Chef Archive
Thread: Nothing New and My Thoughts so Far
2.) Yes having decay stats to manage on our flora will be harder, but that will make it more interesting to alot of us. (not the easy-way out wannabes). You will have to specifically use high PE and OQ resources in one batch and maybe high flavor and DR stuff in another and get wildly different things. Thats one way we can differentiate more. I think that will be harder, but more interesting.
Good coments and good optimism.
One issue with the above... I'm not opposed to complexity or even things "hard". Perhaps I'm taking this too personally but I just postedagainst this recently andwas a little dissapointed at the toneof:"easy-way out wannabes"
I'm a big fan of the current experimental impact of subcomponents (more work and complexity)
I'm a big fan of multiple types of alcohol (more work and complexity)
I'm a fan of variation and decision making in crafting. After working very hard to max my experimentation points (and experimenting quite a bit with subcomponents) I find I already have a very wide range of schematics to make. I can make super long, super effective, or super sized (servings) buffs, or any combination in between. I was excited to have the 4th option, filling, to experiment on and figured that really would allow for variation. Even with 12 points, you can only max out one "bar" and it usually isn't the most efficeint to do even that if you want to get your full 7% out of every point. I liked doingthis. and working it out in a way that optimizes my results is not the "easy-way out".
What bothers me is that while they have reduced the work and complexity in areas like alcohol and subcomponents, they increased it inanother arbitraryarea. It becomes a disadvantage to a chef like me that has worked tirelessly to stock a vast supply of resources, never formerly concerned with DR.
It does not reward painstaking dilligence. It rewards a luck- a person who happened to havecollected resources withhigh DR, or worse, ignorance- a person who tried to stock DR because they thought it mattered even though our schematics have always shown it did not.
Im confused by one thing you all are posting though. I thought subcompent experimentation was broken NOW. I tested this once by making a high resource, fully experimented sub componet and a grind resource, no experiment one and got the EXACT SAME RESULTS on the final products i made with the same final resources. I thought this was broken already, maybe I have been doing it wrong this whole time.
The problem with the casks, barrels, is this. If they are not worth using, get rid of em. The point of this revamp was to fix all the useless and pointless stuff. Casks are great, if they are expensive great, just make the reward worth the extra cost. If we could use casks with our current drinks I doubt many would want to spend 500kfor fishak even though it was 100 credits per charge less than teh 65k crate.
Exactly Kriles.
Try the same thing with alludium and carbosyrup, Magicman_33,and then make fishak (while we still can) you will be stunned at the difference.
Sunburns are the only thing I make where the subs don't matter.
Oddsie wrote:
Sunburns are the only thing I make where the subs don't matter.