Chef Archive
Thread: Please Voice Your Disapproval of the New Experimentation System with Us in the WS Forum
Funnily enough, we asked for this. And now people whine about it. Be careful what you wish for.
"We want resource quality to matter in our items!" I believe that was what was being said since the revamp hit live ![]()
I am not happy with this system either. There are two issues for me:
Part of me agrees with the fact that the stats of the resources will have even more of an effect on food. But i gotta wonder, though....chefs have four to five stats they have to worry about. Won't this harm us?
I hate, hate, hate the fact that to max out on aspect of food we have to use ALL our experimentation points. this means that everybody will be maxing out nutrition and not bother with anything else. There will be little variety.
So in effect this is aNERF.Also we did NOT ask for this. What we complained about was the fact that JoeMoron with 9 experimentation poitns using resources he scraped off his shoe could make a decent item, in comparison to a master chef using the best components and knowing how to experiment.to get the best results. Now I feel part of the reason we feel this way is the fact that they took out the nested experimentation effectwhen they made it so we can no longer experiment on our subs.
So basically everyone only has 1 option to experiment in now since it takes all 10-12 experimentation points to max one line? Man is SOE just trying to take all the fun and different combinations out of the game or what? First they make it so that the only thing the chef is good for is assembling flora, and doing the factory crate shuffle while waiting a week for stuff to cook. Now they make it so you can basically only experiment in one line out of the 4 because splitting the experimentation no longer is benifital.
Hmm I may have to simply give up even being a guild chef.
Denoby Retired Master Chef as of the chef revamp
Retired Master Assembler of Flora, Deliverer of BE Buffs
Actually, as you pointed out, we DID ask for this. "We want resource quality to matter more in experimentation." Of course, we obviously didn't want it like this, but all the same, the devs gave it to us this way because we complained about it. Again, careful what you wish for
Ja-van wrote:
So in effect this is aNERF.Also we did NOT ask for this. What we complained about was the fact that JoeMoron with 9 experimentation poitns using resources he scraped off his shoe could make a decent item, in comparison to a master chef using the best components and knowing how to experiment.to get the best results. Now I feel part of the reason we feel this way is the fact that they took out the nested experimentation effectwhen they made it so we can no longer experiment on our subs.
No one asked for this. What we asked for was the range of affect of a give attribute be change in reguard to resources not for experimentation range of affect tobe changed. No one asked for this nerf. There are serious communication problems in Austin right now. Too many ho downs and not enough job knowledge. TH and the programers simply have no clue about the game they are working on. I understand people change jobs and those that did the original work are gone, but the new staff needs to be fully trained. In this case it means they need to play the game, like a lot. Hell they should take a month off and do nothing but play the game so they fully understand the game mechanics. At that point correspondents won't even be needed as they will already know what is right and wrong and what need to be fixed inthe game.
We as a community do need to be more clear and treat SOE employees as we would treat a 5 year old. It is clear they don't get it, so we need to carefully spell it out to them. Otherwise we need to be careful because we may get what we didn't ask for.
Jihadic wrote:
Actually, as you pointed out, we DID ask for this. "We want resource quality to matter more in experimentation." Of course, we obviously didn't want it like this, but all the same, the devs gave it to us this way because we complained about it. Again, careful what you wish for
Ja-van wrote:
So in effect this is aNERF.Also we did NOT ask for this. What we complained about was the fact that JoeMoron with 9 experimentation poitns using resources he scraped off his shoe could make a decent item, in comparison to a master chef using the best components and knowing how to experiment.to get the best results. Now I feel part of the reason we feel this way is the fact that they took out the nested experimentation effectwhen they made it so we can no longer experiment on our subs.
. And most of those chefs that complained about it don't seem to be around anymore. So we get stuck with the nerf while they have quit the game.
we did ask for resources to matter more in crafting especially with respect to gated resources, this is true, we did NOT ask for all ten potential points to be there and have to use all 10 master points (without tapes of course) just to make an item that used to take 5 points. make no mistake, we did NOT ask for this. when the craftables were ballanced before release they used ideal resources, and some of those were gated far below the ideal range, severly hampering the exerimentation, we asked for that to be fixed along with moderate successes making the item worse and the fact that a master crafter has the very same chances of failing as a novice and the broken number generator that determines three crit fails in a row (this should be a statistical insignificance, yet this has happened to me many times and others that i know as well).
maybe you should head to the thread and check our arguments and the plan the devs have?
TH did finally mention the gated resources, but said that would not be taken care of until much farther down the road, so pretty much they are introducing new bugs into a system that was working pretty bug free (unlike most of this game), broken it so that players dont like it, then (i have no proof but i rely on precident for this) introduce a significant number of new bugs and exploits. they said they MIGHT adress what we wanted, in the mean time they seem content to force 'content' on us that we dont like and then blame us for a nerf. this is not how it should work
SirVimes wrote:
I am not happy with this system either. There are two issues for me:
Part of me agrees with the fact that the stats of the resources will have even more of an effect on food. But i gotta wonder, though....chefs have four to five stats they have to worry about. Won't this harm us?
I hate, hate, hate the fact that to max out on aspect of food we have to use ALL our experimentation points. this means that everybody will be maxing out nutrition and not bother with anything else. There will be little variety.
So then go **edit** to Thunderheart about it. The devs obviously don't listen to the player body, but maybe if all the crafting correspondants are telling them that the new crafting system blows they will actually listen. Or maybe not.... but it couldnt hurt!
Message Edited by DarkJediCorran on 03-06-2004 05:09 PM