Chef Archive
Thread: My list of small, fast to implement wishes
Hey everyone,
I've seen quite a few wish lists, but quite a few got "major" wishes. I accept those are required, but before focusing on major stuff, what about focusing on things that, if the devs wanted, they could implement fast and it'd be there in 2 or 3 weeks? So that's what I'm gonna do here ![]()
1.Fix the factory charge problem.
2. Retrieve the milk component of all recipes and replace it by something else, currently available ( water? ) - this should obviously be reverted back to real milk ASAP, but this would at least allow us to craft that stuff. Sure, it's bad for RP, but not being able to do anything with milk is even more ridiculous for RP, IMO!
3. Double the duration of certain food and drinks, because right now, some things got"okay" buffs, butridiculously low durations... ( 100 seconds?! Pff... )
So, what's your "Fast to implement wishes" list?
Uttar
The problem with your number 3 is that it would fall under a balance issue, and for a MMORPG, those are never "fast to implement". I think it's a great idea, don't get me wrong, it's just not something that should be done without at least considering the effects that change would have on the other buff classes (doc, spicer).
My quick ideas:
1. New food graphics. Most of what I've got are either: blob of bread, plate of biscuits, glass cylinder with light blue liquid, green bottle, ridged brown cup. Oh, and the "fake vomit" looking pancake (soypro, dustcrepe) needs re-doing. When I hit Mix2, the Sunburn was exciting not just for it's sales possibilities, but it looks cool!
2. Give Food/Drink its own major category in the bazaar (maybe "Edibles"instead of "Misc"), and keep spice out of it. They did it for clothing (and even sub-categorized by clothing type!), now it's our turn! Down with Misc!
#1 will take a while to implement (always listen to a programmer
)
#2 would alter recipies too much (making bluemilk with water? is that an astronaut drink?)
#3 needs to go through the "balance pass" system I keep hearing about, but I'm not holding my breath on seeing it anytime soon ![]()
Just my 2cr.
As a programmer I can say that the factory problem is very probably not a simple "Change a couple of numbers" fix. It could be a very deep bug that could take days of programmer time to solve.
There are other similar items (meds) that produce multiple charges per stack in a factory. As a programmer, I can tell you if that is the case it should not be a difficult fix unless you've got some very ugly code to modify (not unlikely).
I agree with Ida here: It works for medic items. So either they aren't sharing code at all between factories for different professions, which would be a very bad practice, or they did something rather small causing the problem.
Of course, that small thing might be hard to track, but it's not like they had to rewrite the whole factory code for chefs...
Uttar
If foods and meds were designed by different programmers, the object attributes may not match up when referring to stack size/charges. Even though they are pretty obviously the same thing, they could be named differently and treated with a different rule set (bazaars and examine screens do treat these items differently). Factories are probably only looking for the attribute that meds have, and for some reason the factory can't look at stack size and charge number.
But deep down I think it's just a matter of formatting both items to be treated the same by the database, which could probably be achieved in a monthly update sometime soon, if there weren't so many other problems with the game.