Chef Archive
Thread: Focus Testing: Experimentation.
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Higginsis
Mon Apr 18, 2005 6:51 am
#1
Hello guys, i've been reading about alot of experimentation issues people have been having and i would to have a place to list them all so i can reference them for the devs. What ever experimentation issue you experience, be it none changing stats, stats changing even though you aren't experimenting on them, whatever is different from the old system please post here, and then i can get them confirmed as working as intended or not.
I'll also edit in all the issues that you guys list, so we don't get alot of repeated issues.
Thanks guys.
sciguyCO
Mon Apr 18, 2005 9:11 am
#2
Some (most? all?) multi-stat foods aren't tied properly into the "Nutrition" experimentation category. So if a food buffs melee & ranged accuracy, only the first skill listed (melee accuracy) changes with experimentation. The second stays at a fixed value. The same behavior occurs with foods that buff multiple HAM stats (Caf, Vas Brandy, etc).
Caf has no "Flavor" experimentation bar. Duration is tied into Nutrition along with buff size. {this is an old bug, has been around since the chef revamp}.
Aitha has no "Flavor" experimentation bar, probably a left-over from pre-CU when it was an instant effect. The duration cannot be improved and always remains at 5 minutes.
MeciniaLua
Wed Apr 20, 2005 3:52 pm
#3
sciguyCO wrote:
Some (most? all?) multi-stat foods aren't tied properly into the "Nutrition" experimentation category. So if a food buffs melee & ranged accuracy, only the first skill listed (melee accuracy) changes with experimentation. The second stays at a fixed value. The same behavior occurs with foods that buff multiple HAM stats (Caf, Vas Brandy, etc).
Caf has no "Flavor" experimentation bar. Duration is tied into Nutrition along with buff size. {this is an old bug, has been around since the chef revamp}.
Aitha has no "Flavor" experimentation bar, probably a left-over from pre-CU when it was an instant effect. The duration cannot be improved and always remains at 5 minutes.
Yep I've seen all these....I'll try to find ya some more.
sciguyCO
Thu Apr 21, 2005 12:59 pm
#4
The issue with missing-stat schematics is still rearing it's ugly head.
Quick recap: if a food/drink item uses resources that all lack flavor and/or PE, then the experimentation in "Flavor" or "Nutrition" is capped at 33%, and that assumes you can find 1000 OQ resources.
So far, I think Garrmorl (scaly hide + bone) and Durindfire (crystaline gem + reactive gas) are the only ones affected. But this does make these drinks less effective than other similar ones. Durindfire appears to be in a "resist/absorb" set with the other Mix II drinks (Ithorian mist resists fire, Durindfire poison, Correlian Brandy disease, Veronian Berry wine bleeds). They appear to all have identical min/max values for their stats, but due to resources used, Durindfire is capped.
There are a few options for fixing these drinks:
- Add or change a resource to require at least one that has PE and Flavor. Any non-wood flora or meat would do fine.
- Change the resource stat contributions to use something other than PE/Flavor. DR is really the only thing that can be counted on, although one of the SR, UT, etc of bone/gemstone could also be substituted (doesn't make much sense for food, but neither does the ingredient list). This would allow these foods to get up to 100% (or as close as resource stat caps would allow).
- Change the min/max values so that the maximum at 33% is the same as the other similar drinks have at 100%. This would open up the full range of possibilities to these drinks, but would make high-powered variations more easy to achieve, due to the experimentation increase per point spent.
sciguyCO
Thu Apr 21, 2005 9:53 pm
#5
Just noticed something tonight:
It looks like the "nonstandard" stat percentages (like 50% DR / 50% OQ for Bespin port's nutrition) have been corrected to display the 66% PE / 33% OQ that's actually used behind the scenes (at least on Live).
I haven't gotten around to actually checking the crafting numbers, I've heard some rumors of changes. I want to finish up the menu listing before dropping down to that level.
CaraAnam
Fri Apr 22, 2005 4:08 am
#6
sciguyCO wrote:
Just noticed something tonight:
It looks like the "nonstandard" stat percentages (like 50% DR / 50% OQ for Bespin port's nutrition) have been corrected to display the 66% PE / 33% OQ that's actually used behind the scenes (at least on Live).
I haven't gotten around to actually checking the crafting numbers, I've heard some rumors of changes. I want to finish up the menu listing before dropping down to that level.
I tried crafting port tonight....first XP on nutrition got up to 9 still had like 4 boxes to go with like 6 points left over to play with..and even when i put all the points into nutrition the highest number i could get was nine
MeciniaLua
Fri Apr 22, 2005 11:41 pm
#7
See the thread I made it tells you which ones can't be experimented on 
CaraAnam
Fri Apr 22, 2005 11:48 pm
#8
MeciniaLua wrote:
See the thread I made it tells you which ones can't be experimented on
this is in live tho.....
MeciniaLua
Sat Apr 23, 2005 4:30 am
#9
CaraAnam wrote:
MeciniaLua wrote:
See the thread I made it tells you which ones can't be experimented on
this is in live tho.....
Oh
golfingtx
Sun May 29, 2005 1:54 pm
#10
Dustcrepe (Instant Disease Cure) and Jaar (Instant Poison Cure) call for BE tissues butunless you use the filling reducer ones, they serve no purpose. Also there are several things to experiment but saw no change inuses despite putting all my14 points into quantity. And why is there a nutrition bar?
NEVERMIND-----Artisan foods and therefor not appropiate for this thread
Message Edited by golfingtx on 05-29-2005 04:12 PM
Meplorium
Sun May 29, 2005 7:52 pm
#11
Made some port a few days ago, pre 17, got up to 24, by best before then was 12. My converted stuff is 20.
ConfusedZabrak
Mon May 30, 2005 12:25 am
#12
To be a 12-point Chef, the only requirement is to have only an extra 20 Experimentation points from being a master Chef.I have the extra 20 Experiment points but I am only getting 11 extra points. Has the total number of Experimentation Points chenged or is this a bug?
I found the problem. I was doing Blob candy and forgot it was an artisan item.
Message Edited by ConfusedZabrak on 05-29-2005 02:33 PM
SlaserX
Wed Jun 01, 2005 2:06 am
#13
My converted stuff in a crate turned into 20, but I had a bottle or two laying out for use which converted to 22. Puzzling.
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