Bio Engineer Archive
Thread: Getting to know you and your profession!
Higginsis
Mon Sep 27, 2004 3:15 pm
#287
Sciguy nailed all my major concerns. The dependancy on BE for good foods is my biggest concern. I know we're meant to have some things like this, and BE doesn't have much else but there must be a better way round it than this.
Kane_Firestalker
Mon Sep 27, 2004 3:15 pm
#288
First off, I love being a chef. Currently, I spend more time on my chef than I do on my jedi... go figure. Anyways, down to business:
- Too many food are not worth making... IE: Ormachek, the bonus is nill compared to the filling. No one would ever buy it. We got alot of new foods with the revamp, but so many are not needed/wanted

- Probably more of a BE issue, but why are the Nutritional additives the only ones you ever see made? Because the other ones are nearly impossible to make. A filling additive takes wild and domestic meat, thereby upping the cost to the point its not worth making. I would personally love to see more of a variety of food stats, not just making the biggest buff possible, but rather finding the right mix of filling/duration/buff. In short, reduce the resource requirements of the other additives bringing them more in line with nutritional additives.
somerandomuser
Mon Sep 27, 2004 3:15 pm
#289
*wave Tiggs
best way i have to say this in my own words:
a combat medic should IMO be the supreme battlefield healer..
CM's should be sought out for everything from everyday hunts.. to the toughest dungeons
as it stands this moment.. our healing ability isn't needed/wanted except in very rare circumstances.. and even in those circumstances (vette/dwb class scenarios) we don't have the proper tools to do our jobs
last time i went on the vette.. i threw 2 area stims.. and 4 mindheals.. although those 6 skillpoints i spent in novice doc i was using constantly to remove states from everyone
CM's in their current incarnation lend negligible benefit to most PvE encounters.. our poisons/disease do negligible damage to 'average' mobs..
requiring such specific resources to make our advanced components is another painful experience.. because if you can't manage to find a large stockpile of it you can't make ANYTHING really worth making
money is another prime concern.. as a CM our market is limited to other CM's.. specifically dabblers.. doc's now have to use dispersal mechanisms for their poison/disease cures.. which can easily be replaced with all that 5/70 rancor bile that clogs the bazaar because it's effectivly useless for most CM applications having no range or area on it whatsoever
not having the full range of medicine use/experimentation i can't even craft stim-B's to sell to the masses.. because noone will buy them when they can buy 400heal stim-b's that are doc made
mindheal pains me.. i've switched templates jut to pick up meditate4 just so i can use it without suffering too much.. of course since i made that change i've rarely used it *sigh.. typical bad luck on my part
those are the real biggies for me.. being outhealed by someone who should IMO be sitting in a white tent behind the battlelines.. and being a support class that serves no real purpose as we rarely have anyone to support
i know many CM's have a very different take on the situation.. and you're sure to hear from them soon.. so i'll cut this off now and leave them some room on the front page 8)
best way i have to say this in my own words:
a combat medic should IMO be the supreme battlefield healer..
CM's should be sought out for everything from everyday hunts.. to the toughest dungeons
as it stands this moment.. our healing ability isn't needed/wanted except in very rare circumstances.. and even in those circumstances (vette/dwb class scenarios) we don't have the proper tools to do our jobs
last time i went on the vette.. i threw 2 area stims.. and 4 mindheals.. although those 6 skillpoints i spent in novice doc i was using constantly to remove states from everyone
CM's in their current incarnation lend negligible benefit to most PvE encounters.. our poisons/disease do negligible damage to 'average' mobs..
requiring such specific resources to make our advanced components is another painful experience.. because if you can't manage to find a large stockpile of it you can't make ANYTHING really worth making
money is another prime concern.. as a CM our market is limited to other CM's.. specifically dabblers.. doc's now have to use dispersal mechanisms for their poison/disease cures.. which can easily be replaced with all that 5/70 rancor bile that clogs the bazaar because it's effectivly useless for most CM applications having no range or area on it whatsoever
not having the full range of medicine use/experimentation i can't even craft stim-B's to sell to the masses.. because noone will buy them when they can buy 400heal stim-b's that are doc made
mindheal pains me.. i've switched templates jut to pick up meditate4 just so i can use it without suffering too much.. of course since i made that change i've rarely used it *sigh.. typical bad luck on my part
those are the real biggies for me.. being outhealed by someone who should IMO be sitting in a white tent behind the battlelines.. and being a support class that serves no real purpose as we rarely have anyone to support
i know many CM's have a very different take on the situation.. and you're sure to hear from them soon.. so i'll cut this off now and leave them some room on the front page 8)
MasterSad
Mon Sep 27, 2004 3:18 pm
#290
#1. Issue I see is - counterattack not working as intended.
But I guess for most people the issue is too high HAM costs on specials.
But I guess for most people the issue is too high HAM costs on specials.
MickGrey
Mon Sep 27, 2004 3:31 pm
#291
Tiggs,
I've been playing SWG since Beta 3 but have only been a Chef for about 2 months. I'll defer to the more "senior" Chefs on this board, but here's my 2 credits....
As a new Chef just getting started, I found it essential to go to websites to learn about Chef buffs. The in-game schematics don't provide any information about them. None of the other SWG crafting professions I've played work this way. Could the schematic descriptions be updated to include some information about what the item does?
Of the various crafting professions I've played, Chef is the 2nd highest in terms of dependence upon another crafting profession (the 1st being Droid Engineer). The Chef's dependence upon another profession requires a much greater investment, though -- I have to spend millions of credits on Bio Engineer supplies to do just 1 factory run of Brandy. I spent much less on Master Artisan components when I was doing Advanced R3 droid factory runs.
If I could, I'd be a Master Chef and Master BE just like I had Master Artisan when I was a DE. But that's impossible with my template, especially considering the recent vendor changes. So there's a very happy BE on my server now.
I've found that customers (at least on my server anyway) are accustomed to BE-enhanced food/drink and so will only buy those. So even though food and drink can be made without BE components, those items just don't sell. I found this out the hard way by stocking my vendor with non-BE food and drink.... that stuff is still there collecting dust, and I priced it much lower than the BE stuff I made later.
I love that Chefs can place cantinas. Within a few days of mastering Chef I pestered my Mayor and now I have my very own cantina
I've been playing SWG since Beta 3 but have only been a Chef for about 2 months. I'll defer to the more "senior" Chefs on this board, but here's my 2 credits....
As a new Chef just getting started, I found it essential to go to websites to learn about Chef buffs. The in-game schematics don't provide any information about them. None of the other SWG crafting professions I've played work this way. Could the schematic descriptions be updated to include some information about what the item does?
Of the various crafting professions I've played, Chef is the 2nd highest in terms of dependence upon another crafting profession (the 1st being Droid Engineer). The Chef's dependence upon another profession requires a much greater investment, though -- I have to spend millions of credits on Bio Engineer supplies to do just 1 factory run of Brandy. I spent much less on Master Artisan components when I was doing Advanced R3 droid factory runs.
If I could, I'd be a Master Chef and Master BE just like I had Master Artisan when I was a DE. But that's impossible with my template, especially considering the recent vendor changes. So there's a very happy BE on my server now.
I've found that customers (at least on my server anyway) are accustomed to BE-enhanced food/drink and so will only buy those. So even though food and drink can be made without BE components, those items just don't sell. I found this out the hard way by stocking my vendor with non-BE food and drink.... that stuff is still there collecting dust, and I priced it much lower than the BE stuff I made later.
I love that Chefs can place cantinas. Within a few days of mastering Chef I pestered my Mayor and now I have my very own cantina
J-Borg
Mon Sep 27, 2004 3:37 pm
#292
well the main thing for me is the weapons, or i guess u could base this on armor, buffs etc.. too.
carbineer having no stun weapon has to use heat, acid and energy, and without spending
millions on some kind of uber carbine you can barely do any damage to an oponant.
I like playing as a suport in a group, getting all the states on em, group kd's etc. but would be a
bit more fun if once in a while i could go overt knowing i may actually have a chance to win whilst
by myself.
also being a bounty hunter speed doesnt matter to me, so no complaints about that, altho IMO
the speed at master is still too low 
anyway, thx for taking the time for coming to the forum and reading these 
GoldMemberBria
Mon Sep 27, 2004 3:38 pm
#293
I've only been a CM for about 2 months now, and am not even a master yet, I still feel like a relative "noob", but here are my observations.
I see three main problems.
1) CM's outrageous skill point requirements are not nearly justified by our abilities. The easiest comparison is to doctor (but this comment is not limited to them). Buffing, Ressurrecting, and inoculating. All three trump anything we can do in terms of desireability. Also, they have a lot higher degree of independence then we do (since they can craft all thebest subcomponents needed in all their top products themselves). And the final kick in the pants is that they actually require fewer skill points then CM.
2) CM's healing abilities are not needed in "modern combat". Our whole point is to be useful in a group setting, but everyone hunts solo now it seems anyway, since everyone can solo the toughest things all on their own. And even when you do get into the rare group setting, everyone is buffed/brandied so as to not need healing. Seriously, to most people, as soon as the buff wears off that's the end of the adventure for them. CM's healing made a lot more sense 12 months ago then it does now.
3) CM crafting is outrageous. Like I said, I've been a CM for a couple of months now, and I've been watching all the spawns like a hawk, knowing exactly what I need to get to make the products that I need to use to "be" a CM, and I haven't even come close to being able to harvest the things that I need to make competitive products. There hasn't even been a crappy spawn of some of the materials that we need, much less a good one. And I'm not talking about making some obscure product, I'm talking advanced components that are used in virtually all of our products. If a guy can play CM for 2 months and still not craft anything worthwhile, there is a big problem imho. I'd imagine that most people are not nearly as patient as I am about such things. And it's certainly not like there is a huge market for CM products, so there is not a lot of people selling CM goods. And again, the inevitable comparison to doctor. I could put down harvesters right now and tomorrow I'd be making pretty much anything a doctor can make, and the quality would even be "reasonable". Piece of cake. So why all the grief for CM's?
Message Edited by GoldMemberBria on 09-27-2004 03:51 PM
Bohdi-Tzu
Mon Sep 27, 2004 3:41 pm
#294
I agree with what has been said up above. The revamp turned chef into one of the most well-rounded and complete professions in the game. I’m hard pressed to find anything to complain about, especially as I have played a smuggler for more than a year—they’ve got problems—but you know that! If I had to pick ONE issue with the chef profession it would be this restatement of one of Sciguys points:
99%+ of all foods are crafted using the nutrition additive. Period. This creates a de-facto dependency upon BEs as it’s just not feasible to make or sell any food that is not BE enhanced, and enhanced for nutrition. Again, that’s not such a bad thing, it’s just rather limiting.
99%+ of all foods are crafted using the nutrition additive. Period. This creates a de-facto dependency upon BEs as it’s just not feasible to make or sell any food that is not BE enhanced, and enhanced for nutrition. Again, that’s not such a bad thing, it’s just rather limiting.
SharellT
Mon Sep 27, 2004 3:48 pm
#295
I started writing this, then realized that I was just regurgitating the top 5 lists, and not what *I* felt was important. So, here's *my* list:
1. Lack of Damage-type choice. Energy, Heat, Acid. All commonly resisted. Generally, not all PvE targets will have high resists to all 3 types of damage, but any smart PvPer will.
2. Lack of Carbine choice. I forget the statistics, but I believe there are considerably more pistols and rifles than there are carbines. This does link back to #1 a bit, and there's also the fact that our only AP2 weapon can usually outperform your others, meaning that while typically a target will have lower heat or acid resists than energy resists, the fact that the Laser is AP2 and has better damage, negates the higher resists. Again, this goes hand-in-hand with #1.
3. Defenses. But, this seems to apply to all ranged professions, save possibly pistoleer which has so many state modifier defenses.
4. It seems to me the point of the Carbineer is to land state effects. Yet the best state effect[intimidate] is given to Novice Brawlers. Hmm...
Sure, speed and ham costs are important, but, those will possibly be addressed in the combat balance, right? please?
1. Lack of Damage-type choice. Energy, Heat, Acid. All commonly resisted. Generally, not all PvE targets will have high resists to all 3 types of damage, but any smart PvPer will.
2. Lack of Carbine choice. I forget the statistics, but I believe there are considerably more pistols and rifles than there are carbines. This does link back to #1 a bit, and there's also the fact that our only AP2 weapon can usually outperform your others, meaning that while typically a target will have lower heat or acid resists than energy resists, the fact that the Laser is AP2 and has better damage, negates the higher resists. Again, this goes hand-in-hand with #1.
3. Defenses. But, this seems to apply to all ranged professions, save possibly pistoleer which has so many state modifier defenses.
4. It seems to me the point of the Carbineer is to land state effects. Yet the best state effect[intimidate] is given to Novice Brawlers. Hmm...
Sure, speed and ham costs are important, but, those will possibly be addressed in the combat balance, right? please?
OrionDartanyu
Mon Sep 27, 2004 4:00 pm
#296
I'm relatively new to chef, but here are my problems:
Yes, the filling issue has been addressed as "working as planned", but I'm not fond of the intention. Maybe instead of taking filling completely away, just remove half of the stomach's contents. It will help get people back in the fight and at the same time, still limiting the ease of use of food.
As for the barrel, I say just get rid of it. It would create way too big of a gap between 10 point (typically lower end, just starting out chefs) and the 12 point chefs that dominate the market. So Id just not like that gap.
Then the usual complaint with BE's (even though my chef is one hehe)
Yes, the filling issue has been addressed as "working as planned", but I'm not fond of the intention. Maybe instead of taking filling completely away, just remove half of the stomach's contents. It will help get people back in the fight and at the same time, still limiting the ease of use of food.
As for the barrel, I say just get rid of it. It would create way too big of a gap between 10 point (typically lower end, just starting out chefs) and the 12 point chefs that dominate the market. So Id just not like that gap.
Then the usual complaint with BE's (even though my chef is one hehe)
Hellscream420
Mon Sep 27, 2004 4:05 pm
#297
I've been a chef for a long time, sinceI started playing SWG, some of the biggest problems with chef come fromthe bio-engineer additives, the filling probs with some foods, and the fact that some foods are pointless if you have buffs.
First off,it is almost impossible to sell non-BE enhanced foods, they just aren't good enough, this forces up the price considerably making it hard for newer players, that dont have an extra 125,000 or 150,000credits, to get a good supply of brandy. I've put many crates of of non-BE foods at factory costs... nothing sells. These additives are not cheap either, requires some very good creature food to make good additives (good stuff I've seen sell 50-250 CPU)
Filling is another major problem with chef. Some of the foods have such high fill, that it hurts you more to eat/drinkthem when fighting. Example: The most commonfoods that I sell are Brandy and Canapes, these are must haves for high lvlcombat since mind is the weakest link in the ham system, since brandy and canape almost HAVE to be comsumed before combat this takes up alot of room for other foods that people could use, Smugglers Delight, Ormachek, Flameout, Thakillo, ETC, ETC, ETC, "it uses too much filling, why use Flameout when i can drink 3, 33% Brandy instead" A lot of the food isnt even worth the good resources to make because either, its filling is to high and not very practical to use OR the bonus provided isnt enough incentive to use instead of say brandy or canapes.Most timeswhen people are hunting they have doc buffs, Health and action Ham bars rarely get beat up as mind, which brings me to my next topic.
Doctor buffs pretty much removed the use of alot of foods from the game, making them pointless to make, or consume. Pretty much all of the Health and Action + foods are swept away by doc buffs, the best food I've been able to make was only 1/3 that of a docs buff, plus, it again takes filling which can be used for other stuff.
As it is now I would like to see some more + mind foods or maybe increase the mods on current stuff, to more closely match that of doctor buffs. I have heard about a possible doctor buff nerf maybe that, plus an increase to the mods given from action/health foods would also increase use amoung those foods. I'd alsolike to see a decrease of the filling on certain food so that they will become more usable to players, maybe use the idea of making thebarrels to increase mods or descrease filling dramaticlyon food,I wouldlike to see some use come from barrels other then house decorations.
This is how I feel anyways. I have'nt been playing since beta, but i have been chef long enough to see the problems.
Chewbawade
Mon Sep 27, 2004 4:19 pm
#298
I am MCM and primarily PvE. I like to craft all of my own stuff. But I find it WAY too hard to find the materials needed to craft the advanced components. I think that these materials should spawn more frequently, lots more frequently, or be changed to more generic or easier to find materials to make crafting easier for those CMs that like to craft.
Also, when I am in a group doing the vette or somesuch, I primarily end up being needed for mind heal and the occasional ranged, or area stim. But mostly mind heal. Seems like the only thing we are good for in a group. Don't get me wrong it is a cool ability and one of the main reasons I choose to remain a CM. But I think that the penalties for using this ability (mind wounds) are too harsh. Perhaps if the wound cost were removed and the mind cost increased or something. And perhaps make a mind stim. If a mind stim were made, maybe make it require the rare materials or make it even if crafted to the highest ability, not very powerful (like 150 - 200), something that could mainly be used for bringing incapped players back up to safety from a deathblow. But with 150-200 not very practical for healing someone back to full mind in combat.
So to recap:
Crafting Resources too rare
Mind Heal penalty to great
Bliznit
Mon Sep 27, 2004 4:20 pm
#299
Hi Tiggs!!
I've been a drunk and stumbling Bartender Fine upstanding Chef of the finest cuisine for a long time as well 
SciGuyCO hit most of the problems on the head, overall we chefs are doing ok I think.
One thing I would love to see and should not be a TON of work would be a couple more schematics. We lost a whole bunch when the patch was done, and were promised that they would be returning/adding a couple every patch or 2. Since then we have seen one...and it kinda sucks 
I would love to see a couple new foods or Drinks, maybe a jedi drink as well?
Cheers and feel free to stop by my Bar in Basinia Nuna for a beer, Dev's always drink for Free!!
Bliz
P.S. Oooh MY, I almost forgot...there is ONE SERIOUS problem with CHEF: The emote /Pietoss does not work, I think it has to be a serious Problem, and deserves a HOTFIX ASAP! I've been waiting months to throw pies at my correspondant 
/pietoss Tiggs