Bio Engineer Archive

Thread: What are your top 5 issues?

SirVimes
Thu Aug 14, 2003 10:16 pm
#1

Well, I am getting board waiting around for the developer's response to the list we have sent in. I am thinking about the next list I am going to write up. This time, since it is now only 5 issues a month instead of 5 issues a week I want to be a lot more careful about what I send in.


Personally, I am thinking the next one will be aimed at bugs instead of design issues. Make sure they know about negative effects doubling, schematics not working and the whole problem with experimentation not getting above 52%. But that is just me.


What would you like to see on the list? What are your top 5 issues?

Saitek
Thu Aug 14, 2003 10:18 pm
#2

I dont think this really belongs in the top 5, but one bug thats been irritating me is how only some foods are able to be put on tables, Blue Milk is the only thing I have been able to put on a table everything else falls through, maybe its just a bug with me, I dunno.



Shop Smart, Shop S-Mart :: www.swgchef.com
::Voted Best Chef on Nartius NUNA's 2004::
Master Chef / Mayor of Mos Quito

:: Proud Member of RAID::

BadarMage
Thu Aug 14, 2003 11:38 pm
#3

I think for me it is pretty easy call.


Factories (mostly cause my sales are pretty narrow, people wanting large amounts of pet food or certain buffs)


Milk - I hate having recipies that I stand no chance in ever making... I am not going to become an old EQ camper sitting on a single spawn for hours hoping for 2 more milk so I can make a single drink which either will fly out of my vendor or be useless for anything but looks


Components - when I add say a starshine to my end sunburn the starshine should have something to offer or the build should base off only modifiers that can be found on materials used, ie reactive which does not have flavor or potential energy so 2 of my 3 experimentals are worthless


Other then those 3, I would say buff quality would be next. I am not sure they really need to alter those much though. Some should be moved around, some should be helped by the components bug, and experimentation problems still lurking should fix alot of low power upper end buffs. I don't mind my lowest chef buffs not being asked for daily, and I do sell some of them now here and there. But I don't want to be a master chef and have 4 or 5 main recipies which is all that sells.



Anyhow, hope it helps out some SV, guess we see what they actually do with this last months stuff before we know if they'll be willing to fix our future stuff. =)





Ebadar
Eb's Pub located on Talus outside Dearic. Loc -1347, -4956
Ahazi server
lazychump
Thu Aug 14, 2003 11:57 pm
#4

buffs. especially mind
fatgit
Fri Aug 15, 2003 4:27 am
#5

1. Factories - Stimpacks come out with charges, why can't food

2. Milk - we need that to make ~10% of our items at Master Chef. Rare drops off Nightsisters, BH Marks and other 15k HAM mobs, in stacks of 2-3 once every blue moon is not good enough. You don't see Steel being as rare, yet there would be uproar if Armoursmiths/Weaponsmiths couldn't make 1/10th of their items because steel only dropped in 2-3's on high Dathomir mobs

3. 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. Experimentation : An Amazing Success often LOWERS the buff or duration, rather than increasing.

5. Bugged Schematics : Harvesting Mechanisms blueprints will not load into architects tools, so we cannot get medium & large flora farms, Double Dip Outer Rim Rumdrop will not load into a crafting tool (there were a couple others I think but I cant remember what )

My brains not quite working atm, but thats what I could think of at the moment

#6 for good measure : AWOL Chef Correspondant Reply from the Devs
Quleion_Nabraxis
Fri Aug 15, 2003 4:50 am
#6

1. Factorys
2. No Medium/Large flora farms
3. Expiermentation wall
4. Fix1 and 2
5. After 4 do 3.





* Quleion Nabraxis (Master Chef)*
## Galaxy Grub - West of Mos Eisley, Tatooine ##
## Menu located at http://galaxygrub.bcgt.net/ ##

Chef Factory Bug: Vanquished by Vass!!! You are my hero. /salute
Slinar
Fri Aug 15, 2003 5:02 am
#7

My Top 5 Issues:

1.) Amount of XP needed versus the amount of XP given per item.
2.) Buffs and the time are very low.
3.) Want Chef specific clothing
4.) Large Flora Farms not available.
5.) Chef Hats... We need them...

OK So some of mine aren't really issues but they are what I want... Reason I don't list like factory issues is due to I have not run into them. I don't run factories so... I can only report issues/request I personally know about...



Thanks,

Slinar Doslar
Novice Chef & Merchant
Future Politician of the Future Nothing Personal City of Trade and Services
Owner/Manager of Slinar Mart
Nothing Personal | Chef Info Sheet
Tataomm
Fri Aug 15, 2003 5:31 am
#8

Are med. and large flora harvesters fixed after the patch? I haven't gotten the chance to talk to an architect yet...



-Askander Brightstar-
Chef of the Eclipse server
CEO of the Local 142
www.guildofthelocal142.com
***ACTIVELY RECRUITING***
fatgit
Fri Aug 15, 2003 5:48 am
#9

Med/Heacy flora's are still uncraftable
Potillan
Fri Aug 15, 2003 6:01 am
#10

Pretty much same stuff already listed, maybe in different order


#1 Fix factories - This should be pursued above all else
#2 Milk - However you get it to us is fine, we just need it
#3 Farms - I personally don't need med/large farms because I run dozens of small ones, but for everyone else this would be a nice fix
#4 Buffs - The buffs need to be resorted and made to reflect the skill level better (especially mixology)
#5 Cloths - I want a chef hat and apron, dam n it






Game Name: Potillan Gondas
Profession: Master Chef, Rifleman, and TKA
My store: -1411 -5623 in the TLC mall, part of the city of Da'Vinci on the planet Tatooine.
2km west of AH and 3km south of Bestine


Echinacea
Fri Aug 15, 2003 6:46 am
#11

I can't say anything about Experimentation yet, I don't have any but the basic points and while I can experiment on Dom Arts food, as mentioned it doesn't really do much to do so with Chef foods.


My chief concerns are (not necessarily in order of importance):



  1. Food just doesn't make sense. Things in Dom Arts are better than what can be made for a long time in Chef, and even the Chef foods aren't really worth looking for compared to spice. There needs to be more worth to food the more resources and/or steps to food it takes to make something. E.g., Felbar are easier to make than Parwan Nutricakes, take a Dom Arts ingredient and not many resources, but are a better buff than the nutricake.

  2. Food and Drink bars need to clear out faster, or the duration on chef items needs to be longer. As the buff wears off, I should be able to re-apply it. Otherwise, it's pointless. I don't want to be a Master Chef so I can make 2 items and bloody petfood.

  3. Flora farms

  4. Factory-produced food only having one 'serving' or charge when it comes out of the crate.




Col. Tarot v Starsider
Elder Master Entertainer and AXIS M.I.L.F.
Mathom © Starsider
Entertainer
cannonfdr
Fri Aug 15, 2003 7:27 am
#12

wow... if people are mentioning chef clothing as one of our major problems... the dev's are going to take even LONGER to finally look in to our profession, because they'll feel as if things are all set if that's one of our major concerns!! come on people!!



1 - buff duration (this effects all chef's... the novice, and the seasoned.. the factory using, and the by hand)


2 - factories (even those chef's that work on their own w/o factories will eventually use then down the line)


3 - experimentation (if in fact our schematics list 33%pe 33%oq 33% flav it should use compoents in such a manor... this subject has only lightly be touched upon so far... and I think this is a big deal for ALL chef's.. our buffs might be a lot better if we had a clue what %'s specific schematics were looking for)


4 - medium/large flora farms (especially for mass producing items, there is a very high demand for wheat, and it's very difficult to get quality wheat in large quantities)


5 - scaleability (as we climb up the chef ladder improve us!! make our buffs better, I don't want to just get more food items I can create with different names and slightly different modifiers, what I want is better/stronger/longer buffs!)


For all of you focused on Milk, eggs, or clothing... can you please bring down the volume on those problems... that isn't 85% of the problem.. that's a mear 15% of our problems... IF that.


Getting milk or eggs easier won't improve our class at all. Neither will the clothing. So please stop mentioning these items... otherwise we might get that instead of what we REALLY want.!!!




-Trivan
Novice Ranger
Novice Chef (Entrees I, II - Mixology I,II - Cooking I)
Foodist
Fri Aug 15, 2003 7:36 am
#13

Number 1 problem without a doubt is buff duration. It's awful. Should be x10 across the board. Other problems pale in comparison.

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