I can make with it seems that great. Thanks again Sirvimes.. you're doing great.
Vahn Vaulken - Culinary Master on Kauri