Bio Engineer Archive
Thread: What are your top 5 issues?
I disagree with Suttercane666's way of trying to fit more issues in then we're allotted... Other correspondents tried doing this, and generally the response went around "We're working on this" with no specifics on which one works, etc... The devs asked for our top5 issues, and they're not stupid enough to fall for "Oh its not really 20 issues... see... those 4 are actually just one issue". They'll just give brief general responses to the entire group of them, instead of looking into them properly.
I do however agree we should leave the buff usefulness issue alone for the time being... The devs had said they're doing a full rehash on it, and I trust in their ability to do a better job second time around.
Balance is being worked on, so whats most important now is fixing the bugs: factories, experimentation, broken schematics(t'illa t'iil is not broken. Just hard to make. Start saving those gases), broken harvesting mechanisms, that kinda stuff.
On the subject of experimentation bugs,got another 2 I forgot to report...
I seem to be really trigger happy on the tab button... STUPID PINKY FINGER!
Anyway...
On the subject of experimentation bugs,got another 2 I forgot to report... Amazing successes adding 8% to experiment, but less actual stats than a great...
And secondly, on certain schematics(happenned to me with corellian fried ice-cream), experimenting nutrition is only going up 4% at a time on greats.
Has anybody mentioned a Filling stat for food? It's listed in the schematic but it doesn't show on the finished product. It would be nice to see how much of a certain foodyou can eat before being full. Of course they would have to fix the food and drink bars too, which might be a more important issue.
Although I don't know how high of a priority those would be compared to everything elsethat's been mentioned. I'd say the top priority would be the experimentation strangeness.
I'm not a chef, but becoming was my original plan before I switched to Tailoring in beta. Here's why:
There's no animation associated with food! No immersiveness, no atmosphere.. when you eat a stick of crispic, I want to see you pull it out and gnaw away at it. Instead, all food is is a click-to-buff bonus. You may as well call all food items 'Stat Enhancer A', 'Stat Enhancer B', etc. There's a sound effect, but it's barely audible, and it's the same for all items. The most I've been able to do with food is to decorate a little table in my house with it. Let's see some visible and audible usage of foodand drink here!
Kai-Ren
Master Tailor
1. BUFFS!!!! the food made by a chef should be much better than spice. After all, the spice crafting is only ONE tree in the smuggler skill set, while chef is an entire elite profession. Also, experimentation points need to be moderately increased in this aspect, the points available are not enough to craft a large amount of food that has stats better than dom arts IV food.
2. see #1
3. see #2
4. Factories....
5. Experimentation bugs
Hmmmm.... everyone has pretty much stated my issues, but I'll state an extra one:
1) I have cooking IV and I can BARELY experiment one of the stat bars out fully on something with quality ingredients. Is there anyway we can double the experimentation points for chefs so that we can at least increase two of the statbars? I know people wanted to be able to make differentiating foods, but only able to max one stat bar with quality ingredients is a bit too differentiated.
I was also thinking about the harvester schematic not loading problem. Do we really want to submit this issue again if the architects are submitting it?(I think they are at least) It wastes one of our spots if another profession is submitting it. Of course, having 2 professions submit it may cause it to be fixed faster, but it sounds like the developer devoted to our profession doesn't have architect as one of the other professions he concentrates on. If that's the case, then he'll just be forwarding our concern on to the architect dev at BEST since that dev is actually responsible for those changes.
Jihadic: Once buffs are fixed to a decent standard there'll be no need for extra experimentation points.
All crafter professions get 10 experimentation(tailor being the exception... for some reason they get 18... probably something that slipped through). Weaponsmiths have 4 bars to do. Armorsmiths have 3 or 4... The entire fact that there's this range is what is good... You choose what is most important, and work on improving that. Or you do a combination. For each buff I make I experiment in a different way, and if we had 20 points, I know I'd just experiment quantity(more money), and effectin nearly every case.
UXP
This should be one of our most important issues. As most of you know, it only works with food if you eat/drink the last item in a stack and ONLY if you are local to the crafter does he get uxp. This is VERY different from other crafter types that get UXP across the Galaxy and is not dependent on being near the creator. If they can fix this our grind will be helped significantly. This should be on top of the list as its a basic function that needs to be addressed.
Regarding the issue of categorizing several chef issues into our next list:
I just read the Artisan developer's response, and they did exactly that. Set up aheader, then listed each particular issue that applied to it under that header. They seemed to get pretty decent responses. They also listed several fix ideas under each one. I don't know, it seems like a good way to go about it to me. That way we can bring up related issues without taking up too much space. They also formed it in an outline with bullet points, simple, organized, and easy to read. After all, if the Devs are really only skimming our answers, seems like it might be more productive to do it this way.
Of course, SirVimes, it's all up to you.![]()
First let me say that I skipped the rest of the conversation. I just wanted to say what I feel right now and not have to deal with the other posts. I am not trying to be disrespectful Im just running a little low on time
and I want to get my word in.
The biggest problems with chef is that we are not needed. Who needs a negative mind boost? Who needs a negative action boost. People that drink/eat our items are either just trying to RP or are just doing it for the hell of it. There was never any need for a chef. We need architects, armorsmiths, weaponsmiths, merchants (sometimes), and tailors cuz the clothes are cool. Theyre not needed but theyre cool. Why are chefs here though? Architects make us our homes, weaponsmiths our weapons, armorsmiths neato armor, and merchants let us buy thosed goods. What are we here for? Pet food?! Bio engineers can do that. Who really needs our buffs? Honestly, think about it, medics can buff you a helluva lot and for a long time too. Ours last a few min without experimentation, and our xp demands are enormous.What they should do is make food necessary. A hungry or thirsty character should run slower, have increased action deductions when doing a motion. Burst run should not last as long. I dont care about the buffs, all other proffessions are a neccessity, what about us? There needs to be some kind of penalty for being hungry or thirsty. Enuff said from me.
I didn't read the all thread, so it may have been suggested b4.
My biggest concern atm is flavor. A lot of our recepies have crappy flavor, and that is true whatever quality of food you are using. By experimenting on those you realise that duration is meant to increase fast with experimentation but since the base % is so low you can't get it over 10-15%. All those recepies are therefor flawed (a lot of entree III comes to mind).
Surprisingly, food that use hide or wood or minerals get much better flavor. Flavor is a mess, it's more than time to clean it up.
1. Better than wastril bread grinding.
2. put recipes in their proper places (Don't say sunburn should be in mix 4, say things above sunburn should be better than it!)
3. Need bigger flora harvesters.
4. Longer lasting buffs
5. Ability to eat more food without filling up.
Alright, my top 5, in order (this is not going to add to my popularity, I can tell)
1) Milk - 'nuff said.
2) Better delivery system for bartenders. Trade window is too clunky, especially if you are working for tips (as I always do). System should have option for charge and dose. Meaning: I give stacks, others may give a single serving (dose). I work for tips, others have a set price schedule (charge).
3) Balancing the menu, balancing the flavor/duration. According to the specs, flavor affects duration AND filling. This falls under the rebalance everything item. For the record, you should not be able to maintain a constant state of buff, imho. Buffs are intended for special use, everyone everyone is uber all the time, not a good plan. Allow buffs to fill you for a specific amount of time based upon it's flavor, but ALSO give you a duration that is relative to that period. Whatever the ratio may be, fine, but keep it consistent.
4) Factories. what list would be complete without factories? Factory turnaround time needs to be quickened. A factory should make items more quickly than I can by hand. (period, end of sentence). Personally, I don't care if I get XP from factory crafting. My factory is there to build the high quality components that I will use when I hand craft my finished product. I shouldn't have to wait a day for those crates though. It is for this reason, as well, that I don't care about the stacking issue.
5) Interactive support option: see previous topics about a Meal option. This would be the single most identifying change for any chef here. I know that I, given my limited skills, will put together a different combination of entree/dessert/drink for each customer that asks me. Some classification of DA foods should be in place for Novice/beginning chefs. The meal should add a cumulative benefit for the longest possible duration, allowing chefs to experiment with one item to increase duration, but use the others for more nutritious (ie. effective) results.
That's it from me.
Misterie Baton-Noire, pastry chef (to be)
Black-Staff Foods
Artisan Island, Naboo/Starsider