Chef Archive
Thread: petition to remove experimental quantity
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ReblSoldier
Sun Sep 07, 2003 4:49 pm
#1
am I the only chef that thinks Experimental Quanity needs to be removed and replaced with set number of food per stack like 25 food a stack always ?
This would help chef so much..
anyone else agree ?
SFSith
Sun Sep 07, 2003 5:21 pm
#2
I agree somewhat, but not fully. Though if it came down too it I'd vote yes instead of maybe. You can always water down drinks, and add spices to flavor foods and skimp on what makes them good, but only to a point. Going from 2 uses to 6 or 7 uses is pretty rediculous in my opinion though.
Oddler82
Sun Sep 07, 2003 5:46 pm
#3
totally agree, having a fixed quantity would be a good thing. Either way, we need to push for a lot higher quantities... just look at doctors, as they make higher level stims they actually get MORE uses.
We should push for it in our "balance pass."
We should push for it in our "balance pass."
UdunMontoya
Mon Sep 08, 2003 2:25 am
#4
*force persuade* devs:balance us and give us legit buffs and distinct buffs and very powerful masterbuffs.
Achieving Master TKA : 2 wks
Getting to Commando : 2 wks
Dropping Commando : 1 sec
Getting to Chef : Priceless/Hard as **edit**
fatgit
Mon Sep 08, 2003 2:47 am
#5
I actually disagree.
I can get 3-9 uses on most things depending if the customer wants quality or quantity, and I think thats reasonable.
If you produce 25 uses per item, you just slashed your trade. People will want 5 times less food from you.
Yes, you charge more for them (assuming you use a per charge cost,, not all do - I dont), but the customer coming back to your vendor is more likely to buy additional items at the same time.
I'd much rather see the quality of the buffs bought into line with spices & doctor buffs, seeing as we can ONLY produce buffs, not slice, heal, revive, & we dont have a combat line.
That said, if they dont get this food bug fixed fast, there wont be any chefs left.
I can get 3-9 uses on most things depending if the customer wants quality or quantity, and I think thats reasonable.
If you produce 25 uses per item, you just slashed your trade. People will want 5 times less food from you.
Yes, you charge more for them (assuming you use a per charge cost,, not all do - I dont), but the customer coming back to your vendor is more likely to buy additional items at the same time.
I'd much rather see the quality of the buffs bought into line with spices & doctor buffs, seeing as we can ONLY produce buffs, not slice, heal, revive, & we dont have a combat line.
That said, if they dont get this food bug fixed fast, there wont be any chefs left.
J2xC
Mon Sep 08, 2003 6:36 am
#6
At first I thought this'd be a bad idea, as part of the design is choosing quantity, quality, or duration...
But what if instead of quantity experimentation, that was at a fixed amount, and you could experiment filling instead? Currently filling is supposed to experiment simultaneously with duration, but I've never seen a difference.
Since this would make experimenting duration less valuable, make duration experimentation stronger, so we can actually make one of those retared 150 second drinks last for 5 minutes without sacrificing all our points into duration.
But what if instead of quantity experimentation, that was at a fixed amount, and you could experiment filling instead? Currently filling is supposed to experiment simultaneously with duration, but I've never seen a difference.
Since this would make experimenting duration less valuable, make duration experimentation stronger, so we can actually make one of those retared 150 second drinks last for 5 minutes without sacrificing all our points into duration.
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