Chef Archive
Thread: Filling for Vasarian Brandy, Accarragm, and Garrmorl increased
Nikii_Nightstrider wrote:
then you people really dont know much about food NOW.
/r0ar
/cheer
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BristaAB wrote:
As a matter of interest how good would Brandy with godly resources, good experimentation with 12 experimentation points and BE additives be after this change?
Interesting question. But it could never be massed produced in such a form, so even if the stats came out godly, it has little impact on the game balance as a whole. More important is that most of what will hit the market will end up being less than the consumers expectations and possibly won't sell well.
I am so incredibly sick of this *edit*. Everytime someone gets something good everyone else in the frigging game yells nerf. How are we suppose to make any progress like that.
With the imperial crack down coming up no imperials will want to carry spice anymore which mean they will be turning to food, but the Smugglers in the game shouldn't be mad at us, they should be mad at the crackdown. It is the thing that stops people from wanting sliced weapons and spice and as soon as we can finally get something that can compete with Muon the belly aching and crying nerf starts.
/sigh
Oh did I see this one coming though, it just tickes me off that they are going to win when we finally get something really good.
Now I can see them nerfing Vesarian Brandy cause the Smugglers whined that it tops Muon but why did they nerf Agcarragm and Garrmorl.
I want to make BE enhanced Vesarian Brandy and sell it at cost now just to spite the Smugglers for having it nerfed on us.
I think it is time that the chef community takes a "just say no to spice" attitude ![]()
Fair enough. I don't blame the correspondant, it is just the attitute of a lot of the people in the game.
Everyone is so afraid that another profession will get something a little better than them.
I totally agree with PSKstang. Vesarian brandy actually uses ingredients and experimentation to affect the stats, plus 2 alcohol components and a container. Muon Gold can be slapped together with any garbage resource you find on your shoe or can buy off the bazaar. If Muon creationhad to go through all the stuff that we did then I could have some sympathy for the Smuggler nerf argument.
Notto mention, Muon sells for 6k a crate on my server, vesarian brandy will prolly sell for 12500 to 25000 a crate. Vesarian Brandy also stacks with Muon, there will still be a huge market for both.
Message Edited by KalosMadred on 02-04-2004 09:29 AM
Well, it looks like we're back where we started. I'm positive these were in the mid-40s when I first made them, I might even have a "cask of Vassarian brandy" left that shows it. They changed last Thurs/Fri (whenever Ezran posted his "godly" BoH).
SirVimes, it looks like you had seen some discussion on this.Did the devs/designers give any indication what level they thinks chefs should be buffing at? What kind of cap are they looking at keeping us under (since that's the only reason I'd see for increasing the filling of these drinks)? With the current revamp foods (unless more fillings were increased), someone who really wants to buff up a set of stats can get some pretty beefy numbers. Of course, this leads to making a trade off between deep-and-narrow (a few stats highly buffed) or shallow-and-broad (many stats not so highly buffed) because you have to fit everything into the same stomach space. Since players seem to regularly find loopholes that devs didn't think of, why not let us know what boundaries are supposed to be there, see if we agree with them, and then see where those boundaries can be crossed.
That +1200 scenario I threw out before doesn't seem that excessive to me, considering you have down a new drink every 6-7 minutes to stay at that level. If it hadn't been mind stats, anyone reading it would've just laughed and said "That's too much work, why not get a doc buff?".
The skill buffs seem to be pretty stable, whether that's because they're at a good point, they're just simpler to balance (since you can't stack them), or the fact that nobody's paying much attention to them until they see their Angerian/Ryshcate/BoH replacement in the new menu.
PSKstang wrote:After thinking about it, I think I know what the problem is, BE additives. I can't believe Im saying this, but maybe theyre too powerful for what the Devs want? After some messing around by TC chefs, it was brought to our attention that the ceiling for stat buffs is very very high with BE additive. Maybe the solution is to lower both the resources for the tissues as well as its potency. This will allow BEs to sell more addtitives (which Im sure they would love), and keep nerf whiners from complaining that are buffs are too high. The Devs are instead nerfing our food so that the ceiling is not as high. This question goes hand in hand with SciGuyCO.
NNNNNNNOOOOO!!!!!! **Cries out loud**
I mean, I hope this isn't true. If it were, it would mean a trend toward BE additives being required to make decent food. Not just really good food, but EVERY food. Something I feared when people started mentioning that resource requirements on BE additives be reduced so that they can be used more often.
Before patch: Chefs complaining that they need to be Master Artisan to get the exp points for making good artisan components.
After Patch: Chefs complaining that they have to be a Master BE to keep up with the demand for BE additives, since no one is buying food without.