Chef Archive

Thread: Chef bugs and issues, pass #2

HuttSlug
Fri Apr 02, 2004 3:06 pm
#14

Comments:


1. Gave Havvla (+96 heal recovery speed) to several doctors to beta test last week. Received input from one saying that her buff times increased around 30%. So it apparently does work. Just not as well as I'd predict for decent sales.

2. Tilla'Till. No-one wants to consume that much drink fill for something that only reduces pre-consumed food 20% or so. And it takes forever to empty.

3. Encountered the factory capacity issue as well. Factory hopper with 100 capacity stops at a 40-50 item count. Annoying.



Gripes:


1. 150 -200 cpu meat.

2. multi-Million-credit food skill tapes.



Pallas-Athena
Numen
Fri Apr 02, 2004 8:58 pm
#15






HuttSlug wrote:

Comments:


1. Gave Havvla (+96 heal recovery speed) to several doctors to beta test last week. Received input from one saying that her buff times increased around 30%. So it apparently does work. Just not as well as I'd predict for decent sales.





Those docs had better luck with it than I did. I used +42 stuff and there was no change for buffing. Took exactly 14 seconds without the food and 14 second with it. Maybe there is some issue with rounding but +42 should do something.


Maybe a possibility this works on base speed and skills do also but only the highest one works?





Amandil Morier - Tempest - Master Chef
Akane
Sun Apr 04, 2004 5:29 am
#16



I only have a few in addition to the ones here


Bugs:


Dodge isn't working.

This essentially makes Air Cake, Pikatta Pie, and Deneelian Fizz Pudding useless. I tested this with a pistoleer200 normal attackstaking the Pikatta Pie and 200 normal attacks without. There were several evades, misses, etc, however in both cases there was not a single dodge. I would expect that over the course of 400 attacks that a pistoleer would have their +10 dodge at least yield a single dodge, but this did not appear to be the case. I tested onChubba vs. Novice Pistoleer.


Ormacheck Needs Additive Component Slot / Underpowered

This may be a bug, it may not, but Ormacheck as it stands already is far underpowered for the resources and stomach filling that goes into it. It would need any of the following, or some combination of the following:

1) A stomach filling reduction to 25%

2) Increase effectiveness of the buff to 10% non-BE enhanced

3) Additives allowed


Gameplay:


BuffQuick Bar

The stat bar, while a great first step, needs some work. Essentially what I and alot of my friends had envisioned is a quick and easy way to glance atthisand find out how long you had on a particular buff. Perhaps this should be parameterized, but I'd like to see the time remaining right on the display, with no hover over necessary. In the heat ofbattle trying to find out how much a particular buff is going to last you, let alone find which one isthe one you are looking for, is impractical.


Additionally, effects like synthsteak need to show you in the window how many attacks are left before it expires. The duration that's displayedcurrently is utterly useless.


Feature:

All of these fall into the "Additional Recipe" category. But I'll break them out for clarification.


Weapon Speed Food/Drink

I have this requested alot. It seems thatunarmed got a very good deal in the food enhancements, while all others were left with fewer choices. This should balance out the tree a little.


Race Specific Food/Drink

By this I mean balance out the tree that we already have (Jaar, Karken Ribens) with the curiously missing Zabrak abilities. Perhaps an enhance effectiveness or enhanced duration, either way, it would be welcome.


Additional Recipes

We were told therecipes that were removed would be coming back at some point. I'd like to see at least a few more ofthese reimplemented with adjusted buffs in the near future. In addition, some high end food schematics would also be desireable. Don't forget Wedding Cake, improved graphics are necessary, buffs are not. This was a very good RP schematic that, although had limited use, was very good to have when the need arose.


Pardallian
Sun Apr 04, 2004 7:06 am
#17

Bugs:


Drink 2 brandy. Wear a composite armor with , lets say 900 ham cost. With a willpower of 500. After the brandy wears off, you have an artificial buff to support the armor, so the window shows buff of 400. If i drink a brandy with my armor on, the buff window will now show 0 and if i drink another one will show 400, instead of 800, from 2 brandy. This is very anoying, since im losing 1 drink, the stomach fills . If i take armor off before drinking, everything is normal.


But sometimes , during combat you dont have time to monitor buffs, so you just take the drink when you see it wears off. This is a very serious bug.


I apollogies if anyone else reported this, but i didnt see it anywere, and it seem to be in effect for just a few days, i never had this problem.
Vinaddar
Sun Apr 04, 2004 4:02 pm
#18

Excellent listing sciguyCO. I especially like the mention of a creature harvester--my Chef and Doc would both kill for it. And the argument that it would take away the livelyhood of scouts/rangers has a flaw in it. Surveyors can sample resources manually and sell them, and they have not complained about automated harvesters taking their customers away. Both surveyors and scouts can still harvest and sell, this would simply provide us--the users--a way to counter the price gouging many huntershave put us through. But I digress...


Great post, thanks sicguy.


Vinaddar


Numen
Mon Apr 05, 2004 8:33 am
#19






Vinaddar wrote:

Excellent listing sciguyCO. I especially like the mention of a creature harvester--my Chef and Doc would both kill for it. And the argument that it would take away the livelyhood of scouts/rangers has a flaw in it. Surveyors can sample resources manually and sell them, and they have not complained about automated harvesters taking their customers away. Both surveyors and scouts can still harvest and sell, this would simply provide us--the users--a way to counter the price gouging many huntershave put us through. But I digress...


Great post, thanks sicguy.


Vinaddar









Sorry for digressing. The comparison you make it slightly off. Artisans don't complain about harvestors because it is artisans and only artisans that used them. If they make scouts and rangers the only ones that would use creature harvestors that would be the same thing.


Harvestors do one major thing. They remove the viability of hand harvesting. Why kill animals for 2-3 hours for 5k meat when you can use 10 lots and get 100k in a day(going completely off current harvestor rates). People can afford 200k+ crates of brandy or 500k+ suits of armor because they can go hunting for a weekend and make those credits back. Not everyone wants to place harvestors to make credits. I realize not everyone makes credits by hunting, but I do know some of the 500-750k a day I give to others each day does come back to me when they buy food.


I am not against the harvestors, however I do know it would completely destroy the current way many people generate income. I would have no reason to pay anyone more than 5cpu for meat or hide if I could harvest all I needed myself.




Amandil Morier - Tempest - Master Chef
Cleopas
Mon Apr 05, 2004 8:58 am
#20

Dsabre
Mon Apr 05, 2004 12:01 pm
#21

gameplay request:

adjust BoH....it really really really sucks as is.

it looks good...no doubts there...but think about it, with its short duration and high filling, it is not suitable for PvE (especially with the 45 minute stomach emptying bit). as such it is only suitable for PvP for the most part. as a master level food which requires the largest number of subcomponents, and a is overall one of the most costly (resource wise) drinks/foods in the game...if using casks, and a heavy additive...it is by far and a way the most expensive resource wise.

adjustments could be as follows:

-adjust duration to 20-30 minutes, with its current filling you could almost get a constant (maybe 5 minute down time) mini doc buff.
-adjust the filling to 25-40, same argument as above except replace filling with duration.
-change the buff from str/quick/focus to con/stam/will...this would make it PvP viable as a much better anti-cm solution than the utterly useless poison resist food.

for the most part in PvP buffs are probably 2nd only to armor in importance...well maybe tied with mind DoT weapons...a bonus to HAM cost reducing stats isn't going to do anything for the PvP crowd...especially since brandy/elshandruu pica thundercloud are infinately more attractive. on the other hand a bonus to the regen stats would be HUGE in countering the effects of a DoT.

as for PvP...well until mind isn't the most important stat...a double shot of brandy will be the most popular use of the drink portion of the stomach...however if BoH had either a longer duration (almost but not quite continuous dosage...well unless you use filling/flavor additives) or less filling....it would provide an attractive alternative to brandy, as well as possibly alleviating those HUGE buff lines that most docs are not fond of as well (as well as the irate customers who have stood in line for 10+ minutes only to find out that the doc ran out of buff packs before they got to them...not fun).

neither of these would detract from doc buisness...it may even help docs (no more dealing with extremely pissed off people at the end of the line when you run out of buff packs...no garauntees on that one...but it is a very possible outcome).

and on a more fun note...

feature request:

1) drink giving more color options for tailors/AS....maybe as the new form of angerian fishak surprise (surprise you start seeing a new hue of colors...cause you're so incredibly drunk)

reasoning behind this...you see many interesting and unusual colors...but only when your drunk...I don't think tailors would object to this too much...might even enjoy the novelty of it...or just be thankful for more colors being available. as long as it doesn't require insanely rare/expensive resources....should be cheap and easy to make...as the bonus it confers isn't "gamebreaking" in any way shape or form.

2) food that makes entertainers "glow" while dancing/playing music (similar to some flourishes but constant, and would only be a thin aura around the entertainer).

experimentation would only be on duration/filling/quantity, and color of "glow" would be a limited selection chosen at creation, and visible on the final product. again relatively cheap resource costs...but due to the "glow" part...should include radioactive material...perhaps some reactive gas, and ummm fungi...all things that can cause a "glow" irl.
Balin76
Tue Apr 06, 2004 2:29 pm
#22

I'd swear I'd seen it here somewhere, but I'd love to see an addition to the crafting interface to show you what a food/drink buffs. otherwise, I've got my outside list going, and I'm constantly hopping over to that to see which does what.



Kothmia Autry, Mayor of BarterTown
Former Leader - Kaiburr Enterprises
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