Bio Engineer Archive

Thread: Chef components.. Maybe Im not getting it?

Seiryuu
Wed Nov 17, 2004 9:41 am
#14

That is a very interesting idea. Combining the tissue types but giving four experiment lines. That would really introduce some variety in foods.



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ArthurDentOnBria
Wed Nov 17, 2004 11:34 am
#15








Dsabre,


I always value your level-headed approach to these things, but in this case I don't think you are right about why BE's are seen as less-than-valuable when it comes to chefs. The assertion below though I don'thappen to agree with. In fact the only inter-dependency relationship that I'm aware of that has created such contention is between BE's and chefs. Every other one has either been met by at wost indifference, or at best, peaceful harmony. And a chef who is willing to fork over $15 a month extra, and spend countless hours and in-game funds grinding up the BE skill tree is very unlikely to be deterred by a more complex experimentation system (particularly when it mimics one that they already use).


BE's tailor tissues are no more/less challenging to make than chef tissues yet there is no contention between BE's and tailors. Doctor's subcomponents used by both combat medics and bio engineers also require only the simplest of experimentation yet we seelittle contention between those classes either. Trim, synthetic cloth, and reinforced fiber panels made by tailors that require no experimentation at all and are used by chefs, armorsmiths, doctors, and architects and again I've seen little contention there either.


So what is the difference here? Two things I think. One big difference is that most of the interdependency relationships feature a circumstance where either:


a) the supplying class is supplying subcomponents that they already use in the course of making their own products. Thus they are already harvesting the materials and making them whether or not they are selling them, they already have a value built-into them that is governed by their use in products that class already makes, and so they are free to choose whether to sell/use them. Examples of this are doctors supplying bio engineers and combat medics, armorsmiths supplying droid engineers, or tailors supplying chefs, architects, doctors, and armorsmiths.


b) the supplying class is supplying some very low cost, low effort, item that is far down in the skill tree, and makes up a fairly insignificant portion of their business. This is the case for example armorsmiths and weaponsmiths supplying smuggler tools (ok, not technically a subcomponent, but may as well be).


In short, supplying the components is not a fundamental part of the supplier's business. Bio engineers are the exception to the above rules. These are high level items for us, representing a substantial amount of our overall "bag of tricks" that we can make and we do not use them in our own products.


Oh, and the second thing is that chefs are just, um, how do I say this diplomatically? um, different. Yea, that's it.


Anyhow, to "fix" this from a bio engineer's perspective, imho, they should do one of two things. Either make new products for bio engineers to make that require these same subcomponents and that there is a decent demand for. Then bio engineers will be cranking out additives and a chef can buy or not buy at a "reasonable" price and there will be no contention. Or they should add some "real" products for bio engineers that don't require these components, allow us to focus on that, and make the components require like one-tenth of the materials that they do now, and make the making of components just a very small part of our business that we can take or leave without us feeling like we're giving up a huge part of our class' usefulness should we decide not to make them.





Dsabre wrote:

think about it...the only hotly contested subcomponents which are used in profession interdependency are ones that don't require any experimentation...or ones that only have 1 line to experiment in.




Message Edited by ArthurDentOnBria on 11-17-2004 11:19 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Ykai
Wed Nov 17, 2004 11:35 am
#16

I am both a Chef and Bio-Engineer. I find it difficult to find another BE to make addatives which is why I do it myself. While I do hunt my own meat, if I had to buy it for addatives, I would agree with the price. The ONLY real way to make addatives and be competetive is to do it all yourself and just absorb the addative cost. While it does stink that is has to be that way, it is beyond our control or other chefs will just undercut the ones who have to buy the BE products outright.


Honestly, unless sweeping changes are made between the BE and Chef community with some sort of "line in the sand" for pricing, no thread or board will change that.


The bigest flaw in the whole pricing thing is that only Chef's can use BE addatives. Chef food can be bought by anyone. Since the market is so tight, no one is willing to buy it at a 200% markup. And since I am a Chef, can anyone blame me for following the market price of foods?


In closing, unless the BE community and CHef communitty agree completely on a bare-bones price for addatives, this will never go away. Since there is always one or two who won't follow the agreement, it will never happen. I for one hope it had a chance, but allas, not in this day and age and game.



****************************************************************************************************************


Ykai:Master Driod Engineer/Master Shipwright

Estat Aki: Master Bounty Hunter/Master Pistoleer

Skyflier Mall- Weapons, Architect, Driod Engineer, Master Artisan, Shipwright, BE Food, BE Pets, BE Tailor Tissues (YES IN STOCK), driods and much much more!
-1003, -1283 Take the shuttle to beutiful Mos Brittania and it's only meters from the shuttleport!!

ArthurDentOnBria
Wed Nov 17, 2004 12:00 pm
#17

Good point, but what do you charge for bivoli if I may ask?




Reptilian_Greenskin wrote:

Arthur,


Now that's not really true that bivoli takes about the same ingrediants as a BSN, a bivoli without an additive does, but then you have to add in an intelligent which over doubles the requirements meaning it will always cost AT LEAST double what an Intelligent should go for.









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Ykai
Wed Nov 17, 2004 12:15 pm
#18

I havn't made it yet to be honest. But I must say that when I do, I will guage what it costs me to make and then also use the current market to figure out my price. I will be as fair as possible and until now, no one has complained about my pricing. I am as fair as possible and ussually 15-20% cheaper than the competition.





****************************************************************************************************************


Ykai:Master Driod Engineer/Master Shipwright

Estat Aki: Master Bounty Hunter/Master Pistoleer

Skyflier Mall- Weapons, Architect, Driod Engineer, Master Artisan, Shipwright, BE Food, BE Pets, BE Tailor Tissues (YES IN STOCK), driods and much much more!
-1003, -1283 Take the shuttle to beutiful Mos Brittania and it's only meters from the shuttleport!!

Reptilian_Greenskin
Wed Nov 17, 2004 2:14 pm
#19

I charge 175K for the bivoli (I payed 55K for the Intelligent, in full runs of course) although this is changing as the BE I was using left the game so a guildmate is finishing grinding BE, so there will be no charge soon. Unfortunately I could not find another BE that was willing to make runs of additives for me, never mentioned a price or anything (as I never have told other people what to charge for a good).



__________________________________________________________________
Reptilian Greenkin (IGR)
Jedi/ Reitred Chef
Reps Kitchen Coronet (188 -5500)
Dsabre
Wed Nov 17, 2004 6:25 pm
#20



ArthurDentOnBria wrote:

Dsabre,

I always value your level-headed approach to these things, but in this case I don't think you are right about why BE's are seen as less-than-valuable when it comes to chefs. The assertion below though I don't happen to agree with. In fact the only inter-dependency relationship that I'm aware of that has created such contention is between BE's and chefs. Every other one has either been met by at wost indifference, or at best, peaceful harmony. And a chef who is willing to fork over $15 a month extra, and spend countless hours and in-game funds grinding up the BE skill tree is very unlikely to be deterred by a more complex experimentation system (particularly when it mimics one that they already use).

BE's tailor tissues are no more/less challenging to make than chef tissues yet there is no contention between BE's and tailors. Doctor's subcomponents used by both combat medics and bio engineers also require only the simplest of experimentation yet we see little contention between those classes either. Trim, synthetic cloth, and reinforced fiber panels made by tailors that require no experimentation at all and are used by chefs, armorsmiths, doctors, and architects and again I've seen little contention there either.






good points too, but here's some other things to add into the mix:

as for mimicing the existing chef system...well that is true in a sense, but there really isn't anything anyone can do about those with multiple alts to support a main...well there are a few things SOE can do...but nothing within reason (and no I won't say what they could do in fear that they may actually do it...).

a lot of chefs prior to the chef revamp could use high quality subcomps to make up for not so great resources...so an intelligent chef with good resources could outdo a not so intelligent chef with great/uber resources. theres something about needing to calculate 2 steps that gives a lot of people a difficult time.

a prime example would be the old alchohol system...if you could figure out a better way to make your alchohol subcomponents...even if another chef had better resources for BoH...they still couldn't beat ones made with superior subcomps...and only 1 or 2 chefs per server really understood how to make good subcomps even though there were similar lines as the final combine itself had.

even with ws's there are some that find ways to outdo their fellow ws's by making their subcomps in a way which gives them a more valuable/interesting/different weapon. even though the systems for subcomp and final combine are fairly similar...that extra step can also be used to hide modifiers, etc. to make things more interesting.

other things that may need to be factored in to the other professions that make subcomps...

1) all but 1 needed tailor subcomponent doesn't need a master, and often doesn't even require an entire line, so its very easy to dabble.

2) doc subcomps are actually in the medic line, which BE's, docs, and CM's are forced to take...so I'd put those in as more of a pseudo interdependency subcomp. while yes you can make them yourself...unless you have all 10 exp (or 12) points it won't be as good.

3) tailor tissues need some difficult to obtain resources...mollusk, egg...milk...not exactly stuff that everyone (or even anyone) is willing to harvest. whereas the meat (carnivore or any other kind) requirement for chef tissues is much easier to harvest, and a lot more people are willing to do it. so theres not as much of a convenience factor involved in chef tissues as with tailor tissues.

a lot of armorsmiths have enough tailor to make their own RFP's, and with the exception of wookie armor will never actually need a master tailor....and on that same note...chefs don't need one either as getting trim only takes another 11 or so sp's.

theres also the type of player who chooses tailor/doc...tailors are mostly socially oriented players, caring more about socializing than making millions of credits. I think docs may be too busy bickering amongst themselves and with hunters over the astronomical prices of avian meat (regardless of its difficulty to harvest).

and as was brought up in previous posts on this topic...there is also the stigma attached to making subcomponents (schematic monkey) as being less prestigious, and valuable.

well at any rate, I would still like to see tissue experimentation become more "complicated" as it would definately add a "competition" aspect to tissues (similar to hey look at this awesome pet I made types of things)...and the quality (or intelligence) of the BE would really make a difference.

even if chefs could still make alts to do the BE work...at the very least BE's would have a wider variety of chef tissues they could make in sufficient quantities to sell...and might take away from the tedium of making the same old thing over and over and over again (with 1-3 extra points after maxing out that 1 line)

and to go with Arthur's suggestion...why not allow BE tissues for chefs/tailors to have some kind of "effect" on pets?

maybe have some types grant a particular special attack at certain power levels, and others could maybe help to add light armor (or even medium armor...well maybe not with the CU coming). ranged attack, extra resists...perhaps even some extra ham or a decreased cl...limited to 1 "enhancer" per pet final combine.

and as a final kicker...since many BE's enjoy the "mystery" aspect of the current pet system...the devs shouldn't tell the BE community what each one will do, and it shouldn't be listed on the tissue either...let the BE's figure it out...it'll probably be more fun that way too.
Frogmorton76
Thu Nov 18, 2004 1:29 am
#21

What we really is need an agreement between chefs and BE's on what to offer hunters for the good meats that spawn. Docs (on Kettemoor at least) always ask 100cpu for HQ avian and 50 cpu for HQ herbivore. Carnivore meats though...first one person will post up 25cpu, five minutes later another offers 30, then 35, then 40, etc etc etc.Why drive the price up that way? It's beneficial to both Chefs and BE's to keep the price of meat down, not to consistently overbid everyone else.


Frogmorton D'Argent

Master Bio-Engineer

Bestine, Tatooine -643, -4247
Zadokk
Thu Nov 18, 2004 1:51 am
#22

This wouldn't have been the case 12 months ago. I saw an old post about someone bragging about how much money they had (500k) and someone replied that they would consider someone super rich if they had 5 million. Frankly, there's just too much money in the game and I honestly believe that there should be some sort of levy. The devs should just impose a one-off tax and just remove all this money from the game. I know one person who has nearly reached money cap, in fact he has had to start spreading it about his alts just to stop himself from not receiving payments. It's sickening and thats why my faith in this game drops every day, I keep telling myself its just a game and that I can just walk away from it and I gotta say... it's very appealing atm.


/end tangent.
Reptilian_Greenskin
Thu Nov 18, 2004 10:26 am
#23

The two big distinctions between Chef and BE relationship and BE and other professions are:

1. Chef can't make anything without BE additives. I know they can make non-enhanced food/drink, but let's be real, that won't sell. A tailor can make regular clothes.

2. Because of number 1, chef's require much larger volume from BE than other proffessions. I myself used to ask for 3 runs of BSN and 3 runs of Intelligents at a time and usually 1 micronutrient.

Taking number 1 and 2 together, make it so that a chef that doesn't pick up BE is at a serious disadvantage to those that do. They have to charge a lot more for the same product to make the same profit, they can't control how quickly they can make anything (well i know you want some more brandy, but i have to wait for BE to come back from his weekend trip away, or I have to wait for him to collect the meat neccessary to make me another run).

Unfortunately to stay competitive now in the chef market, you have to pick up BE to make the additives yourself otherwise you will always be undercut by the chef's with BE.

The only way i can see to make the relationship work as intended is to decrease the amount of resources that goes into each additive. With the decreased amount of resources many chefs won't think it's a must to pick up BE to make the additives themselves. And the one's that do keep BE, won't be at as much of an advantage due to the decrease in cost to produce

Message Edited by Reptilian_Greenskin on 11-18-2004 09:32 AM



__________________________________________________________________
Reptilian Greenkin (IGR)
Jedi/ Reitred Chef
Reps Kitchen Coronet (188 -5500)
Bonestein
Fri Nov 19, 2004 12:31 pm
#24



I am master BE and I very rarely make chef tissues, I only make tailor tissues. Simply because they aren't in as much of a demand. I can make 10 crates of a tissue and I might only sell 1 per day or 1 per week. which is fine with me. I like to have tissues there for tailors that need them. I don't see any reason whey a tailor would need to mass produce their clothes, like a chef mass produces foods.


once you buy clothes from a tailor, you have them untill they are destroyed or they decay from dying and cloning. So since the demand of the tailor tissue is not as high, I don't need to collect 20k units of meat to make a single factory run that is going to be gone before I can put it on my vendor. A factory run of tailor tissues could very easily last 3 months on your vendor. That is not the case with chef tissues, you can't produce themfast enough, so you spend all your time hunting to collect meat or buyingjust to supply the chefs with what they need. I don't like that at all, so I don't do it.Tailors are not as greedy so i will make tissues for them.


if the resources for chef tissues were decreased, I think it would be very good for everyone. I might even think about making the chef tissues if I didn't have to spend so much time hunting and buying meat. lets look at some of the subcomponents:


Chef - Alcohol - 10 units of cereal (can be harvested by the hundreds of thousands of units in a days time without any effort at all by using a harvester)

Tailor - Trim - 5 units inert petrochemical 20 units fiber plast (stats do not matter, can be harvested without any effort by the hundreds of thousands of units)

Chef - Cask - 150 units of Cystaline Gemstone, 2 trim (above) (stats do not matter, can be harvested without any effort by the hundreds of thousands of units per day)


BE - BSN - 20 units meat, 25 units Flora, 35 units organic with the optional MISSING secret research data.


the 25 units of Flora and 35 units of organic can be Harvested easily, But to get enough meat to supply the community with the quantities of BSN or INN ( which require more meat) we have to HUNT, HIRE HUNTERS, BUY MEAT, SCRAPE, SCROUNGE, AND PILLAGE for hours on end to come up with enough meat to make the nutrients. Meanwhile you chefs are sitting on your fat a$$es while your harvester do all the work, and then you outbid us on the meat we are trying to hunt, hire hunters, buy meat, scrape scrounge, and pillage for so that we can even make the god damn nutrients that you need.... then youcry about how much we charge for them? go cry somewhere else stupid chefs. Not to mention that we have to wait until the best meats spawn, the only thing that we can make with junk meat are pets.


Message Edited by Bonestein on 11-19-2004 01:49 PM

rooksx
Fri Nov 19, 2004 7:47 pm
#25

Bio eng is an fun profession, been at it for a few months. I've been lucky as most of the people I've dealt with have been great. The meat prices were pretty static, except for the ones that doctors needed, but still I can completely feel your woes. But sometimes I feel that the class just isn't valued as much as it should be. Almost as if it's been relegated to a second class profession, where only the people who really enjoy it play it for it's potential. The business sides sometimes seems to misunderstand what it means to be a dedicated BE, and you get these kinds of feelings when you try to stand up.


It really degradesthe enjoyment of the game to see things like that happen, and i just wish people could just think about the everyone as a whole instead of one group. The enjoyment of everyone else is my greatest concern. And to teh original poster,I hope that those prices you sawdon't send you down on the road of misunderstanding as it i believe is the great source of 'discomfort' for your future experience.


Try to find someone who truly cares, I had a great mentor when i first started BE, and was taught to stand up for the the greater good of the server. Donate to worthy causes to the community, Push on living the values, even if it makes people my enemies, the whole population is more important than a fewpeople who don't like you. I took that to heart, and stood by my values. All mycustomers understood what i stood for and they were glad to trade, some even adopting the ways I did things. They were patient in times when I didn't have enough to go around, but they understood that it's not the easiest job in the world and keeping a low profile wasone of thegood thingsI had going for me.


Building good relationships went a long way to my enjoyment of the craft, that and creating poisonous mounts for fun. I wish that you will develop good relations as well, it may cut in your profits a bit, but a clean conscience is priceless.



----
Former professional hunter
Reptilian_Greenskin
Sat Nov 20, 2004 12:03 am
#26

bonestein,


Well your message started off good, but calling chefs lazy and fatasses because their subcomponets don't require meat is stupid. The reason most chefs are bidding on those meats is because they have BE alts to make the tissues they need because as you said, you can't produce additives fast enough so you don't do it. This is the case with many BE, and chef's need their additives and therefore forced to create alts to keep their supply of food/drink going.



__________________________________________________________________
Reptilian Greenkin (IGR)
Jedi/ Reitred Chef
Reps Kitchen Coronet (188 -5500)
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