Chef Archive
Thread: Chef bugs and issues, pass #2
Bugs
- Barrels do not increase quantity on drinks, it remains the same as when using small glasses.
- Stomach digestion is 45m.
- Garrmorl's nutrition and flavor is gated due to PE and Flavor requirement. Durindfire has this also.
- Smuggler's delight with 100% downer reduction doesn't work (player keeps full downer time)
- Factories are ending with a 50-75% full output hopper, can only be restarted by removing items.
- Digestion seems to get stalled if you try to eat at a rapid rate.
- Food bars get "off center" of the containing boxes if you resize the character sheet window.
- Displayed experimental percentages are off on some foods:
- Karkan Ribenes display filling = 25%DR + 75%PE, testing indicates filling = 75%DR + 25%OQ
- Karkan Ribenes display Quantity = 33%OQ + 66%FL, testing indicates quant = 25%DR + 75%PE
- Blue Milk display Nutrition = 50%DR+50%OQ, testing indicates Nutrition = 66%PE + 33%OQ
- Cavaellian Creams display Nutrition = 50%DR+50%OQ, testing indicates Nutrition = 66%PE + 33%OQ
- Wookiees cannot wear the +5 food assembly/experimentation apron.
- Retaking the same buff while another is in effect updates the existing icon in the buff UI. Drink a 40m duration brandy, wait 20m and the UI will show 20m remaining. Drink another, and it updates to 40m. The first buff times out properly, this is only on the UI.
- Components from the Chef skill boxes (medium additive, cask, barrel) give artisan xp.
- Haavla and Ruby Bliel (reduce heal recovery time) do not appear to have any effect.
Bugs from initial revamp rollout (from this thread). Can anyone confirm whether these are still bugged?
- Aitha and Blue Milk cause incap if you heal above max wounded Mind. So if you have 800/800 mind unwounded, and you are currently at 600/700 (100 damage, 100 wounds) drinking either (provided the healing is more than 100) you get incapped.
- Aitha and/or Blue Milk causing incap or subtracting Mind (instead of adding) when combined with Muon downer.
** edited: added more foods to list of incorrect stat percentages, and Aitha/Blue milk bugs reported in SirVime's "List of Bugs" from initial revamp rollout.
Message Edited by sciguyCO on 03-31-2004 11:03 PM
- Remove stomach filling on clone, or let the food buffs remain.
- Food power adjustments
- Increase vercupti's buff size and/or duration and/or reduce filling a bit.
- General increase to buff size of "defense vs.X" foods. For example, Cho-no-hoola's potency doesn't appear to be useful against CMs with 100 potency poisons. Deuterium Pyro's Defense vs. Intimidate appears not to work (or is an insignificant increase).
- Vayerbok's "+block" appears to have no effect (may be bug with block)
- Increase T'illa T'ill's filling decrease (at least equal to the filling it has)
- Increase Bivoli's power. A BE-enhanced Bivoli (+24 wound treatment) seems to make only 200ish difference now that the doc's buff randomness has been removed.
- Increase stack size of Smuggler's delight to be more in line with the resource requirements.
- Add a numeric display to the fill bars (or replace the bars entirely) showing the %full the player is at
- Increase stack size for high-level foods. Everything in Master or fourth-row skills seems to have quantity of 2-4.
- Increase crate size for components or make identical serial# crates stack
- Update food descriptions during crafting to include what their effect is. Right now, players have to check out-of-game resources to see what the food does.
- Change required resources of T'illa T'ill to something more in line with it's effect (which right now is admittedly marginal)
- Give food/drink their own bazaar category, move spices somewhere else.
- Remove collision detection on bar & shelves in cantina so items can be placed on them.
Message Edited by sciguyCO on 04-01-2004 10:30 AM
- New schematics. Some suggestions:
- +Constitution/Stamina/Willpower (equivalent to Vercupti or BoH)
- Some cross-stat food/drinks with Brandy's duration (30-60m), maybe lower-power version of BoH or vercupti
- +counterattack food (only defensive skill that appears to be missing)
- +creature knowlege
- +slicing (improves a smuggler's slice roll or skill)
- Food that reduces drink stomach filling
- Wedding cake (with an appropriate graphic)
- Foods requiring seafood.
- +force regeneration for Jedi
- +melee damage and +ranged damage to go with the existing +unarmed damage.
- Food/drink to increase repair roll (similar to Bespin Ports increase of experiment roll)
- +speed (1-handed, 2-handed, pistol, rifle, etc).
- +experimentation skill (not like Bespin Port, actually adding to the skill to allow additional experimentation points)
- Grilled Rancor Toes (mentioned in the conversation with chef trainers, yet we've never seen them).
- Advanced components (aludian instead of alcohol, "advanced carbosyrup") that give a boost to the final food.
- UI addition for food that lists foods in your inventory, an addition to current hotbar.
- Plates to act as a stack size multiplier for foods (similar to glasses/casks with drinks). Preferably as optional components.
- Add additional BE slot to master foods (such as a Heavy and Light additive slot).
- Remove serial number requirements from subcomponents, since they have no effect on final product.
- The ability to throw pies.
- Display in system messages when a food's effect"triggers". For defense foods: if a dizzy/knockdown/poison was blocked by the food, say so. For incap foods: say how much the incap time was reduced.
- Quest or lootable food schematics
- Harvester installations for creature resources (meat, milk, hide, bone). Call it a barn, and maybe require BE or Ranger input instead of power (BE's provide cloned creatures, Rangers can trap creatures, etc)
- Re-examine power scaling of foods that provide the same effect (Air Cake and Fizz Pudding, for example) at different levels. The higher level foods are generally not desired due to high filling, low duration, or both; even with the increased buff.
- The ability to equip food/drinks, have them visible to other players, and toon animations when eating/drinking.
- Add a system message in spatial chat showing food has been consumed by someone close by.
- A "food bonus" location (similar to what doctors get with med droids or advanced camps) where you get an increased buff and/or duration if you eat there. To encourage socialization, this may require spending some downtime (perhaps waiting 5m before the food "kicks in" at the enhanced values).
- New art for foods (too many recycled icons)
- Coloration of item names.
- General eating/drinking emotes (not necessarily tied to eating/drinking an item)
- A Food cart (similar to ones seen in NPC cities) that can be placed in shops (or possibly as stand-alone vendors?)
Message Edited by sciguyCO on 04-01-2004 08:07 PM
Message Edited by sciguyCO on 04-01-2004 09:05 PM
You seem to have everything I can think of.
Gameplay Request:
Vercupti needs either it's duration increasing, or the filling lowering. For it to be useful, you have to use a nutrition additive, and settle for a 10min buff. As it fills you for ~69% without experimentation or filling additives, players would rather use Neutron Pixie & smugglers delight
T'illa T'illa is useless, you have to sacrifice your entire drink stomache to use it. Not many players are willing to do this, and in fact, I have not sold a single one.
Chor-nor-Hoola either doesn't work or is too low to be effective
Deuterium Pyro (def vs Intimidate) is either insignificant when max'd out on nutrition, or not working. It appears that every time I use this when fighting a mob that intimidates, within seconds of using it, I get intimidated, and I've used a lot of it on my Jedi.
Vayerbock gives a defence vs block, but seems useless because block does not appear to work properly.
Feature Request:
+ counterattack food or drink
+force regeneration food/drink for Jedi
+melee and ranged attack damage - we have +unarmed damage, so why not cater for all ?
+bonus to weapon and armour repair - players are crying out for the repair system to be less random (repairing a 99% condition gun with a 99% kit can mean a failure & loss of the weapon) , this is a perfect way to do it.
Plates to act as modifiers for food stack sizes
Just a note to sciguyCO - personally, I dont want to go back to the old state of having multiple component types, I simply cannot store them, or have the capacity to make them.
The last patch added in containers and additives, which mean I have double the crates lying about for use as it is. I do not have dozens of factories, neither do most chefs, I have 3 that are just about coping with producing casks, additives, alcohol, cake mix, protato, carbosyrup, soypro, dough, bantha butter that if they added even more, there's no way I could do it.
Other than that, I think you covered it all nicely
Gameplay: With the amount of resources going into it, Smuggler's delight should have more than a quantity of 1.
Feature: Food cart. Something we can put inside merchant tents that look like the food stand on Tatooine.
Addition to feature list: Drinking and eating emotes. I know that they have the motion capture done for this...let's try to get it into game.
Addition to feature list: The ability to hold drinks or food...so that we can walk around cantinas with a plate of food in our hand.
grilled rancor toes...I don't care what it does...I just want them...and any of the other things the chef trainers advertise as they'll be teaching you to make...but never do.