Chef Archive
Thread: Proposal on reducing BE's contribution to food effectiveness
Few disclaimers... First off I am not a chef, just a very interested consumer. Second I am a huge fan of the work sciguyCO has put into this comunity, and I keep aprintout of the food chart he made on my desk for quick reference while I'm developing my new food stratagy. Third I am dedicating quite a bit of time in game and out, and quite a bit of in game resources playing with all your new goodies so I can find out what works best for myself, and to be able to make good recomendations to friends in the future.
That being said, while I understand where you are coming from as a professional who has pride in his work, what you propose sounds to me, a consumer, like it would reduce the overall supply of high quality food. As it stands right now none of the chefs I know can stock thier vendors with BE enhanced foods fast enough. Scouts and rangers cannot meet the demand for meat. You all have easily the second highest consumed product in the game after stims, and as all the kinks are worked out of this system and more casual users see the benefits of your food, the demand will only increase. I think I saw a post that stated it takes 14 factory days to make one run of BE Vasarian Brandy, holy **self-edit**.
As a user, I don't want to see the quality of your product drop from a self imposed "nerf" which is what it kinda sounds like to me. Sure the min and max stay the same, you just make it harder on yourself to get to the max.
As far as being too rough on the BE's... between chef additives, tailor tissues, and running around poking rancors in the butt with needles, they seem like a pretty busy class themselves to me. If anything they need a break too ![]()
This, I agree with. But I don't want to do it by experimenting on some other class' tissue (that we have an extra pointless factory run to turn them into additives is annoying enough). It seems pretty simple to me, depending on how well the next publish's "resource stats will matter, really" promises go - up what we can do, and lower what BEs can do. Give us more power over our additiveless product, and reduce tissue potency. We'll still buy plenty of tissues, and we won't go out of business if we have no BE alt.
If a BE tissue doubled the colors tailors could imbue into clothing, there'd be riots. Why are we willing to put up with it in our profession?
The way I see it, The reliance on BE supplements needs to decrease. But whatever is done to BE supplements, the reciprocal should be done to food (minus any balancing laft to be done).
Example: Terrata
Currently:
Worst case Food + Worst Case Heavy Nutrition Additive
+13.3 camoflage for 12min
Filling 29
Quantity 2
Best Case Food + No Additive (All Nutrition Experimenation)
+12 camoflage for ~14min
Filling ~27
Quantity 2
Best Case Food + Best Case Addtive
+26.4 camoflage for ~14min
Filling ~27
Quantity 2
Proposed (1/3 BE Additive Power):
Worst case Food + Worst Case Heavy Nutrition Additive
+9.1 camoflage for 12min
Filling 29
Quantity 2
Best Case Food + No Additive (All Nutrition Experimenation)
+22 camoflage for ~14min
Filling ~27
Quantity 2
Best Case Food + Best Case Additive
+30.8 camoflage for ~14min
Filling ~27
Quantity 2
Currently, a Chef with no experimentation and resources scraped of the side of a wall can make stuff better than the best, if they have an additive, even if the additive is made with Bantha Poodoo. With the proposed chages, the same situation cannot occur, but the Additives can still lead to better products. In fact, even better than before.
Min/Maxers can still have "The Best" made with BE additives, and Chefs can have regain control of their food.
Good stuff Kriles. I'm behind it.
Numen wrote:
Some complete idiot in crafting can't take a krayt tissue and dig up some materials and make a gun better than every master weaponsmith can make without krayt tissue.
Ah, but Krayt tissue is the top of the scale as far as weapon enhancements go.
I have to use armor as an example, cause I know the loot better. There are many different drops that can be used in any kind of armour (Voritor hide, Fambaa Hide, Sharnaff Hide). Krayt Dragon Armour segment is the best, and can only be used in Composite (I don't know of a Krayt drop that goes in any armour).
If a poor armoursmith with poor resources used Voritor hide to craft composite, it would still be garbage. But if a novice chef used the worst quality resources and additives they could find to craft food, it would always turn out better than a Master's without.
There is a few ways to take this. First everyone was in an uproar about the food on test center that used the bantha poodoo. On live the food is good. So there is some play with resources and the BE additive is a must. Though the point about the ranges is valid, especially for filling and quanity, especailly in food. The ranges need to be laxed in a way that allows better food to begood with better resources and bad food to be made with bad resources. Right now it just seems to be a few points here and there. Even bad stuff isn't so bad when used, but you do get better results with better resources. That effect could be more pronouced.
As to the BE additives, some of them take more resources than the food they enhance. For all that extra work and resources it had better double at least one stat to make it worth while. So I can't aggree on a nerf to BE additives, otherwise we will be back to where we were before with them, ie them being useless. I do feel the pain. I have a BE yet only 10 exp points. Unless you have ready access to BE suppliments and 12 points, your stuff is crap, because it is not the best. I will tell you every crafting profession is like this. Unless you have the best resources the server ever spawned with extra exp points then your stuff is sub par. This is rather frustrating and annoying when you aren't the best, but at least you have something to work towards after that grind. After all being a master is more than spending the skill points and grinding through a profession. It is having the knowledge of the different products, how best to make them and what to harvests to make them. Chef is not special in this reguard nor should it be. Becoming a master among masters is the corner stone of the crafting game. To this end we do need a more dynamic range, not a nerf in additives, which securing that supplyline to addtives is a master among master traits.
Cleopas wrote:
I must say that this is the first thing that I disagree with you about Sci. My reasoning is two fold:
1. I think the more we depend on each other, the better. This isn't a first person shooter game (as we all know) and therefore, the chef depends on the BE who depends on the Ranger, who depends on the WS who depends on.....etc
CJadefire wrote:
If a BE tissue doubled the colors tailors could imbue into clothing, there'd be riots. Why are we willing to put up with it in our profession?
Message Edited by ArthurDentOnBria on 02-24-2004 04:56 PM