Chef Archive
Thread: Happy Holidays Your Present Is Here And It Ain't Fruitcake
Happy Holidays!
Here is your holiday presents. It's a quick peek of what the chef revamp is going to be like. I don't have any numbers because many of them will be changing on the test center, and besides, we gotta figure some things out for ourselves. But this is a general idea of where we are going. ![]()
I don't know about you but I couldn't be happier. The doctors and the smugglers may still end up with the best stat buffs (or they may not, I am not sure yet), but we will have so much more to offer I don't really think we could complain about that. We are going to have our place in the game, and it is going to be a **edit** fine place.
Also, remember, these are just the artisan foods and drinks. The chef foods and drinks are going to be even better (even though I haven't seen them myself yet.)
So, anyway, here is Thunderheart with your holiday goodies!
The developers are more than substantially finished with a second iteration of the Chef Profession and here are some of the details:
All the implementation for the new Bio-Engineer side of Chef is done. All of the Artisan level foods have been integrated and work is currently underway on Novice Chef and the Dishes. Here is some information on the changes and we look forward to your involvement when these changes go to Test Center.
- "Stomach" rules have changed. Drinks go in the drink bar. Everything else in food. Each stomach decays independently. "Filling" indicates the number of units the item takes up on average.
- Stat mod foods stack.
- Skill mod foods do not stack.
- Duration effects do not stack.
- Instant effects take place as soon as you eat the item.
- Delayed effects are triggered by something. For example, Starshine Surprise is triggered by becoming incapacitated. You have the "buff" until the trigger condition is met, in which case the effect happens.
- All beneficial food buffs are removed by logging out for long enough that you are unloaded from the server.
- Food buffs do not persist.
There are four lines of experimentation for each food item:
- Flavor
- Nutrition
- Quantity
- Filling
The requirements for each category vary, but each one is a bit different, so if you make a food aiming for flavor, you might lose on your ability to experiment up nutrition (unless your resources are good in each category). Each requirement has a "concept" it affects. Flavor is duration. Nutrition is effectiveness. Quantity is the yield. Filling is the stomach capacity. Some experimentation details are as follows:
- Experimenting on flavor will increase the duration of the buff. For instant effects this does nothing, for everything else it has a very noticeable effect.
- Experimenting on nutrition will increase the effectiveness of the buff. Experimenting on quantity will increase the yield of the food.
- Experimenting on filling will decrease the stomach capacity of the food.
- Every food item also has an additive slot. There are three types of slot: heavy, medium, light. Heavy slots can also take medium and light. Medium can also take light. An additive is crafted by a chef using components from a bio engineer.
- The bio engineer components make the additive boost one of the experimentation lines without experimentation. You could make a Light Flavor Additive that boosts the duration of the item, etc.
- Each bio eng component for food can also take a "secrets" item. Secrets will start to appear as loot or in other ways later and can add to the power of food items quite a bit.
Kurt "Thunderheart" Stangl
Assistant Community Relations Manager
Novice Artisan:
Bofa Treat
Type: Stat Mod
Effect: Buffs Health
Travel Biscuits
Type: Skill Mod
Effect: Buffs Terrain Negotiation
Spiced Tea
Type: Stat Mod
Effect: Buffs Focus
Domestic I
Carbosyrup
Type: Component
Blob Candy
Type: Stat Mod
Effect: Buffs Action
Exo-Protein Wafers
Type: Delayed Effect
Effect: Reduces damage taken from attacks for the next X number of attacks.
Aitha
Type: Instant Effect
Effect: Heals Mindpool by a small amount
Domestic II
Dough
Type: Component
Air Cake
Type: Duration
Effect: Increases Dodge ability for X amount of minutes
K-18 Rations
Type: Instant
Effect: Makes the player burst run with reduced HAM cost and recovery time.
Crispic
Type: Duration
Effect: Increases the player’s attack accuracy.
Caf
Type: Stat Mod
Effect: Buffs Focus
Domestic III
Caramelized Pkneb
Type: Skill Mod
Effect: Buffs Healing Effectiveness (Dancing)
Kanali Wafers
Type: Stat Mod
Effect: Buffs Strength, Quickness, Focus
Ruby Bliel
Type: Delayed Effect
Effect: Reduces heal recovery time.
Jawa Beer
Type: Skill Mod
Effect: Buffs Mask Scent
Domestic IV
Jaar
Type: Delayed Effect
Effect: Enhances the next Wookiee roar by a significant amount.
Starshine Surprise
Type: Delayed Effect
Effect: Reduces the length of time to recap after being incap’d.
Dustcrepe
Type: Instant
Effect: Reduces the duration of all DOTs on the player.
Teltier Noodles
Type: Stat Mod
Effect: Buffs Constitution, Stamina, Willpower
Message Edited by SirVimes on 12-20-2003 04:15 PM
Message Edited by SirVimes on 12-21-2003 10:45 PM
By the way, I just want to thank Greenmarine for helping Thunderheart on this. Greenmarine has been sick lately, so I appraciate the fact he was able to take so much time out of his schedule to help us with this.
This means this we will be making all the different types of foods not just the top five foods.
Oh, one more thing.
Right now I we have I believe 109 schematics. Well, GM is not sure that he will be able to code 109 schematics in time. So we might loose some recipes. We will still have a large amound, and GM plans to add more in patches and expansions. Just thought I would warn you.
And personally, I think it is a reasonable trade off.
All of these Artisan foods I can see markets for. If we have to reduce the number of schematics, so be it. We only use less than a dozen on a serious basis as it stands.
Any word on whether Character Copy will be up and around for revamp testing? ![]()
I sure hope someone tries to consider the number of different resources we would be required to have if the expectation becomes 25+ good sellable foods made by masters.
Please, please pay attention to that. With the limits of storage in this game it's VERY difficult to keep enough resources on hand only making 5 sought after items.
Great! Sounds like a good start.
I'll hold my final opinion till i see actual Chef foods instead of artisan foods.
Every food item also has an additive slot.
That one is my personal Fav =D