Bio Engineer Archive

Thread: What are your top 5 issues?

NastySender
Fri Aug 22, 2003 11:23 am
#66

i really think our food needs to last longer, when compaired to spice or medical buffs we just cant keep up, 1 hour medical buffs are way too good compaired to the few min we get with our stuff, this and factory's are my priority's



+OSHIE FOR PRESIDENT +

Jonzun
Sat Aug 23, 2003 5:34 am
#67

Honestly, the Chef may be one of the better professions out there. It's pretty cool how increasing your skill increases your profits just due to being able to get a lot more servings from the same recipe while costs remain the same. Thus, there is a market for the Novice as well as Master Chef.


Anyhow,my main thingsthat need a lookin' at:



  1. Drink servings: Show number of servings during experimentation like is done with food.

  2. Too many redundant buffs.

  3. Buffs for high-end food should be much higher.

I don't mind the 1-unit stack factory thing asforces a greater differentiation in product. My wealthier customers will pay for crates of food where I pour all my experimentation points into buff duration and size rather than number of servings. My not-as-wealthy customers know where my shop is and can come stock up on large stacks of food.


The more people I get hooked on food and the farther I get up the Chef ladder, the more I think that the Chef might be one of the "least broken" and more interesting classes out there for the person that enjoys being a socializer. Half the job of the Chef is determining how the customer plays and how they plan on using the food then determining what menu is best for supporting that play style. It's pretty cool.


Cheers,


Kaizen Jonzun


Proprietor of The Drunken Jester


2380 3819 Radiant-Naboo-Keren

Ralfire
Sat Aug 23, 2003 3:23 pm
#68

1) You get a good secess on a experiment but the stats go down.


2) buffs are to low, except sunburn


3) Need more foods or drinks with mind, focus and willpower only.


4) When I am surveying after awhile my waypiont quits moving to new location.


5) more comunication between the DEvs and Customers.


I know no one will even care about this post.

J2xC
Sat Aug 23, 2003 5:26 pm
#69

There's so many experimentation bugs I think its fair to lump em all together... these are the ones I know off the top of my head:


- Sometimes only get 3-4% at a time for great successes. I never get more than 4% for a great when making corellian fried ice cream. This makes me upset.


- Bugged initial/max experimentation values. An average of 800 for OQ/PE/FL should give a max of 80% for all 3 sliders, and start somewhere in the mid 20's, like with all the working schematics in our profession(not many schematics with working initial values), and other professions.


- Seemingly useless Potential energy values: I'm not seeing any difference in using a PE 100 OQ/FL 800 material over a 800 PE/OQ/FL material, when its clearly stated that they all have equal effect... 33/33/33.


- odd increases decreases for fails/successes... I can understand a moderate success boosting one part while reducing another(this is why its moderate... drawbacks make it a moderate success), but a "success" should not drop values, and failure should not raise them.


I know I've got a couple more, but I can't remember them right now >_<




Kyris Iwo - Swordsman extraordinaire
Xabbu Iwo - Retired MBH, Master Chef
ciberido
Sun Aug 24, 2003 2:17 am
#70


CecilStormclaw wrote:
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!

I agree. I think the role-players would buy much more food if other players saw and heard them when they ate and drank. I know I would eat and drink quite a bit in the cantina just to role-play.

On a related note, there should be foods which buff little, or not at all, but aren't very filling, so that you could eat and drink large quantities without it filling up your food and drink quota.
JoodahMacabee
Mon Aug 25, 2003 4:15 pm
#71

I want my chef hat!



vJoodah Macabeev Spy/Elder Carbineer
Leader - Safe Haven, Corellia and all around nice Bothan
"Bothans, Hooooooo!"


Kisedd
Mon Aug 25, 2003 11:49 pm
#72

One things I noticed is the amount food fills you up. For is very short durations, you can only eat 1-2 of some foods. This doesn't really allow a person to get much buffs on themselves by eating food. I can eat two wastril bread and I'm full. I'd be better off eating domestic arts IV foods that let you eat a while bunch at once.
Melotus
Thu Aug 28, 2003 4:23 pm
#73

Issues in order of importance to me:


#1 Scalbility : Give real meaning to increasing skill in the Chef skill tree by increasing the value of the foods that can be made as one climbs the tree; such that the foods have bigger, better, longer lasting buffs as one progresses up the tree.


#2 Crafting foods: Fix the amount of experience given now to what it should be;two times theamount of resources used in crafting the item. Additionally,reduce the chanceof failure for crafting and experimentation(it is way too high over 50%), and fix the effects of successes and failures to be reasonable. As itoperates now a success can reduce the stats on the food and a failure can increase the stats.


#3 Factories: what has already been said


Comments: I like the suggestion that the foods granted as one gets the skills in the branches of the Chef tree should have a rational relation to each other in buffing certain stats in certain ways.




Master Combat Medic
GreggBrain
Thu Aug 28, 2003 6:01 pm
#74

1) Tatooine Sunburns giving, what, 20-40 xp?! It's the most saught after food item! Why so low xp?
(i know it's due to the starshines)


2) Very low ammounts of worthy foodstuffs...They don't even make a whole meal!


3) Factories....no xp, one charge per unit of food in a crate, etc...


4) Looks, too many overused sprites (i think the art department is in the works of fixing this atm)
We also need aprons, spatulas, carving knives, hats, etc...I hate having to make a mock-chef uniform.


5) I had a 5th....but I forgot it by the time i got down here....whoops.




--==~~==-- --==~~==-- --==~~==-- --==~~==-- --==~~==-- --==~~==--
Conan [Master Chef] (New Ein d'Or, Corellia, Ahazi)
-=| Conan's Otherworldly Cantina of Kings [3411, 1540] |=-
--==~~==-- --==~~==-- --==~~==-- --==~~==-- --==~~==-- --==~~==--
"Mos Eisley. You will never find a more wretched hive of Spam and Lag." -DarkaGolloum


Zefross
Thu Aug 28, 2003 7:05 pm
#75

There do seem to be a few recurring issues... but I'd begin the effort to make the profession more entertaining.
Granted factories, flora harvesters, and buffs are issues... but when they're fixed, is being a chef going to be more ENJOYABLE? True, it will work better, but I think we need to think about what would make being a chef more fun.

1. Eating animations. Reactions to food based on flavor. Inebriation. Mood enhancement from food. Mood reduction from lack of food. Drink Mixing emotes. Meat flipping emotes. Ginsu emotes! If musicians and dancers are going to get more flourishes, chefs should have access to chef-like flourishes!

2. Chef missions! Fun stuff! Feasts, massive food preparations, roasted whole critters, gigantic wedding cakes.

3. Chef equipment that enhances food prep ability. Build me the better frying pan, or rolling pin... and they can double as melee weapons!

4. More kinds of food. Bigger crazier recipies with more ingredients.

5. Socketed food! Enhance food with foraged items. Enhance the scouts and the chefs at the same time! This makes for custom recipies.

Make chefs sillier and more fun. They've already given lip service (as dubious as it may be) to doing buff evaluations and whatnot. Time to get to the essence of what we want, and that's to have a better time when playing the game.
MartyMacGraves
Fri Aug 29, 2003 9:17 am
#76

In no particular order:


Issue #1: Duration of food buffs. The duration of food buffs needs to be balanced with the power of the buff itself. Right now, food buffs areweak and short. They need to be either strong and short (preferred) or weak and long (not preferred) or something in between. Doctors, on the other hand, have buffs which are strong and long. Because one can carry around a food buff and use it when desired, strong and short makes more sense. Even with strong and short however, a minimum of 15 or 20 minutes is in order. This 5, 6 and 7 minute stuff is just way too short.


Issue #2: Power of food buffs. See above. This is simply the reverse side of the coin.


Issue #3: Fix food factories. This is a no-brainer and should have been done yesterday. I don't care how hard the devs are working. This is their error and it needs to be fixed now. Bugs before balance before new content.


Issue #4: Complete overhaul of food and drinks within the lines. The guy who decided what to put where must have been high or drunk or both. Tatooine Sunburns at Mix 2 is themost obviousexample of how wacky this system is, but some of the crap buffs that foods at even higher levels give is even more puzzling. There should be a fairly logical, scaling progression of buffs within the Entree, Dessert and Mixology lines. There should be some item for each individual stat at Entree I, Dessert I and Mixology I line. So for instance, if you have level I in all three, you would have something that buffs all the stats (strength, con, will, focus, health, etc.) a minimum amount, perhaps with a slight (focus on that word slight) detriment to another stat. Then, as you progress, you should be able to make things which have little then no negative effects, and items which buff multiple stats. Example:at Entree I you might be able to make Stewwhich buffs 150 strength and carries a penalty of -25 quickness. At Entree II you might beable to make Spicy Tatooine Stew with300 strength with no penalty. At Entree III,RichTalusian Stewwould do400 strength and 200 con. At Entree IV, Lokian Fire Pot Stew would do 600 strength,300 Con and 200 Will. At Master,you would be able to makeNabooian Royal Stew for 800 strength, 400 Con and 400 Will. Obviously, this is just an example, but this sort of logical progression makes a lot more sense than what we have now.





Martee MacGraves
Helix Inc.
Mon Calamari Master Chef
Lowca Server
SFSith
Sat Aug 30, 2003 7:22 pm
#77

I know I already posted my issues, but after making master I find them changed.


#1 Factories


#2 Milk


#3 Duration/Size of Bonus




Xiem, Master Chef, Shining Force
5100, -4000 Moenia, Naboo, Bloodfin
morphemet
Sat Aug 30, 2003 11:24 pm
#78

Greetings, all chefs!


I have seen a great many things mentioned in this post, but I've noticed that my biggest wish for my chef is missing from the list. I want ...


an easier way to get my product to my customers.


Even though we are in one of the best RP games around, we have to admit that we alltend towards"short-attention span theater" and the last thing we want to do is open a trade window to get our beer and munchies when there are all those sexy dancers to watch! I spent the last two days working my fingers off trying to get a bunch of food together for a wonderful beach party. There were a lot of drunk people there, and I had to wonder...how where they getting drunk? They sure weren't drinking my beer! And what about all those meatlumps? Nobody took a one!


I would like to have a serving table of sorts on which I could stack my food on and they could pick it up at their leisure...a buffet table if you will. Not something to store food in, mind you, but something that you can serve food from...either to a group or an open table for all. It would be really neat if we could set these up in public areas as well as private places and camps (tricky I know) but there are all these great little cozy cafe areas spattered across the cities that get unused and it is such a shame!


I would like to have special vending machines in cantinas that would allow us to post food locally, at a reduced cost, of course, to not only get our food in the mouths of others, but allow us to do so at a reasonable cost.


I would like to see "lunch boxes" that we could put together and sell on the bazaar ... not backpacks, not unlocked containers, but lunch boxes that would have a non-user-changeable descriptive list of things contained within.


How about a menu droid? I hate spamming my wares in public places. It is sooo disruptive to the RP environment and I feel like such a doughhead doing so. Can I have a droid which could be accessed by others that would not only list the items I was selling, but list the prices as well?


I love my class, but the death of it will be not being getting the food to the customer in a convenient, quick manner. If we can get them to use the food as a prop for role-play, they might decide its actually useful to them and then we can work on getting the food trees fixed, because it will not only be our voices crying in the darkness, but our customers as well.


Catch ya on the flip side,


Maughleen


The best dressed, dancing chef in the galaxy

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