Chef Archive
Thread: Debate thread: Filling remaining on cloning
JemyM
Thu Jan 27, 2005 2:11 pm
#79
Higginsis wrote:
Its not a question of ease, its a question of cost.
SP is the most valuable thing you have, and to have to find somebody to buff you or invest the SP yourself.
Doubling a combat profession with Chef isnt what I would do, but many double as a doctor, since they are quite useful. Having a Master Chef with you on the vette doesnt make much sense, but there are quite a few reasons why someone would like to have a doctor around, so there are also quite a few reasons to become one. I am therefore saying that there are always a Doctor around, getting a buff isnt difficult. Getting a buff, for the common man, is to sacrifice 10-15k. Thats it.
Thats a drawback, a cost to the power of the buffs. If filling on death were removed what would be the draw back for food? There wouldn't be one, it would be unbalanced.
The drawback for food is the filling and short duration. You cant stack yourself with more than 100%, and unless you die you must wait 45min to try again. Thats your drawback right there.
Meplorium
Thu Jan 27, 2005 4:13 pm
#80
You make an excellent point, made by many others, that falls of deaf ears. They choose preventing a few, non-game breaking expoilts over game pace and playability. That choice seems to be pretty firm at this point. I can imagine many more canceled supscriptions may change that choice, much like starport times.
JemyM wrote:
Dying is bad. Having to repay for buffs, take a walk into the cantina and get rid of battle fatigue, and get permanent decay on the armor, maybe Aa'kuan Rings, maybe other rare and expensive things. But to also be forced to wait 45 minutes for the freshly drunk brandy to go out of the system just so artisans cant abuse bespin port is very narrowminded thinking. That should, in every sense, be a problem with BESPIN PORT, not with BRANDY. Thereby its BESPIN PORT that needs to be fixed.
Ragnaat
Thu Jan 27, 2005 4:32 pm
#81
Keep it. I know i'll rehash a lot of what is said, but a few short reasons...
1) The oft cited non-combat foods. (Bespine port, ormachek, Pyollian, etc).
2) Exploiting combat foods during base raids and other events. The main food i can think of is Flameout. Get a few people defending a base in their own city a crate of Flameout each (and pikatta pie, others) and just have them powering through everyone on the raiding sidetop a countdown, die, clone, rinse and repeat.
3) It brings in a level of strategy into areas that wouldn't otherwise. Think imp AH raids for those servers that still do em... without stomach fill it would never end and people would just die and instantly be rebuffed (spice + foods). With fill, once you die, while you may clone and join up and GTEF left and right you'll have to decide when and what food to eat becuase what happens if you die again?
4) Just in general, dying should suck.
1) The oft cited non-combat foods. (Bespine port, ormachek, Pyollian, etc).
2) Exploiting combat foods during base raids and other events. The main food i can think of is Flameout. Get a few people defending a base in their own city a crate of Flameout each (and pikatta pie, others) and just have them powering through everyone on the raiding sidetop a countdown, die, clone, rinse and repeat.
3) It brings in a level of strategy into areas that wouldn't otherwise. Think imp AH raids for those servers that still do em... without stomach fill it would never end and people would just die and instantly be rebuffed (spice + foods). With fill, once you die, while you may clone and join up and GTEF left and right you'll have to decide when and what food to eat becuase what happens if you die again?
4) Just in general, dying should suck.
Higginsis
Thu Jan 27, 2005 4:44 pm
#82
JemyM wrote:
Higginsis wrote:
Its not a question of ease, its a question of cost.
SP is the most valuable thing you have, and to have to find somebody to buff you or invest the SP yourself.
Doubling a combat profession with Chef isnt what I would do, but many double as a doctor, since they are quite useful. Having a Master Chef with you on the vette doesnt make much sense, but there are quite a few reasons why someone would like to have a doctor around, so there are also quite a few reasons to become one. I am therefore saying that there are always a Doctor around, getting a buff isnt difficult. Getting a buff, for the common man, is to sacrifice 10-15k. Thats it.
Thats a drawback, a cost to the power of the buffs. If filling on death were removed what would be the draw back for food? There wouldn't be one, it would be unbalanced.
The drawback for food is the filling and short duration. You cant stack yourself with more than 100%, and unless you die you must wait 45min to try again. Thats your drawback right there.
Again its not about difficulty of accuiring buffs, its the cost to people to apply them. Being a buffing Doc is not easy, not as easy as it is for chefs to put there products on a vendor for people to buy whenever, to be a buffing doctor you generally have to be there. Also why would you take chef if you weren't planning on making foods? Who talked about having chef as part of your template? Infact the whole advantage of Foods is that you don't need any skills to get the buffs, only credits.
That seems to be the trouble we have, doctor buffs vs Chef buffs isn't a compatible argument. If you ignore the crafting side of things and look and what is need to use buffs, to get those nice stats you need 140 of your 250 to apply the top class mu90 buffs. To apply the food buffs you need 0. And going to a buffer still means someone had to sacrifice the SP to do it. Doc have alot of benefits, but comparing the Buffs, food wins simply because anyone can use them, at anytime, with no skills or equipment. The filling on death drawback is tiny in comparison to those benefits.
On the drawbacks you said filling is the biggest drawback, so why should it be eliminated on death? Its the biggest drawback and yet you want to wipe it away with a death? Death already means nothing in this game, and as said above death should hurt. We don't want people to get into the clone wars mentality. And how can you call 45m short, when the average PvP battle is 5m at the most.
The furthest i could see it going would be for filling to be halfed on death. That way the drawback is still there but you can become combat ready quicker.
Message Edited by Higginsis on 01-27-2005 11:46 PM
Meplorium
Thu Jan 27, 2005 4:51 pm
#83
Nah, people would run out of food/spice sooner or later. This is actually an arguement for an empty stomach, not against. Then a PvP match would play out more like a FPS and less like, you die, you're done for 45min and have to put up with grief talkers. PvP isn't done much in this game for a reason, it is done a lot on many FPS for a reason. Game pacing is one of the biggest reasons for that difference. Down time = playing another game that actually lets you play the game you paid money for.
Ragnaat wrote:
Keep it. I know i'll rehash a lot of what is said, but a few short reasons...
3) It brings in a level of strategy into areas that wouldn't otherwise. Think imp AH raids for those servers that still do em... without stomach fill it would never end and people would just die and instantly be rebuffed (spice + foods). With fill, once you die, while you may clone and join up and GTEF left and right you'll have to decide when and what food to eat becuase what happens if you die again?
Message Edited by Meplorium on 01-27-2005 03:52 PM
sfubar
Thu Jan 27, 2005 4:55 pm
#84
I can see it now if they remove filling:
die
clone
/drink
/eat
/drug
go fight
die
clone
/drink
/eat
/drug
go fight
die
clone
/drink
/eat
/drug
go fight
die
clone
/drink
/eat
/drug
go fight
etc etc....
Get the message yet?
Higginsis
Fri Jan 28, 2005 1:24 am
#85
Its not a question of ease, its a question of cost.
SP is the most valuable thing you have, and to have to find somebody to buff you or invest the SP yourself.
Thats a drawback, a cost to the power of the buffs. If filling on death were removed what would be the draw back for food? There wouldn't be one, it would be unbalanced.
PvP is the extreme of this system, and where the most problems like these arrise. There is a certain amount of down time needed, so what. Since when have MMO's or any RPG for that matter been pick and play style games?
It comes down to one thing, balance. For foods to remain balanced they need this drawback, surely you can see that?
SP is the most valuable thing you have, and to have to find somebody to buff you or invest the SP yourself.
Thats a drawback, a cost to the power of the buffs. If filling on death were removed what would be the draw back for food? There wouldn't be one, it would be unbalanced.
PvP is the extreme of this system, and where the most problems like these arrise. There is a certain amount of down time needed, so what. Since when have MMO's or any RPG for that matter been pick and play style games?
It comes down to one thing, balance. For foods to remain balanced they need this drawback, surely you can see that?
sfubar
Fri Jan 28, 2005 10:34 am
#86
if filling is removed fights would never end because people would run straight back into the fight.
You might wanna spend 3 hours doing non stop pvp, I'd just prefer to spend 5-10 mins and see a winer.
Yes there are problems with pvp, and they are being sorted with the CU, so battles will last longer and be more fun. BUT NO, spending a 3 hours fighting only for there not to be anyone come out on top at the end of it just isnt worth it.
Meplorium
Fri Jan 28, 2005 11:09 am
#87
If your objective is to 'win' by the quickest means possible, then sure, you like the current system.
If your objective is to play the game and have fun, then the current system isn't appealing and you won't play it.
How many people actually play PvP?
If people are playing and having fun, then everyone wins. If people walk away upset and frustrated, then everyone loses. I guess it comes down to what you define what winning is. From my point of view, everyone seems to have lossed, hence the lack of PvP.
sfubar
Sat Jan 29, 2005 5:34 pm
#88
Meplorium wrote:
If your objective is to 'win' by the quickest means possible, then sure, you like the current system.
If your objective is to play the game and have fun, then the current system isn't appealing and you won't play it.
How many people actually play PvP?
If people are playing and having fun, then everyone wins. If people walk away upset and frustrated, then everyone loses. I guess it comes down to what you define what winning is. From my point of view, everyone seems to have lossed, hence the lack of PvP.
not on wanderhome.
No point in fighting if there is nothing at the end of it.
I seen battles with many people in, that have lasted about 5-6 mins.
after the fight everyone has a laugh about it. You might wanna spend the whole day in a fight, but some of us have other stuff to be doing once we have attacked/defended our citys.
Lymail
Wed Feb 02, 2005 1:58 pm
#89
i get the point ofsfubar, and i agree with him that on cloning you stomach should still be the same.
its just a point of using your food in pvp/pve at the right time.
Although it probally would make my alt earn more money, id would for certain ruin the pvp
Mythrindir
Wed Feb 02, 2005 5:05 pm
#90
i say if the person stores their dna, they should clone with whatever fill they had at the time of storage...if they didnt store, then their filling should be same as when they died.
SexyJabbaTheHutt
Thu Feb 03, 2005 1:29 am
#91
I haven't read the whole thread, just my quick opinion on this.
The game already knows how to differentiate between pvp and pve deaths.
I would suggest, althought it makes no sense, that in pve deaths, UPON cloning and not rezzed, your stomach empties. This way, if you just took 2 brandy got whacked by an elder wearing a stun baton you don't have to wait 40 minutes to go and give it another try.
In pvp, your stomach would stay filled if the current system stays the same. If the system were to change, like...upon pvp death you get a 15 minute off time or something like that, then it could be emptied. It wouldn't matter, because you'd be non active for 15 minutes neways. It would prevent clone zerging and would help declare a real winner to the skirmishes and base defenses. But that's for another thread...