Chef Archive
Thread: An idea to get the chef profession its rightful place in the game.
Food should be an important part of any roleplaying game, so why is it that food is irrelevant in this game? We have doctors to heal wounds and hospitals in which they heal, and dancers to soothe the mind in cantinas, but chefs and bartenders have no place to go, and their skills are fairly unnecessary compared to doctors and entertainers. I'm not a chef, but I think this is wrong.
Why not have doctors heal Health, chefs and bartenders heal Action, and entertainers heal Mind? Then chefs/bartenders could set up in the hotels. That would get people into the hotels, which are currently empty, and it wouldenhance the game all around.
Because that would make us useful and thats not on the dev's agenda.
the devs dont seem to want the chef to do anything.. all the chef players thought they would get lots of ways to buff other players and well the devs though the chef was just supose to craft completly useless buffs that anyone can use.
Also its a good idea but not likely they will change how medics work just to add chef to the picture and then if they make it so chefs cure action they would need to make it so either chef can heal action or food heals action then if food heals action people will be using there "hunger" bar to heal and never use the buffs chefs can craft ![]()
Personaly I love the idea of making us heal action, and I also like the idea of giving chefs a system of buffs that work by crafting meals in hotels (or campsites) I think these 2 changes would make alot more people enjoy playing a chef.
they could how ever leave it so a Medic heals action and health bars , I would rather see them add some kind of mind heal abilities to chefthat worked somewhat simaler to stims..
Don't get your hopes up changes to chef are not happening anytime soon
I'm hearing a bit of defeatism in the replies. Why are things so bad in the chef profession? Do you not have a representative who can speak to the developers on chef-related issues?
I'm seriously considering roleplaying a bartender with a newly-started character, and chef training is a big part of that. If it's a lost cause, I may as well give up on the idea before I start.
Come on folks! This can't be a lost cause. We need to rally the troops here and get things moving for uswith the developers. It's clear to me that Chef is the profession worst served by the game, so let's get something done about it. Sure, a lot of the developers seem to be focused on combat as their number one issue, and seem to consider non-combat professions as taking second place to combat, but these developers are wrong! Without the non-combat professions, this game would lose all depth, all sense that it's Star Wars would be lost, and it wouldbecome just another shooting game, and not such a good one at that!
What this game does best, even in its unfinished state, is give a real feeling that you're in the Star Wars universe. The people who use the game to "play army" are never going to give anything back to the game. We're the ones who really care about the game, and once the developers are shown that fact, their focus will turn to us, and they will become more responsive to our issues. Let's face facts,the gameis far from finished, but that should be an opportunity for us, especially since this is a long-term project, not hampered by simple one-time sales revenues. We shouldn't be saying that all's lost. We should be focusing in on the major problems with the chef profession, and figuring out ways for the developers to give us one or two simple, yet influential changes.
We can do this, but it takes a positive outlook and a clearvision for the potential of the game as a whole and each profession's place within that whole.
Anyway, sorry for the rambling post. I just think we have something to say that's more important to the game than the usual criticisms and howls of 'NERF!'that the developers get from the PvP crowd. WE (not the combat-driven players)are the ones who can fulfill the game's potential, so let's stop with the talk of a lost cause. After all, the game is still in its infancy. Let's work tomake this game all it can be, and more!
our corospondent tries but really the devs dont care about chef and plan on doing a ton of other things before they even consider working on the profesion..
Even if our corospondent wasArnold Swartsiniger we wouldnt get much love
lol Reb, its Schwarzenegger.
Even if the CEO of Sony happened to play this game and is Chef, we would still take forever...
well maybe if the CEO threatened jobs then maybe....ah well will never happen.
"Having to go to a doctor, a chef, and an entertainer just to get healed in health, action, and mind, would get very agitating for me."
I realise that players who are used to combat games get frustrated at the variety ofdemandsthat a roleplaying game system forces on the player. I've heardsome people say that even going into town is too much trouble. However, this IS a roleplaying game, and doing different tasks (not just fighting)is an inherent part of that. The towns are supposed to be important togive depth of immersion, and so far, they don't play much of a role at all. If you purchased the game purely to fight other players online, this probably is not the best game to do that, since more is expected of players as regards supportingan entire community of diverse interests. Players who pursue the combat professions need to understand that MMORPGs involve a community whose members don't all fit within the combat mode. For the game to be a good experience for everyone, sacrificeshave tobe made by allplayers so that everyone can feel that their choice of profession is useful. This game is not focused purely on combat, and if you're not willing to take a minimal amount of time out from combat in order to support the wider community, then you aren't really being a good citizen. Your goals, while important, must not negate the goals of other players. I personally would prefer that the Galactic Civil War was not a part of the game - it impinges far too much on my preferred play style, and I think it is focused on far too much by the developers, to the detriment of the immersion factor, but I do recognise that my goals aren't necessarily those of others, and I'm willing to make some sacrifices so that others can play the game they want to play. If all players were equally community-spirited, we could all have what we wanted from the game, with only minimal time being spent in support of others.
MMORPGs give players a great deal of added depth, over and above that offered by the standard combat game. The trick is to allow yourself to break out of the combat game mode and think not just in terms of battle and ofwinning one-on-one fights, but to look at the game as more of a story, with lulls between the action. If you can't do that, then roleplaying games will always be frustrating for you, since you want them to be something that they're not.
Beery wrote:
"Having to go to a doctor, a chef, and an entertainer just to get healed in health, action, and mind, would get very agitating for me."
I realise that players who are used to combat games get frustrated at the variety ofdemandsthat a roleplaying game system forces on the player. I've heardsome people say that even going into town is too much trouble. However, this IS a roleplaying game, and doing different tasks (not just fighting)is an inherent part of that. The towns are supposed to be important togive depth of immersion, and so far, they don't play much of a role at all. If you purchased the game purely to fight other players online, this probably is not the best game to do that, since more is expected of players as regards supportingan entire community of diverse interests. Players who pursue the combat professions need to understand that MMORPGs involve a community whose members don't all fit within the combat mode. For the game to be a good experience for everyone, sacrificeshave tobe made by allplayers so that everyone can feel that their choice of profession is useful. This game is not focused purely on combat, and if you're not willing to take a minimal amount of time out from combat in order to support the wider community, then you aren't really being a good citizen. Your goals, while important, must not negate the goals of other players. I personally would prefer that the Galactic Civil War was not a part of the game - it impinges far too much on my preferred play style, and I think it is focused on far too much by the developers, to the detriment of the immersion factor, but I do recognise that my goals aren't necessarily those of others, and I'm willing to make some sacrifices so that others can play the game they want to play. If all players were equally community-spirited, we could all have what we wanted from the game, with only minimal time being spent in support of others.
MMORPGs give players a great deal of added depth, over and above that offered by the standard combat game. The trick is to allow yourself to break out of the combat game mode and think not just in terms of battle and ofwinning one-on-one fights, but to look at the game as more of a story, with lulls between the action. If you can't do that, then roleplaying games will always be frustrating for you, since you want them to be something that they're not.
Im fairly sure having to go to a Doctor, a Chef, and a Dancer to get healed in Health, Action, and Mind would be agitating for anyone. What needs to befigured out is a way of implementing small changes to fix classes, not huge game altering ones.
Like, increasing duration and buff size, or giving chefs the ability to buff skill mods.
"Im fairly sure having to go to a Doctor, a Chef, and a Dancer to get healed in Health, Action, and Mind would be agitating for anyone."
I think not. I love visiting different places in town and spending time in different buildings. Last night I spent 1/2 an hour checking out the palace in Theed. Perhaps you don't like seeing different places in town, but that certainly doesn't mean that everyone thinks the same way you do. Like I said, you have to be willing to sacrifice just a little for the benefit of thecommunity.
I think Chef Buffs aren't that bad actually...
When I discovered that armor tends to have a decent encumberance cost, I thought well how do you counter that? OHHHH!!! You have to eat. Amazing! It's a game where eating and drinking actually matter! But it is true that spice and doctor buffs are a hair better. I think what would solve this problem is an addiction concept. Doctor buffs and spice buffs are both from drugs of varrying sorts. The "penalty" being that when it wears off, you puke....oh no, I have watch a silly animation for a few seconds....Whatever will I do.
Now, if by taking spice you became addicted, meaning without taking the spice regularly you would accrue penalties to your HAM that were reasonable but still potentially devestating. This would also apply to doctor buffs...However! Food would be there to save the day.
Need buffs that are not addictive, and when they wear off you gain no penalties in any way shape or form? See the local bartender (Master Chef) that sets up shop in the cantina and sells food and beverages that buff your HAM a good amount.
Not only would this change boost Chef pressence, it would probably raise the amount of people using Armor out there. If all you have to do is eat to negate those pesky armor encumberance penalties. Then there's not much of a problem. I don't really know who to go to with this Idea, but maybe the DEV's will read this thread.
just my two cents
DrDevice
Entertainer/Slicer/Fencer/Chef...workin on it