Chef Archive

Thread: Newly public CU info

sciguyCO
Fri Mar 18, 2005 7:05 pm
#1

Ok, all, Blair posted a new round of CU information. A lot of this stuff I've known (and some is new to me ), but obviously couldn't bring up here due to NDA.


I'd like to hear your reactions to this specifically for chef. For general comments (or in addition to chef concerns), please post your feedback to the CU update thread.


For the sandbox testers, there is still stuff posted from the CU forums that is not covered by this new doc. Please be aware of this, and keep any comments specific to Blair's post. That includes any"hey, did you notice fact A & B imply C" type stuff.


Stuff relating to the CU's impact on chefs (red is straight copy/paste, white is paraphrased, yellow is my comments):


  • Damage occurs only to the health bar. Action and Mind are used solely for executing special actions.

  • Strength, Quickness, and Focus stats are gone.

  • Con, stamina, and willpower stats will remain (with new names).


    • It is unclear whether these stats will be buffable.

  • Short term buffs will modify health no more than 20%.
  • Long term buffs will modify health no more than 10%.


    • It's unknown at this point whether food counts as "short term" or "long term" (or possibly both, depending on the particular food).

    • It's also unknown how non-health buffs will be affected.

  • As your character progresses through the skill tree, (s)he will learn certifications for certain weapons and armor types. Until your character has that certification, you cannot equip weapons or armor of that type.


    • Non-combatant's concern for protection (during harvester runs, for example) have been brought up to the devs. However...

  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.

  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.


    • Stim use without spending skill points in novice medic may compensate some for not being able to wear armor.

  • Food, spices, and medications will be altered to conform to the new rules.


    • How these alterations get done will be something I (and hopefully the other 5 chefs) will be watching closely.

  • Elite combat prof pre-reqs are changing. In general, an elite prof will require 8 boxes from the related novice prof, instead of the current 4 boxes.


    • This will make templating trickier if you want to do both Chef and combat. My hope is that while a Master elite combat prof is obviously better at fighting, someone sticking to mid-level PvE can be self-sufficient without mastery.

Message Edited by sciguyCO on 03-18-2005 07:05 PM





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
ChefVomit
Fri Mar 18, 2005 7:39 pm
#2

I appreciate the comments Kriles.


I read that entire thread. I see a lot of "the sky is falling" attitude....but I think that is is far too early to determine what affect this will have on our profession. We simply dont know anything yet that can tell us how we will truly be affected. One thing IS obvious though....our world is going to change drastically.


I'll be honest, this patch terrifies me. Right now my fear is an irrational fear of the unknown, rather than a problem with any of the changes mentioned. I had assumed that the CURB would significantly affect the combat system, and I had heard of the special attack bar......but I never assumed in a 1000 years that they would remove the HAM system. The vast majority of our best selling foods are strictly dependent on the current HAM system.


Now let me make one thing clear : I AM NOT SCREAMING THAT THIS IS A BAD THING. All I am saying is that it is apparent the CURB will affect us far more than I thought it would. However, I do have a certain degree of faith in the development team. I know some of you find that laughable....but its true. I THINK THIS WILL BE A GOOD THING IN THE LONG RUN


So here is my one and ONLY request to the members of the Chef CURB team: No matter what changes...no matter how food is altered....no matter how different our crafting lives may be and how changed the market for food may end up....JUST PLEASE DONT CHANGE WHAT RESOURCES ARE IMPORTANT. I have spent well over a year working tirelessly to collect the best resources I can in bulk. Since reopening my shop a month ago, I have reinvested ALL of my profits into acquiring even more resources and meats to keep up with the tremendous amount of business. I have managed to do this...barely...and things are looking quite good for the future.


BUT....if I were to discover that with this new patch not only would all of my crafted food suddenly become obsolete, but that all the work I had done collecting resources over the last yearwas a complete waste....


....I am not sure how I would react


So I put my fate in your capable hands, and I wish you guys luck in keeping us relevent and necessary in the SWG universe. Just please dont let them suddenly say "Here are the new foods.....and as it turns out you need Reptile meat and horn for 20 of the new recipes."


LOL


Regards,

Vomit



Zemzam Zeman
__________________________________________________________________________
The crafter formerly known as Chef Vomit
New Profession: PURPLE PEOPLE EATER!
PLEASE DROP OFF ALL WINNINGS AT 3079,3154 Revenance, Lok

sciguyCO
Fri Mar 18, 2005 8:14 pm
#3


Well, to be perfectly honest, I have to fight off the occasional "OMGWTF, change is scary" reaction myself.


Here's what Isee might happen:



  • Stat buffs will have a mix of short-term / high potency, long-term / lower potency, and short-term / high filling / very high potency choices. If doctors get similar short/strong & long/weak combinations, put food potency at around 50-75% of what a doc can do (since using food doesn't require spending skill points).

  • Health and "con" buffs will probably be our bread-and-butter (which means they have to do something about Garrmorl and Won-won). Buffs to Action and Mind pools should be useful, since those would allow for a larger special pool (although it might turn out that the "warm up" & "cool down" timers may be the main bottleneck). I'm not sure about "stamina" and "willpower", we'll have to see how the new regen stats work.

  • The food market may shift more towards skill mod buffs and special effect foods like Synthsteak. Personally, I think these have been overlooked due to the great desirability of Mind buff foods.

  • One of the previous dev posts (or maybe patch notes) mentioned a revamp on the back-end coding of the buff system to make them "easier to extend". Easier implementation of buff types hopefully equalseasier to add new food.

Here's hoping for more details on the new HAM system, profession skill mods (so we can figure out how our skill buffs fit in) and buffs coming soon...






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
MeciniaLua
Fri Mar 18, 2005 8:16 pm
#4






sciguyCO wrote:

Ok, all, Blair posted a new round of CU information. A lot of this stuff I've known (and some is new to me ), but obviously couldn't bring up here due to NDA.


I'd like to hear your reactions to this specifically for chef. For general comments (or in addition to chef concerns), please post your feedback to the CU update thread.


For the sandbox testers, there is still stuff posted from the CU forums that is not covered by this new doc. Please be aware of this, and keep any comments specific to Blair's post. That includes any"hey, did you notice fact A & B imply C" type stuff.


Stuff relating to the CU's impact on chefs (red is straight copy/paste, white is paraphrased, yellow is my comments):


  • Damage occurs only to the health bar. Action and Mind are used solely for executing special actions.

  • Strength, Quickness, and Focus stats are gone.

  • Con, stamina, and willpower stats will remain (with new names).


    • It is unclear whether these stats will be buffable.

  • Short term buffs will modify health no more than 20%.
  • Long term buffs will modify health no more than 10%.


    • It's unknown at this point whether food counts as "short term" or "long term" (or possibly both, depending on the particular food).

    • It's also unknown how non-health buffs will be affected.

  • As your character progresses through the skill tree, (s)he will learn certifications for certain weapons and armor types. Until your character has that certification, you cannot equip weapons or armor of that type.


    • Non-combatant's concern for protection (during harvester runs, for example) have been brought up to the devs. However...

  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.

  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.


    • Stim use without spending skill points in novice medic may compensate some for not being able to wear armor.

  • Food, spices, and medications will be altered to conform to the new rules.


    • How these alterations get done will be something I (and hopefully the other 5 chefs) will be watching closely.

  • Elite combat prof pre-reqs are changing. In general, an elite prof will require 8 boxes from the related novice prof, instead of the current 4 boxes.


    • This will make templating trickier if you want to do both Chef and combat. My hope is that while a Master elite combat prof is obviously better at fighting, someone sticking to mid-level PvE can be self-sufficient without mastery.


Message Edited by sciguyCO on 03-18-2005 07:05 PM




I'm sorry but 7 weeks from realise they should know exactly how food buff durations will count.


The fact of piecemeal posting of the docs with so short a time going, with the acknowledged fact that alpha hasn't even truly started means that the Devs have decided regardless of any feedback what will be.


They don't have time for major changes. They'll make more broken promises like, just wait we'll fix it with a patch ( like the promise we'd get some of those old schematics back that has never happened since the chef revamp or that they were aware barrels were broken and yet nothings been done all this time)


To be honest such a total reworking of combat, which is the primary driving force of the game, since every profession participates in it by privided goods, services or combat itself is very dangerous. Its never been done before because it has the large chance to alienate a large proportion of the subscribers.







-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
Feisen
Fri Mar 18, 2005 11:02 pm
#5

Change is scary, but what worries me the most is this statement from Thunderheart regarding Entertainers:
"Entertainer changes are outside the scope of the Combat Upgrade." The statement was in regard to the CU changes affecting Entertainer xp now that mind wound healing would be gone. It implied to me that they could seriously break something with the CU for support professions and leave the problem in with the intention of coming back to fix it later.

I did read that our foods and schematics would be converted, but I just find myself scared they could seriously break us as a support profession, but label fixing us "outside the scope of the Combat Upgrade."

Thunderheart's post:
http://forums.station.sony.com/swg/board/post?board.id=chef&message.reply_to_id=53165



Lotus Industries
Tian Tian, Merchant | Song Wavestrider, Chef
Lotus Grill
, -4555 6860, Brethren City, Dantooine: 12-Point Food & Spirits
Lotus Industries, -6090 -3410, Tyrena, Corellia: Pre-Nerf Weapons and Loot


Sativaa
Sat Mar 19, 2005 4:12 am
#6





sciguyCO wrote:


  • As your character progresses through the skill tree, (s)he will learn certifications for certain weapons and armor types. Until your character has that certification, you cannot equip weapons or armor of that type.


    • Non-combatant's concern for protection (during harvester runs, for example) have been brought up to the devs. However...




Does this mean I am not going to be able to were myComp Bicepthat has+25 Pistol Accuracy W/ ADK ?


I have an old non cert Reb Blaster I use for protection but I have no combat skills at all and my Accuracy is +0 w/ out my Bicep



åå
~ Retired Master Chef Aidar ~
Sativa's Bar & Gril ~ Rori, 5790 -5470
Come Play Texas Hold'em With Me at
http://EdgarCayce.friends.poker.com
Aitass
Sat Mar 19, 2005 7:25 am
#7

darn there goes my M.Chef M.Carbineer 4440 Merchant template


looks like i should get FS before this all happens so I can start grinding towards an alt




Aitass Solmas and A'tass Solmas
{Bounty Hunter} {Entertainer}
CHaRM {Chalice Hutt and Rebel Militia}
[
"Dreads says I smell of Solmas."
Total Eclipse rocks your socks off!
MeciniaLua
Sat Mar 19, 2005 7:25 am
#8






Sativaa wrote:





sciguyCO wrote:


  • As your character progresses through the skill tree, (s)he will learn certifications for certain weapons and armor types. Until your character has that certification, you cannot equip weapons or armor of that type.


    • Non-combatant's concern for protection (during harvester runs, for example) have been brought up to the devs. However...




Does this mean I am not going to be able to were myComp Bicepthat has+25 Pistol Accuracy W/ ADK ?


I have an old non cert Reb Blaster I use for protection but I have no combat skills at all and my Accuracy is +0 w/ out my Bicep




From what I've read, nope you won't be able to wear it.......makes it kinda pointless to give out ADKs doesn't it, or those resource stacks when they are making everything made by them somewhat obsolete.......




-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
Reptilian_Greenskin
Sat Mar 19, 2005 7:41 am
#9

My biggest concerns right now are:


1) What happens to all this food that i have that becomes worthless at the revamp, should i start unloading brandy now and stop making it?


2) If the resource demands change, since the desirable food changes should i start trying to unload some of this flora I have now, I have spent alot of money on resources and hate to see them become worthless


Overall I'm not too exicted about this for chefs, I'm seriously considering dumping chef now and seeing what i can get for resource investments.





__________________________________________________________________
Reptilian Greenkin (IGR)
Jedi/ Reitred Chef
Reps Kitchen Coronet (188 -5500)
I8TheWorm
Sat Mar 19, 2005 9:17 am
#10

Maybe a not-yet chef opinion will be welcomed?

I have a fencer/doc toon, and am planning on starting another as be/chef. Regardless of the announced CU changes (which are still subject to change before AND after the CU release) I will still be starting a chef template. I just think chef sounds horribly interesting. I'm not going to make any rash decisions before I have a change to play with what the CU brings to the table, and would hope nobody else will either.

There will definitely be a learning curve... for you guys, the chef learning curve (either way it's new to me) and for me, the doc learning curve. Most people don't like change, and I'm guessing most master chefs are like me with doc currently... tons of paper at their desk with schematics, resource spawns, lists of requirements, etc... and all of that may very well go right out the window with the CU, only to be replaced by new stacks of paper.

I think it's a little bit exciting, as it has a change (no guarantee) to level the playing field a little bit. It also lets a good many people get back to what they like to do, rather than being stuck in a corner doing what the rest of the community would rather they do.

My .02 credits, for what they're worth. Hoefully, soon, I'll be posting here on the chef forum with my chef questions/answers



Rimy the Shrubber

XFire userid = i8theworm


"It is better to sit in silence and appear ignorant, than to open your mouth and remove all doubt." -- Mark Twain

I8TheWorm
Sat Mar 19, 2005 9:23 am
#11


Reptilian_Greenskin wrote:
My biggest concerns right now are:
1) What happens to all this food that i have that becomes worthless at the revamp, should i start unloading brandy now and stop making it?
2) If the resource demands change, since the desirable food changes should i start trying to unload some of this flora I have now, I have spent alot of money on resources and hate to see them become worthless
Overall I'm not too exicted about this for chefs, I'm seriously considering dumping chef now and seeing what i can get for resource investments.





Docs have the same concerns regarding stims, buffpacks, and woundpacks.

I worry that in the weeks leading to the CU, these things will be harder and harder to find. I wish I had an answer regarding your wares. My only suggestion is to not make them in the mass quantities you're used to, and start splitting up crates on the vendors maybe? I'll be doing some limited crafting right up to the CU.



Edit: I should have noted that I have a few crates of brandy, pikatta pie, synthsteak, and vercupti that might also be nerfed. So remember, those that buy might also take a hickey when the CU lands.

Message Edited by I8TheWorm on 03-19-2005 10:45 AM



Rimy the Shrubber

XFire userid = i8theworm


"It is better to sit in silence and appear ignorant, than to open your mouth and remove all doubt." -- Mark Twain

MeciniaLua
Sat Mar 19, 2005 9:38 am
#12






I8TheWorm wrote:





Reptilian_Greenskin wrote:

My biggest concerns right now are:


1) What happens to all this food that i have that becomes worthless at the revamp, should i start unloading brandy now and stop making it?


2) If the resource demands change, since the desirable food changes should i start trying to unload some of this flora I have now, I have spent alot of money on resources and hate to see them become worthless


Overall I'm not too exicted about this for chefs, I'm seriously considering dumping chef now and seeing what i can get for resource investments.









Docs have the same concerns regarding stims, buffpacks, and woundpacks.

I worry that in the weeks leading to the CU, these things will be harder and harder to find. I wish I had an answer regarding your wares. My only suggestion is to not make them in the mass quantities you're used to, and start splitting up crates on the vendors maybe? I'll be doing some limited crafting right up to the CU.





Gonna do the same. Not making anymore stuff for the most part though I will have to do a small run of ahrissa...maybe just a half run and a half run of brandy. Most everything else I probably have enough to make it to the CU. Means I might run out of a few specialty items but I can make them on order if someone wants them.


Probably not going to buy anymore BE tissues for a bit as well, work through what I got, need some INNs though so I'll have to buy those for just in case.


After my current resource contracts expire with 2 rangers and 2 miners probably will not make any further resource contracts until after the CURB.....no use buying stuff that might be completely useless.



-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
TimePalladin
Sat Mar 19, 2005 11:11 am
#13

didnt they do a chef revamp recently
hehe now they r doin it again sorta...
i hope foods will still be desirable after the CU



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