Chef Archive
Thread: Chef Wishlist.
1. Do not flame someone elses wish.
2. Be reasonable with things youd like to see added.
3. Remember Rule #1.
4. All Hail...Me
5. If you must add a short description to your wish, keep it short and to the basic point.
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I am just picking stuff that may be related to our top 5, but dont really qualify for top 5, just my qualms:
1. Dev's fix/adjust us faster
2. Chef gear/decorations/clothes/furniture
3. More diversity in what we can do/produce so I am not consistantly making the same 4 to 5 items
4. Better solution to inventory issues
5. Food Cart I can have in the city
6. Graphics, Graphics, Graphics, some Graphics, some more Graphics, anything to do with Graphics.
my only wish is the devs tend to some of the bugs still in the profession...
Oh yah, and the whole milk issue is still a biggie.
1) fix the experimentation bugs
2) Allow higher level buffs more than one use at a time. Otherwise they're pointless. Why sell breath of heaven when 2 ryshcates does the exact same thing?
3) Stronger buffs would be nice. They dont need to match up to doctors, but they should be close, not world apart. If a master doctor can buff each stat an averageof 1500, for 6 different stats, giving a total of 9000, I'd like to buff for a total of 6000 at least at master chef. Even if it only lasts 10 minutes, that's fine.
4) Other functionality would be nice... All chefs do the exact same thing... add to stats for a short period of time.
1. Fix the resource attribute details that are misleading / incorrect on many schematics (mostly food).
2. Create 'serving' droids that we can store 10-20 items and use them in towns, cantinas, homes, and camps. Could possibly be tied into merchant skill to increase functionality of the droid. (tired of the stupid trade interface in crowded cantinas - want to create a menu that is easy to get to people and easy to read and update)
3. Milk
4. On the food and drink bars show a % of the value along with the bars to allow us to better understand how often, and how many of what buff can be used when. Also possibly show a filling % stat on all food items including to or instead of fixing the food drink bars.
5.Give better indications when buffs wear out so users know when they aren't as strong. (secondary buffs don't show the # going down above the head I don't think).
- The ability to buff different things other than the HAM stats to really make chef food stand out and above the rest... i.e. temporary buff to Camouflage or Structure Assembly ... or Entertainment Healing, etc etc.
- A food cart that we can drop in the city (like instruments) and stand behind to help sell food in the city instead of screaming "PLEASE BUY THIS FOOD FOR THE LOVE OF ALL THINGS SACRED"...
- Fluffy chefs clothing. I'm a chick. I need this kind of stuff so I can stop buying dresses.
- Milk.
- More information on what they intend to change.
1) Time, Either duration up or fillingness down
2) Clothing, still wanting that chef hat and apron, that ONLY chefs should be able to ware. Also be nice if they give you stats but.... meh I just be happy with the clothing.
3) Dependency. Particularly fish, but any animal would be good.
I know number 3 may seem to be bad for chefs but I think it would be more a lot more interesting if we had to pay someone to go fish for an hour to try to catch a rare fish so we can make fish sticks or something. Or pay a kryate dragon raiding party to bring me back some meat back to me so I can make kryate kabobs.
Though NOTE this does not mean I want to see dependency on mineable or non-constant resources, which would just make chefs mad when we can't get the stuff.
sigh...
1 - full workup and reworking of the chef skill tree. it's a mess. many items need a bump up in usefulness. either via length of time and/or amount of the buff.
2 - addressing the issues with schematics NOT doing what they say... many (nearly all) show they use flavor, potential energy, overall quality as 33% each in creating an item, but this does not seem the case. it's sketchy at best that FL/PE is considered for 33% of the effectiveness of our products.
3 - Visability... if our items could be seen then I believe the demand/usefulness would increase. currently people have no idea if people are eating and drinking unless standing right next to someone taking a bite or a gulp. (then there's an audio que).
Untill these 3 are taken care of there really isn't anything that's really important to add... and even #3 isn't that key compared to the other 2...
1. Adjust the bonuses on food items. Either have them as powerful boosts like Tatooine Sunburn, but only lasting about as long as they do now or have the food and drinks give small boosts like most are now, but MUCH longer duration. Like a half hour.
2. Adjust the skill trees. Tatooine Sunburn being the most popular, but availiable early is crazy. That should be a level IV skill or master. Also, there is nothing setting a basis on the skill tree, they shouldn't have buffs as powerful or better than most chefs skills in the Domestic Arts tree. Possibly, give each tree a specific trait that most food items follow. For example drinks might not last long, but give big boosts, entrees would last long and give low boosts and desserts could be the medium between the two. *shrug*
3. Milk...
4. Give tailors the ability to make chef hats, hehe!
5. Socials for drinking and eating.