Chef Archive

Thread: New Top Five issues list, brainstorming.

sciguyCO
Fri Oct 01, 2004 2:41 pm
#1

Ok, so I apparently missed a request TH made about a "new and improved" top 5 issues list.


Sadly, most of the ones on our previous list are still pending.


However, that doesn't mean they can't be adjusted based on shifts in player desires.


So, what I want from you are your top 5 issues with the chef profession. These can be:


  • Bugs (45m filling)

  • Feature requests (a new addition to the game, i.e. new schematics)

  • Gameplay request (a change to existing system, i.e. numeric display on fill bars, garrmorl resource stat adjustment).


Rules for submission:


  1. Limit of Five issues per person. I know there's a lot of things people are concerned about, but this needs to be focused on the high-priority stuff. If you change your mind, either edit your previous post or (if you don't have that ability) make a new post with a whole new list.

  2. Order your submissions by priority. So if you thinkbroken barrels is the biggest problem with chefs, make it #1. I'll use this as a rough start for the prioritization, however the final ordering will be determined after collecting this list (probably sometime next week).

  3. For each issue, give the category (bug, feature request, gameplay request) and your reason(s) why each issue is important. Keep the descriptions and reasoning brief (2-3 sentences per item).

Extra special rule: I'm going to make the call that "Filling remains after cloning" is disqualified for submission as an issue. I know many of you have strong feelings about this (on both sides), but this is 1) Not a bug, and 2) A pretty large balance issue for a "gameplay request". Removing this would require adding some other limitationon food, balance analysis, and I believe that development resources would be better spent in other areas.


However (before the flames shoot my way) I will shortly be starting a debate thread for this issue for you to post your beliefs to your hearts content. Just asking for this to go away will not work. But replacing it with a more "logical" cost/downside may be feasible.


Previous issues list (to get you started, but feel free to post new ones)



  • Barrels do nothing (bug). Remove schematic or change effect (many chefs believe that cask's 3x stack size multiplier is really enough).

  • Remove serial number requirement (Gameplay request)

  • Add numeric display to fill bars (Gameplay request)

  • Food power adjustment (Gameplay request)

  • Garrmorl & Durindfire gated on Flavor/Nutrition due to resource stat requirements (bug / gameplay request)

  • Plate component for food (Feature request)

  • 45m stomach digestion (bug). Plus digestion seems inconsistent, possibly tied to lag?

  • New schematics (Feature request)

  • Non-stat buffs remain after cloning (bug)

  • Buff UI overwrites remaining time when multiple doses of food/drink are used (bug / gameplay request)

  • New advanced food components (Feature request)

  • Remove collision detection above bar and on shelves in player cantina (Gameplay request)

  • Second additive slot on Master-level foods (Feature request)

  • Improve Bazaar Organization (Gameplay request)

  • Displayed percentages incorrect for some food schematics (66%PE/33% OQ seems to be used for everything despite schematic details) (Bug)

  • Variety of food art (Feature request)

  • Havla & Ruby Bliel do not work with bonus < 100 (bug)

  • Filling bars get misaligned if character sheet is resized (bug)

Cross-profession issues



  • Wookiees can't wear crafter's aprons. (bug)

  • Additive usefulness vs. resources required. (Gameplay request)

  • Additives seen as "required", not "optional". (Gameplay request)

  • Resource stack size increase. (Gameplay request)

  • Crate size increase (components only?). (Gameplay request)

I've also been pestering TH about some feedback regarding our previous list, asking about things like "feature request not feasible", "gameplay request unbalancing", etc. We can check for fixed bugs in Live / TC, but status like those are kept internal.

Message Edited by sciguyCO on 10-01-2004 03:43 PM





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
sciguyCO
Fri Oct 01, 2004 2:42 pm
#2

** Reserved for future info **





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Higginsis
Fri Oct 01, 2004 3:29 pm
#3

A major annoyance for me is that you can't drag and drop multiple things at a time. Moving 80 items from the outpout to input hoppers is starting to grate.

We really need a resolution with BE on the use of adds, as previously said they're not a optional extra they're basically required, this needs sorted.

Scrapping the barrel schem and introducing plates to help the multipliers on food would be good, some foods (vercupti and bivoli being the main ones) uses really suck and need something to help.

A review of the working and none working schems and foods. Simply put alot of foods are worthless and have no usefullness. These should either be improve or simply scrapped.

Remove the serial number on components. On BE adds i can understand but on sub components where quality has no bearing on the final product is stupid. Casks are this way, why arenm't all the rest?

:EDIT: After i realised i'd only listed 3 points. :EDIT:

Message Edited by Higginsis on 10-01-2004 11:50 PM



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

Saitek
Fri Oct 01, 2004 3:32 pm
#4




Most things I have any qualms about are repetitive:



  1. Ensure that chef is still a viable class for JTL - I placed this first, because it will have the largest iminent impact on chefs
  2. More control over food stack sizes, they should correspond with drink stack sizes
  3. Create less of a dependance on BE's
  4. Fix broken schematic and remove useless schematics.
  5. More control over food & drink experimentation, to create diversity among chefs

I'm going to add a bonus # 6: It really irked me that they removed some unique food graphics (Coriellian fried Icecream/Bivoli (old)/meatlump). I know they put in some unique graphics as well, but I would rather they removed the more generic graphics (wastril bread/pastebread, chandad/carmalized pkneb). I would really like a wedding cake like graphic, I nice two tier cake, I'm sureI'm not the only one that frequently caters weddings.


Again, this is just my top 5, there are several other very important issues, that I would have included if it were a top 10


Message Edited by Saitek on 10-01-2004 07:34 PM



Shop Smart, Shop S-Mart :: www.swgchef.com
::Voted Best Chef on Nartius NUNA's 2004::
Master Chef / Mayor of Mos Quito

:: Proud Member of RAID::

TheEpigoni
Fri Oct 01, 2004 3:33 pm
#5


Issues:

- BE Additives. I explain in detail below in the "suggestion".

- Too much disparity between 12 and 10 point chefs. To the point where Chefs on my server were paying 4 million per point.


- Item Management. Factory Management.


BE and 12 Point Disparity Suggestions:


- Completely change the way the BE Additives get a bonus. Specifically, BE Additives will be used to reach a certain Experimentation Value, in the food you create. Experimental percentage of the additive would determine how high it gets the Experimental Value of the food, in the category the additive represents, you craft with it. The additive never increases the experimental value of the that category above the "resource limit".

- Even out cost of additives. Make 2 difficulty categories. Filling and Quantity, easy to make. Nutrition and Duration, not so easy to make. Duration and Nutrition should have the same requirements as Nutrition does now, but about half or 2/3 the quantity of each resource. Filling and Quantity should have no Meat requirement.


Item Management Suggestions:


- Multiple Item Selection. Using either shift or ctrl.


- Bigger crate sizes.


- No serials on all subcomponents.


All issues and suggestions are in order of imporance. For further explanation on the BE Additives suggestion Scio you know my big post and you've read it.


Sorry for repeating myself. I'm just hooked on this suggestion, hehe.

Message Edited by TheEpigoni on 10-01-2004 03:53 PM




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

Mayor_Woosh
Fri Oct 01, 2004 4:15 pm
#6


  1. Please allow Wookie chefs to wear te crafter apron
  2. Ensure that chef is still a viable class for JTL
  3. More control over food stack sizes, they should correspond with drink stack sizes
  4. Increase resource stack sizes max from 100k to 500k for storage help purposes
  5. More artwork for our foods/drinks
  6. The removal of serial numbers from sub componets




ä WOOSHå
| Master Chef (12 pt) | The Tarquinas Emeril |
SWG: Brilliant, groundbreaking, unfinished and ultimately a painfully missed opportunity.
repax
Fri Oct 01, 2004 4:36 pm
#7

My Thoughts on Chef:


Allow opportunities for "Secret Ingreedience" When a Scout forrages and digs something up.. or someone gets a jar of bugs from a lair. Mabye the sweet sap of a plant. Anyone of a million rare items. Bye rare I mean one would and should work for it.. To enhance a food.


For example and this is totaly a random thought.


Lets say that "Plant A" grows in the northen part of Rori and has a mind stimulating effect if it is made into a powder. Applied to a food. this Powder could act as a nutrient to add or boost the focus for that item. This powder is something that cannot be harvested by a machine.. It needs the time and care for mabye a smuggler to find.. or a ranger to forrage. or a chef to pick. Mabye these small ingreediances can be found in lots of 1 - 10 with a quality of 1 - 10 so over all they could never be massed produced but would allow small servings of "The Good Stuff" to be made.



Now I can and will go further in that but I need to learn to spell ingreediance and I need to think about it more.. And see if it is an accepted idea to develop.


Barrels.


Barrels should look like large oak casks that can be used as storage for the same drinks... and used to decorate bars houses and cantinas..


Say I make 3 cases of Brandy with 18 servings per brandy How cool would it be to be able to fill a barrel with all of it and allow friended players to the cask to fill their own flasks with it. It would allow glassware sales.. or flask sales or canteens.. what ever... Imagination could go far with that one.



Usless Food. and Stats.


Defense vs blind.. Who cares.. When Im in combat and Im blind.. I still kill creatures.. Therefore I wouldnt make blind food.. Make the symptoms match the attack. Blind Should be like poison but drain the action bar... Then our food would be useful... That could work for all sorts of attack items..



I agree This isnt an itallian restaurant...


So lets get rid of all the calzone looking food and make some artwork.... Id like to see some stackable wine bottles.. and real loking food.. Id like to be able to put a lable on the bottles


ie: Vasarian Brandy Bottled by Repax Vineyards.... (or something to that nature)


This would allow a rating of individual chef quality.. and marketing.. someone might really like and seek my goods out over some one elses..



Those are my thoughts about food..



thanks



Repaxis

Battery
Fri Oct 01, 2004 5:38 pm
#8






Higginsis wrote:
A major annoyance for me is that you can't drag and drop multiple things at a time. Moving 80 items from the outpout to input hoppers is starting to grate.

We really need a resolution with BE on the use of adds, as previously said they're not a optional extra they're basically required, this needs sorted.

Scrapping the barrel schem and introducing plates to help the multipliers on food would be good, some foods (vercupti and bivoli being the main ones) uses really suck and need something to help.

A review of the working and none working schems and foods. Simply put alot of foods are worthless and have no usefullness. These should either be improve or simply scrapped.

Remove the serial number on components. On BE adds i can understand but on sub components where quality has no bearing on the final product is stupid. Casks are this way, why arenm't all the rest?

:EDIT: After i realised i'd only listed 3 points. :EDIT:

Message Edited by Higginsis on 10-01-2004 11:50 PM



This is my list too

Diona
Fri Oct 01, 2004 6:12 pm
#9

1. Wookie aprons... we really need a fix here. Its been said to going to be looked at for 5 months now..


2. No more serials on subcomponents. This is a biggie. I cant count how many times I have 2 or 3 crates left of something from a run which end up being useless. Its especially painful when its an additive.


3. Kill off the useless foods. Maybe combine a few to be one. For example.. one food that will do blind/poison/disease resist.


4. Plates is a good one. I think barrels would actually hurt us but making plates to up a food quantity would be fair, not jsut to us chefs but to the players as well.


5. Dragging and dropping mutliple items.










Corona, Corellia.. a hop skip and jump from Tyrena.
Visit the mall in the cantina!!
YAY They finally fixed wookie aprons!
MilkToast
Fri Oct 01, 2004 10:18 pm
#10

I would like to see force sensitive crafting skills have a greater impact on experimentation. 2 extra experimentation points would be ideal, 1 would be great and any improvement over the existing system would be appeciated.




Thoth Master Doctor, Master Chef
Isis Master Rifleman, Master Bio-Engineer
Great Bio-Engineered Foods and Beverages
@ -3643 4571 Theed, Naboo
Ahazi, Server

TheEpigoni
Sat Oct 02, 2004 3:01 am
#11


Err, lol. Forgot to quote the post about FS Experimentation giving extra points.


I would like to put a minus on that idea because I have trouble enough getting to be a 12pt chef. And there's already big disparity there (hard enough making money as a 10pter in an elite market), but then having to waste time and money on another stupid grind so I can compete is just ridiculous.

Sorry, I'm just very strongly against this idea =(.

Message Edited by TheEpigoni on 10-02-2004 03:04 AM




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

Samari2
Sat Oct 02, 2004 4:17 am
#12

I basically agree with everyone here, except on one thing.


Be careful what you guys ask for in removing BE additives or limiting the differences between Be'd and non-be'd foods. The devs have away of nerfing stuff if you ask for things to be removed for something that is already working as intended.





SOKEE



Minotauro
Sat Oct 02, 2004 12:10 pm
#13


1.) serial numbers


2.) Add Plates, remove Barrels...With casks you get more then enough as is.


3.) IF added in plates, would mean less room in factories, for some foods that are already 2 components and BE adds, another full run of another component (plate)...need more room in factory input hoppers.


4.) Would really hurt the BE profession....but maybe add in a totally Chef created Add.


5.) Id like to have the name of the resource displayed without having to examine each stack more then i would like to have 500k stacks. If you just have packs full of "fruit" it can be a pain to find the one you want. Type(name) would be nice.


EDIT:


6.) If there is foods that either NEED to reach a certain number to work, or ONLY work to a certain point i think we should be given these numbers in game. Not just on the forums to look for, since alot of people dont use the forums often. Also in Experimenting if we were given what the HARD CAP our resources are gonna limit us to would be nice. Kinda our goal to hit, in certain areas, and would save exp points also.

Message Edited by Minotauro on 10-02-2004 04:16 AM



Xerxes Solon
These are the old days, the bad days, the all-or-nothing days. They're back! There's no choice left. And I'm ready for war.
Alexandar

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