Chef Archive

Thread: List of Issues for next correspondent?(Hopefully SciGuyCo)

Jihadic
Mon Mar 15, 2004 5:39 pm
#1



Well, now that we seem to be moving along again after the revamp, I say we start getting our list of concerns/bugs together for the next correspondent to start working on so he/she can be off to a running start. I guess I'll start .


1) Easier Inventory movement


  • Improved GUI interface - Ability to select ALL of an inventory/hopper or select groups of items and move or delete them. Ability to select ALL of something and buy it. Ability to select ALL ofsomething and sell it. I think you get the idea. 90% of my 'crafting' time is spent moving large amounts of materials back and forth between input and output hopper, inventory to input hopper, or inventory to sell on merchant.



  • Components/additives are created in crates of up to 1000 count.Thishas the benefit of taking up less database space(I would imagine. Could be wrong here of course). This has the benefit of also allowing easy purchase of components from OTHER professions as we can buy and carry around one crate alot easier than 40. If devs are concerned about people stocking up massive amounts of components, then just make the component crate a volume comparitive to single crates(i.e. 1000 crate would take up 40 inventory space)

2) Barrels fixed - Not much to say right here. I would think this would be a fairly easy fix yet it's still a problem. Of course, one question is, do we really want it fixed? Repeat customers will be extremely rare if we sell all drinks in barrels .


3) Stomach Death Bug - Can we hear from the devs if this is intended or if it is indeed a bug? It makes no sense at all that foods are not cleared from the stomach when a player dies. If the foods do stay in the stomach, then leave our buffs. If you have the code in place to remove buffs, why is it so hard to clear the stomach as well at the same time? I wouldn't be so worried about repeat sales if the stomach cleared on death.


4) Secret Research Data - Has this even been placed in the game yet? Is it single data only? This makes it almost useless to us, especially sincea BE has to use it and not us. I was excited when I found a Kwi boost in the Geonosian Lab that had some extremely nice stat boosts on it and I ran it back to my BE character only to find it was not secret research data. Should we even start looking for it yet? Don't tell me where it is, just let me know if it is somewhere in game yet and I'll have a ball questing for it


5) Milk is still available in low quantities - Now this is just perception as I have seen a few say that their guild has gathered them tons of milk or they have milk suppliers. However, I have found that noone around me hunts for milk and I was wondering if we could give master rangers the ability to place creature harvesters or something. Something that harvests milk or meat on a steady basis. Or maybe give them to creature handlers and the creature handler has to capture an animal every few days to put in the harvester?


I could have sworn I had more, but I guess I'm just too tired right now to remember them.

Message Edited by Jihadic on 03-15-2004 04:52 PM



Jobarra
Master Chef
Visit my vendors in the Falconcrest Mall in Falconcrest, Corellia.
Looking to buy Food Exp and Food Assembly Clothing Attachments. +4 at LEAST please.
Jihadic
Mon Mar 15, 2004 5:52 pm
#2

Okay, done.



Jobarra
Master Chef
Visit my vendors in the Falconcrest Mall in Falconcrest, Corellia.
Looking to buy Food Exp and Food Assembly Clothing Attachments. +4 at LEAST please.
Gracchus
Mon Mar 15, 2004 6:29 pm
#3

new recipe for garrmorl, bespin port and vercupti
Zhor
Mon Mar 15, 2004 6:40 pm
#4

(this is just a pet hate for me) but when you have an input hopper of a factory 'open', any materials that can go into it should be highlighted, say green or so, so you can quickly move resources into the hopper. Having 12 variations of 'Fungi' in your inventory and going through each one till you find the right type can be a pain at times.

Everything else, agree with the first post




All gone. Nothing to see now. Bye Bye Ahazi most of you guys were cool
Ja-van
Mon Mar 15, 2004 8:19 pm
#5

Make cheffing fun again, not factory watching and making BE buffs. Wait, that would mean I would have take my chef back from my guild mate that took him over, start spending another $15 bucks a month again, and have less time to play golf... nvm keep chef as it is.



sciguyCO
Mon Mar 15, 2004 8:24 pm
#6

Thanks for the vote of confidence, Jihadic, although I doubt it's a forgone conclusion. Fatgit mentioned applying for it too, and I think he'd do a great job.


Anyway, here's my list:


BUGS:

1) Barrels. I don't think any elaboration is needed.


2) Garrmorl: Change the Flavor and Nutrition stat requirements to something other than Flavor/PE. Sincethe only non-component ingredients are hide andbone (which do not have those stats) this drink is capped at 33% even if you had 1000 OQ hide and bone.


Gracchus: The lubricating oil requirement for vercupti isn't a problem, the lack of PE and Flavor gets ignored in the calculation. I've got the numbers to show it if you want (and I think I've finally nailed down the max percentage calculation). As for Bespin port, are you referring to the Tat-specific requirements? The experimentation bonus can potentially be a pretty big thing (especially if the "amazing success increases max percentage" experimentation change is kept), so I don't think planet-specific resources are that big of a deal. Now Correlian brandy on the other hand...


3) Wookiees can't wear crafter's aprons. Since the lootable schematic giving weaponsmith bonuses is a bandolier (which wookies can wear, IIRC), this might be one of those "wookies can make weapons but don't cook, make droids, build houses, or become doctors so we did this to keep in continuity" fubars. Since this is a non-combat bonus, I don't see why wookiees can't benefit from it.


4) Stomach fullness remaining on clone (we at least need an indication on whether this is intended or not). Since doc and spice buffs go away but can be immediately re-applied after cloning, I don't see why food gets this limitation. And the thought of the cloners going out to your corpse to scoop out your last meal is just icky to think about...


Wish list:

1) With Vercupti buffing all three pool stats, the only stat buff I see missing from our menu is one to buff all three regen stats (con, stamina, willpower). I think if this was a drink with the same attributes as BoH, that would be balanced. You'd either have to get one (or both) drinks filling-enhanced or go with having only one set of secondary stats buffed.


2) Tissues part 1. During the non-flame parts of my additive revamp post, one idea that I liked was being able to put in two small additives into a medium slot, three smalls into a large slot, or one small and one medium into a large slot. I'm a big fan of "reduced power but more flexibility" designs.


3) Tissues part 2: I still think moving some of the additive experimentation out of the tissue creation step and into the additive creation step would be a feasible idea.


4) Quest reward food schematics. Limited use, although more than the lootable clothing, weapon, armor ones since food's consumable. Maybe 500. This would be a great way to get some old favorites back, although Sunburn is really the only one that doesn't have a decent replacement in the new menu. Or schematics for advanced food components ::crosses fingers for Aludian::


5) I second the larger crate idea. The crate size seems tied to the item type (rather than profession or factory type) so I'd expect it's something that could be done just for components.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
SirVimes
Mon Mar 15, 2004 8:53 pm
#7

I have a huge pet peeve. I never really reported it because people kept telling me it was not that big a deal...but I hate how food and drinks are under misc. And that spices are listed as food. Bleck.



I think the top five are, (Not in order)



1. Barrels broken.


2. The stomach timer is not 30 minutes.


3. Gamorrl ingrediants being off.


4. We need optionalplates


5. The base numbers should be a little higher, the additive numbers should be a little lower...in my opinion.
sciguyCO
Mon Mar 15, 2004 9:25 pm
#8






SirVimes wrote:

I have a huge pet peeve. I never really reported it because people kept telling me it was not that big a deal...but I hate how food and drinks are under misc. And that spices are listed as food. Bleck.




I'm with you on that, especially the spice one. I think the Imperial crackdown has verified that smuggler-crafted spices are definitely on the illegal list, I don't think it's unreasonable to keep them off the public bazaar entirely. And I'd also like factory crates to lose their vendor category and just go wherever the crated items are supposed to.






2. The stomach timer is not 30 minutes.



Gah!!! I knew I was forgetting something important.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Gracchus
Mon Mar 15, 2004 9:38 pm
#9

thanks for the response
Faymar
Tue Mar 16, 2004 6:05 am
#10






SirVimes wrote:

I have a huge pet peeve. I never really reported it because people kept telling me it was not that big a deal...but I hate how food and drinks are under misc. And that spices are listed as food. Bleck.






Another vote for this to be fixed. Among other reasons already cited, there is some player confusion as to what causes a downer and what doesn't (as both come up as food). Also makes it a pain to find the specific vendor you want, I'm tired of checking out "food" vendors to find out they are actually spice vendors
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