Chef Archive

Thread: Current BE Additives Stupid? A Suggestion...Please offer comments...

TheEpigoni
Tue Sep 14, 2004 5:00 pm
#1

Okay, I've been chef now for about a week but you shouldn't take that for granted. Not to brag but just so people take me seriously I'm in the top ten highest quality Brandy on my server and I'm not even 12pts yet.


Anyways, for the past week I've been doing my ussual experimenting as with any profession I do. Namely I try Everything to see if someone else has missed something and maybe I'll discover a use for some strange items or whatnot. Now the biggest point in my experimentation was BE Additives. What especially pissed me off when I talked to a Bio Engineer on my server was that he refused to make any additives for me other than the Nutrient ones because it simply didn't make sense and no Chef's had asked him for them before. Being my typical self I said "These people are all idiots and don't know what they're doing, they're just dull-minded sheep that wouldn't know what exploring and experimenting is if it hit them in the ass with a frying pan." So I went to another BE who for a price agreed to make me a crate of one of each additive. I payed a decent sum for these but I thought it would be worth it. So I went off to my Evil Tower of Doom! to experiment (more notably known as the Galaxy Star Cantina in Naiad on Talus), the Mad Maximouse had begun his strange and evil work ( Shameless insert: Btw, you can check out my Experimental Foods at /way 160 -5480 Corellia on Starsider ). Okay, so I spent about 8 hours of my life doing nothing but crafting. And the result...Nothing! Well...almost nothing.


Although I did come up with a few interesting items, like Doctor's Brandy (+200ish for 60 minutes, since docs don't need that much of a bonus to keep in the 0 mind loss area), Some 99% flameout with 6 attacks invincibility (I think I may be able to get these down to 50 fill, two use, for 10 attacks invincibility, perfect for jedi against bomb droids), Undigestible Noodles (90 Minute Duration, just for fun, hehe), Light Reduction Wafers (Exo-Protein Wafers, 25% Reduction, 5 fill <--, 15 attacks, 300 attacks if you eat all of them), and other random nonsense...


Now to the point, what exactly did I learn out of this. That BE Additives other than Nutrient are USELESS! Even if my brandy lasts for 60 minutes none is going to buy it because it's half the power of brandy with a Nutrient additive. Can some please tell me what the devs were thinking? Not to mention that Nutrient Additives are the Easiest To Make! And the second most usefull one (filling) is the hardest to make because it requires Milk! And now...drum roll please...


The Suggestion:


A very simple concept, the BE Tissue don't "add" anything necessarily. But! When you use them in a food, it's as if you put in 10 "Great Success" experimentation points into the category of that food (or just max it out, this would of course depend on the regular maximums set by the resources used).


Here are the benefits:


- More variety added to the BE profession, these guys are starving for something to do and it's not pretty. Bad enough most of their pets don't sell at decent enough prices, but half their tissues are useless.

- More variety added to foods, the foods I tried to make without additives and experimented on almost all had 3 statistics which could be experimented to maximum with very decent results.

- Make more foods usefull, some of the higher up foods I've seen are completely useless right now, if you combined this idea with one of the running suggestions (2 slots for master foods) it would not make those higher up foods massively powerful (25 fill, +1000 vecupti) and once again, allow for alot more Different Types of food.

- As mentioned before, would take away the unbalance issue of extra Additives in higher level foods.

- This would put much less preasure on chefs to become 12 Point Chefs. Now this has been a huge issue for me for a couple of reasons. 1) I'm a wookie. 2) I don't want to waste good resources on something I know could be better. 3) I don't like selling to people things which arn't of the highest quality I can make them.

- For example there's a Food Experimentation SEA for sale on the Starsider Trade forums. The auction started this morning and the bid is up to 21 Million! My friend bought a +25 Armor Experimentation Suit for 20 Million. This is ridiculous.

- It would make non-additive items actaully useful, BEs wouldn't lose bussiness because additives will still be just as vital as before to having good sales. But at least now Chefs who are leveling up and don't have the money to spend on crates of Additives can make a decent buck on the bazaar selling +350 for 35 minutes (or higher, I'm getting really low here, hehe) brandy for 5k or so.

- This may actually give people the opportunity to experiment on quantity which is rarely done because it is so useless.


One Other Change:


The Devs had this problem with factory crates. Factory runs were at first limited to 100, but because of a bug people could type in 1000 and it would allow them to do runs of 1000. Then after it was discovered it was too late to fix, because it would be considered a huge nerf and wouldn't stand for it. Personally I think 1000 still isn't enough and 100 is just ridiculous. I have trouble enough stocking a decent ammount of BH Droids when arakyds take 3 Electronics GP modules. And R3s whose chasis requires 2 advanced droid brains, which each require 4 Electronics GP Modules and 4 Electronics Memory modules. (Yes I am a DE, and Yes I am Ranting, and Yes you will find Droid Lubricant in my food...it adds...um...flavor...yeah *wipes hands on non-existant crafters apron because he's a wookie*) Anyways...


The problem with Chef is that people are too used to 600+ canape, and 400+ Ahrisa and Brandy, and +24 Bivoli. So I think they'll revolt if you drop those stats down to their non-nutrition-additive base. So very simple, treat each item that depended on having a Nutrition Additive in it, as if it already did. Just change the base stats to match the base stats of a Brandy with an 85BSN or something average/highish like that. I know this would be alot of work identifying which items need these "boosts" but it really is a requirement for what I think would be an amazing addition to the Chef Profession.


Another alternative is to raise the experimentation values so that instead of going from 200-300 or so on base brandy, they would go 200-450 or something similar.Problem is this would only work if experimentation was balanced, which is another minor issue I'll talk about in the next paragraph.


Some stats are useless to experiment on. Brandy - Filling and Quantity ( except down to 50 fill ). Canape - Duration and Quantity (the bonus simply isn't big enough to matter). And alot of others which I can't think of right now. Experimentation on some stats is simply worthless. I don't see how that's right =/. It makes the profession into a cookie cutter, there's only one or two ways to make any food, so everyone makes the same thing, and all it depends on now is resources, which is boring enough already in DE for instance which doesn't have any use for experimentation at all (we only have one stat to experiment and at 10 points you can always max it out).


I personally think this very simple (maybe) change would really make Chef alot more fun to play. Much more exciting. And it would liven up the market a bit.


Anyways, this is just a very dear to me idea that I have been evolving in my mind for the past hour and added on some of my other random ideas. I know it's a bit fragmented but other than a few random bits, I tried to stay on topic =).


Thanks ahead of time for any comments/suggestions/support.




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TheEpigoni
Tue Sep 14, 2004 5:09 pm
#2

Oh, forgot to add. Quality of additives would determine how many Experimentation Points (not necessarily whole ones, could also be % wise, duh =) ) you get when using the additive. So like a 95% additive would be enough to max out a 95% maximum chef food.


Basically if somone uses 900/900 fruits and berries in Brandy, they will need at least a 90% experimented BE Additive to "Max Out" that stat with just the additive, otherwise they will need to spend extra points even after using the additive.

(I'm not sure if 900/900 gives you a maximum of exactly 90% experimentation on anything, so I'm just guessing. But I assume anyone who's crafted knows what I mean by a % maximum.)




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Maximouse and Mephit - Master Droid Engineer, Master Chef, Master Shipwright

Biytor
Tue Sep 14, 2004 11:34 pm
#3

You hit on a point BE's have been raising hell about for months, with no response. Worthless tissues and just down right stupid resources requirments. The best tissues we can make are the easiest to get resources for and the worthless ones all have special resource requirments. BE profession is a wreck in-progress. Nothing works the way the Devs say it supposed too and to many times the BE's have had to crunch the numbers to find out whats going on. Thanks for pointing these probelms out, but it will fix nothing. After 5 months of complaining we have yet to see one post from a Dev.



Drop off Vendor location 5791 6246. 700m outside of Restuss on Rori
TheEpigoni
Wed Sep 15, 2004 8:02 am
#4

*looks around nervously for Monty Python BE Bunnies*


Here are a few price considerations...


I decided to do a bit of a case study so to speak on one crate of brandy and what it takes to produce.

Now I don't know what kindof prices other servers expect but since I think brandy prices would match it should be a non-issue. So I went ahead and decided that a "decent" price for berries and fruits on a server is 10cpu. On starsider for 10cpu I can currently make about +400ish for 45 minutes brandy, which is about average-high I'd say. Now lets get down to the fun stuff =).


Note: I used this (http://www.gamekast.com/swg/foodtables.html) as a referance, just to show credit where it is due .

Note 2: I will be using 10cpu, but I will consider all stats on resources to be maxxed out for simplicity's sake.


Let's consider the following. First off we will compare a food item with and without a BE Additive.


Cost:

-40k for Additive Crate

-20 * 25 * 10cpu = 5k

-20 * 25 * 10cpu = 5k


So effectively we triple the price of the brandy with an additive. (Possible suggestion to lower resources requirements for Additives)


Effect:

With Additive:

+200 Mind/Focus/Will, 33 Fill, 40 Minutes (This should be adjusted so you can get to 33 Fillwithout 1000 stat resources)

+200 Mind/Focus/Will, 50 Fill, 60 Minutes

+200 Mind/Focus/Will, 50 Fill, 40 Minutes, Extra Quantity (don't know exactly how much, but might be worth it) (This may only be possible with a bunch of amazings, not quite sure)


Without Additive:

+200 Mind/Focus/Will, 50 Fill, 40 Minutes (These are approximations, I'm semi-guessing that these values are possible to experiment down/up to)

+185 Mind/Focus/Will, 50 Fill, 45 Minutes


Now the way I see it, there are a bunch of very important points in the above data.


1 - What I previously mentioned and that is much more variety on foods.

2 - Also previously mentioned, that non-additive food will have a competing chance

3 - Additives can Easily be made worthwhile with the current price of brandy.

- What you see here at the non-additive side would be a competition brandy (if the suggested nutrition increase was implemented)

- This means that you can charge the ussual 150/200/250k a crate for it

- The additive brandy is good enough to charge 200/250/300k a crate for it (if not more, maybe even add another 50k in there)

- The result, you either make up the money lost to the additives and get alot of reputation and alot more sales, or you double your money that you spent on the additive.

- I personally chefs right now are very rich =). Paying even 150k for brandy when it costs 50k to make is no joke, if this forces chef prices to be reduced a little, I know we'll all be making only 20mill a week rather than 30mill. But at least it will be a little more fun .


Note: I do understand that this may drop regular brandy prices much lower, maybe down to even 50k a crate or so, but that's the way I think it should be. Cheaper stuff = cheaper price and that should be Available to the customer! As opposed to right now where there really isn't a "cheaper brandy" unless someone simply charges less (not due that much to quality). I don't think this will undercut Chefs that much because higher level PvE and PvP will Require brandy with additives, just like right now All brandy requires additives. Except this way people will actually have an alternative, and more options.


Damn...looks like I wrote another book, hehe. Anyways...ramble mode shut off...will probably have more to say later.



Actually...one more .


One very important thing I noticed as a chef, that alot of foods had certain "goals" which needed to be set to make the food worthwhile in some cases.

- 100% Havla (although this was a bug)

- 33 Fill Canape

- 40/45 Minute Brandy

- 24/25 Bivoli

- 3 Use Bivoli

- Etc...

I really liked this idea because you really had to pick and choose your resources so that you could get to the stat requirement you needed and still had enough exp points left to do something with the food. So you really had to balance out Canape's Resources to see if you wanted higher DR and lower other stats so it would be easier to get to 33, to try and squeeze in that 1 less point usage. Or if you wanted to use higher oq/pe so that even though it took the full 5 or whatever points to get to 33 Fill, the other 5 points would start higher, and be worth more (higher stat resources mean that 1 exp point adds more "value" to a stat when used in that stat, so a 1000oq/pe brandy will get like +10 per exp point while a 500oq/pe brandy will get +5).

This was an amazing concept to me because you really had to play with your resources play with your points and really get the most out of it.

But, one very important point, you have to have this as a non-required goal. Meaning the way that canape is right now, you have an >Option< of making it 33 fill, or you can go for the much higher stats and still have it be worth while. Un-like Havla where you have to get it to 100% no matter what, so it's no longer an option, it's just another useless requirement.


Gah...so much rambling. Hope it isn't wasted...




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Maximouse and Mephit - Master Droid Engineer, Master Chef, Master Shipwright

sciguyCO
Wed Sep 15, 2004 12:59 pm
#5

One concern I've had with the tissues (and this always gets me dirty looks from NancyJ) is that I believe the nutrition additives cause too big a gap between enhanced and non-enhanced food. And since the additives are a percentage increase, this gap is much more apparent with large buff foods like Brandy. An 85% increase isn't that big of a deal when applied to a +15 Creature Harvesting veghash (you end up with a +27). An 85% increase starting with a +225 M/F/W brandy is bigger (putting it at +416). An 85% increase starting wtih a +600 H/A/M Vercupti is huge (giving you +1300).


The problem is that there's a pretty fine line between "powerful enough to be worth using" and "powerful enough to completely eclipse the unenhanced version". With the tissue's meat requirements, you're generally looking at 30-50k per crate of BSNs. I think we all agree that this is worth the price when we can go from a +225 brandy to a +416 brandy. But with the easy money available in the game, our customers aren't going to think twice about taking the +416 even if it cost three or four times the price of the unenhanced stuff. Would enhanced Brandy of +300 be worth the extra cost?


I think that you've got some good suggestions. Having the additive add to the initialexperimental percentage of the appropriate category is definitely something to consider. Food resource selection would be important (otherwise you'd be wasting potential). Although like you said, the power levels would need adjusting,during the revamp the buff ranges were set with the additives in mind. I still think the devs underestimate the players when it comes to pushing items to their limits,I doubt GreenMarine ever expected 50 Filling +1100 Vercupti.


I think it's safe for me to say that the buff system as whole (including foods) will be touched on by the combat revamp. Between that and my pie-in-the-sky hope of a crafting revamp, maybe we can get some of these suggestions implemented.


Let's just try not to piss off the BEs doing it, they have bunnys with sharp pointy teeth.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Morganite
Wed Sep 15, 2004 7:36 pm
#6

The problem comes back to the mission terminals. You can do 1 weekend a month doing missions in a sologroup, figure4 buff periods, and you now have enough money to turn your nose up at anything but the best (and most expensive) products. It drives the prices up we have to charge(due to what we have to pay to entice rangers to hunt instead of do janta missions), which means we have a smaller clientell to sell to..



I can only speak for my server, but I used to sell casks of enhancedbrandy for 100k because my costs were very low. (I had 2 friends that hunted constantly grinding professions). Now you cant interest people in hunting until youoffer 75 cpu for the meats, which coincidentally brings in the same money in 1 buff period that janta's missions do hunting on an advanced planet for a ranger. My idewa of cheap brandy is breakup crates and sell single charges and crates of 5 to help out the "non uber rich" players.


The missions terminals should not be a means of making money bythemselves, they should be a means ofallowing you to cover basic costs. No mission should pay over 10k, want to make more money? pick up scout and harvest something of value.


I have no desire to use milk in addatives, since I have to pay 75 + cpu to get people to even hunt for it at a minimum, and get considerably smaller amounts then with meat. I am now basically pricing my food to make 300% profit off the cost of the resources required to make the product, which is pathetically low for a crafter. Each crate of brandy costs me 50k to make, thus I charge 150k for it. I would be happy if they allowed some type of change to the current system for enhyancing food. Even a simple change such as brandy can take 1 medium addative, or 2 light addatives. It would enhance diversity, and allow chef's to make "their product". I bet brandy with 38 filling and +320 for 44 minutes would sell just as well as 420-44 m, 50 filling. Maybe 320-44m-30 uses-50 fillingwith a quanity addative. Imagine making +800 50 filling 7 m 2 use vercupti's using insect meat 500 oq 500 dr with a med filling, and med power addative!



Food for thought



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
TheEpigoni
Wed Sep 15, 2004 8:06 pm
#7

1) Wow...Meat is expensive on your server. Here it gets as low as 20cpu, because I, with just novice scout, collected 7k meat on Endor in about an hour or maybe less (no missions, random spawns). Which at 20 cpu is 140k. Now a ranger I'm guessing would probably get about 50k meat if not more in abuff session, that's 1 mil at Minimum price on my server. Most meat here goes for 35cpu if it's decent (50-100 only if it's harder to get).

2) Three Times Profit. Really doesn't seem that bad to me...considering right now at those prices on my server, Chef is thethird most profitable profession, only behind Doc and Armorsmith which are Much harder.

3) I don't agree about the mission terminals. If people didn't have mission terminals you would barely be able to sell crates of brandy for 100k, armor would be a non-profit profession because noone could afford it, etc etc etc... And you have to remember grinding mokks/jantas is Massively Boring. Hehe. I personally could not stand it for more than 10 missions.


4 Buff Sessions, 12 Hours...I'd rather kill myself =/




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Maximouse and Mephit - Master Droid Engineer, Master Chef, Master Shipwright

Biytor
Wed Sep 15, 2004 11:26 pm
#8

As a Master Ranger/ Mater Riflemen on my alt. Even hunting Enraged Rancors solo (not grouped)and getting full harvests for each using a +114 droid and +30 Veghash. The is now way you can harvest 50K of meat in 3 hours. I've tired repeatedly to do this and the best I've gotten is 38K or a little better then 12K an hour. Now BE's need 20K for a full factory run, and 2 1/2 days to make it. Also if you want any additive that better then +80 you're going to need some really good meat. The general stuff out there just isn't going to cut it for good Chef Additives. As of the last decent spawn of meat (Ahazi) you couldn't buy it for less then 60 cpu from anyone. With Docs now getting into the Carn meat market the prices are starting to climb allready.


Now each BSN you use takes 20 Meat and 60 Flora.


Brandy requires, 1 Cask (150 gemstone, 2 trim) 1 Medium additive (15 Water, 1 Tissue) 40 Flora (Berries & Fruit)


Now it looks to be that Brandy is harder to make, but it's not. Only 40 units of Brandys resources have to be any good. The Gemstone, trim and water can all be crap and it makes no difference to the final product. While all 60 units of resources for the BSN have to be high quality to produce anything that is worth the effort to make. Now put yourself in the BE's shoes. Getting abuse heaped on you by Chefs for the price you charge for Tissue. Thats why there are so few BE's left out there making Tissues. Not worth the hassel and we are all becoming Chefs or Chefs are becoming BE's.


Well best to say class interdependence is dead here. It can't be revived in it's current state. BE's need a complete overhaul for some real forthought going into the class. When the cost of a subcomponent cost twice as much to make,as the rest of the resources that go into making the rest of the finished product. You have an extremly unbalanced system that no one will ever be happy with.



Drop off Vendor location 5791 6246. 700m outside of Restuss on Rori
Ikooga
Thu Sep 16, 2004 1:23 am
#9






sciguyCO wrote:

I still think the devs underestimate the players when it comes to pushing items to their limits,I doubt GreenMarine ever expected 50 Filling +1100 Vercupti.





Thats the Devs problem with almost everything. I can literally see them sitting there and discussing the Doc buffs e.g.


"If you use resources with 1-1-1-1 stats your buff will buff +300, if you use 1000-1000-1000-1000 resources it will be +2500 (the numbers are made up now). So the average buff is somewhere around 1400... thats ok, lets implement it that way."


Ignoring the fact that players will not settle for medium qualitly resources and definitely not low end stuff, they always want the best.


Same with armor, everyone wants a 80% armor.


Same with chef foods. Everyone wants BE stuff, i bet the devs thought that BE would have assumed that about 10% of the food will be BE enhanced the rest would use unenhanced stuff... well wrong players won't settle for anything but the best again here as well.





Ikooga
Master Chef
Starsider Galaxy

TheEpigoni
Thu Sep 16, 2004 6:55 am
#10

Hmm...I have to say you're absolutely right on both points . Although I'm not a jerk just arrogant, self-centered, and I never trust anyone elses opinion. And that whole line was a joke I don't actually think that way, it was just a funny way of saying it .


As for proposal wandering a lot. I mentioned that in my post multiple times (that I'm rambling) because that's how my thought process works best. Sorry if it made it hard to read .


Now, as for why I disagree with you ...


- There are usefull chef foods, I agree. And generally the Chef profession is very usefull and profitable, in fact I mentioned that it is ussualy the third most profitable on any server. My problem isn't that it isn't usefull, my problem is that it isn't (as) fun (as it could be, by far).

- I'm not asking for a re-write of the Experimentation system, I actually really love the experimentation system. But I hate the Additives system, simply because it makes no sense when combined with the Experimentation system (this lack of good combination is the Biggest reason why I don't like the current Additives). Why would something that's based on a range of numbers, be multiplied...seems very bizzare to me. Very simply, there are a few Additives in a few foods that are overpowered, which 1) makes additives that expensive, 2) makes food without addtives useless, hence the current Chef/BE situation.

- Although you do have a valid point about brandy and that being an "option" it's still the only option out of 3 that you have on brandy, not a very viable one because it gives you less customers (lower stats) and less repeat customers (more uses). Not to mention that 2.5 is the Most options you'll Ever have on Any food. I'm trying to suggest a system, the one I proposed, which will give a minimum of 3 options for Any food. Once again, my biggest point isn't that chef foods are bad, just that there's alot of room for improvement.

- Even though I've only been chef for a week now, I have read every single guide I could find, read about every food, it's use, best additives to use (ussualy nutrition, hehe) what kind of stats to expect, what people buy, why people buy =), etc... And I've done hours worth of experiementing in making one of each food, alot with all 4 types of additives. Please don't dismiss my ideas before even reading them.


"Same with chef foods. Everyone wants BE stuff, i bet the devs thought that BE would have assumed that about 10% of the food will be BE enhanced the rest would use unenhanced stuff... well wrong players won't settle for anything but the best again here as well."


/agree

BE Additives are too powerful and too costly, but because of the player mentality chefs have been forced to use additives in All foods. Hence my suggestion to change BE Additives and make them less costly .

At this point optional sub-components simply arn't =D.


If I sound like I'm flaming please realize that I'm not , I'm a bit hard to deal with because I tend to argue my points a little too agressively, so right now I'm reading back and erasing anything that may be considered a flame, if there's anything left please don't take it against me, I don't actaully mean it that way...Thanks...




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Maximouse and Mephit - Master Droid Engineer, Master Chef, Master Shipwright

Numen
Thu Sep 16, 2004 8:27 am
#11

Optional components that increase the quality of the product are almost never optional to the players. If the component is player crafted 99% of the time it will be what is preferred. For loot drops, its a lot different. Weaponsmiths can't make krayt tissue. If they could, every gun would have it, even if every gun cost 50k+.



I agree with you that the current system is not game breaking or anything. There are just some tweaks to the system that would add a lot to the game.


First I'll say I'm not a fan of the system that you mentioned. If the schematics don't change(if they did, that solves a lot of the problem there) people will still only make nutrition additives. So people will max out filling or duration then. This puts even more pressure on resources because then you really do need great stats in all 4 categories.


I actually don't know if this hurts foods or helps them though. Many of the current foods are actually useless(or at least not so useful) becuase of the low bonus they offer. Defense vs dizzy for example. Someone can choose brandy or this drink. There is no compelling reason to drop the def vs dizzy drink as mind food/drink are so much more useful right now. I don't need something similar to Thaktillo for every defense mod. But I do believe the bonus is currently too small on some of those.


Would doctors normally use +11 Bivoli?



With an exception to very few foods I also don't know if it would be worth the increase in price. more duration and less filling is great, but at 3-4times the price?



As Sciguy mentioned there is a very fine line between how you figure out where something because useless due to resouce requirements and the bonus. I really think the nutrition are fairly good right now. I don't believe it can be the case where 50% of the food someone sells is regular and 50% BE(assuming both types are always stocked). The economy just wouldn't support that. Credits are way to easy to get for every profession. So its either keep the current system in where additives are used 95%+ of the time or make all of them so hard to make that they are only done on special order.


For the first option, the solution is very easy. Change the requirements on the schematics. Make them much more general and milk must be removed. Carnivore meat is perfectly fine for a specific requirement. I would argue that wild meat is fine as well. I actually wouldn't mind more specific resoures for flora. This might make high quality additives not the norm. When someone runs out, they have to hope for another great spawn of domestic rice for example. My only suggestion is to not use gatted materials(any of the 'wild' floras, flowers, not sure what else).



If the devs want real interdepency they have to make it so skill point use doesn't offer that large of a bonus. As a tailor I would never grind out BE just for tissues. I wouldn't be selling enough to make the 90ish+ skill point use worth it. Same for armorsmiths. they aren't going to become Master tailors(at least a majority) just for the pieces to make wookie armor. My skill points in BE probably make me more profit than the skill points I have used in chef.



Now slightly off topic


Right now with the current system of buffs and armor I think regular food is underpowered. The only reason it would be useful is because of the mind foods.


As I don't have a clue what will be happening in the revamp I don't know if the same will be true. I would actually like to see a standardization of a lot of the stat foods. For example 2 foods for each defense mod. One large duration, smaller buff. One small duration large buff. And I don't mean something like fuzz pudding. I'm taking +20-30 buff for +20-30 minutes or +50-60 buff for +10 or so minutes. Maybe more or less in, but I would like all defense mods to be the same. Different names and recipes is fine. Pretty much the same with stat foods, but that is almost the case right now. If the reliance of brandy is removed(although still useful) there needs to be more drinks as well. Right now its about a 2:1 ratio of foods to drinks.



Amandil Morier - Tempest - Master Chef
TheEpigoni
Thu Sep 16, 2004 9:43 am
#12

A few things to note...


1) I mentioned that schematics needed to be changed because people now have an "Expected" stat bonus on certain foods like bivoli and brandy. So those need their "base" increased.

2) I mentioned that BE Additives should be much cheaper, and that non-additive food Can be a low-credit alternative that still competes, as opposed to the non-competition of no additives stuff right now. After all a +24 bivoli for 10 minutes can still compete with a +24 bivoli for 15 minutes (difference between additive and no additive) if the price is right. Although yes at higher levels only additive foods will be sold, and you can't prevent that no matter what the price of additives will be.

3) I mentioned evening out the requirements for the additives so each is used equally and is equally hard to make (and since the bonus would be equal, since it would be based on experimentation not a numerical bonus, that would keep it even)


Definatly agree with more rare flora dependance and less meat dependance, it would help even out the difficulty of making additives as well as keep the average BE Tissue Stats a bit lower so not everyone wants 88 BSNs all the time.


I think the skill point thing isn't realy about skill points. It's just that devs wanted to create an environment of inter-dependance in the economy. So armorsmiths Shouldn't be tailors, instead they should depend on tailors. Same with Chef/BE.


I semi-agree with your standardization, my only problem would be that it would be a bit boring =/. Purely concept and RP wise it would be a bit too...statistical.




-------------WFO Superstore-------------
||||||||||Armor||||||||||||Weapons||||||||
|||||||||||Food||||||||||||Droids|||||||||
|||||Buff Packs||||||||||||Harvesters|||||
------{ /way 135 -5470 on Corellia }------
Maximouse and Mephit - Master Droid Engineer, Master Chef, Master Shipwright

TheEpigoni
Thu Sep 16, 2004 10:12 am
#13

Just talked to my local friendly BE. She tells me that her raw resource cost on good additives is 30k a crate. I buy them from her at 50k a crate (most sell at 40). And I've seen Chefs on here complain about Only a 3x Profit. Scary.




-------------WFO Superstore-------------
||||||||||Armor||||||||||||Weapons||||||||
|||||||||||Food||||||||||||Droids|||||||||
|||||Buff Packs||||||||||||Harvesters|||||
------{ /way 135 -5470 on Corellia }------
Maximouse and Mephit - Master Droid Engineer, Master Chef, Master Shipwright

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