Chef Archive

Thread: Chef Correspondent Report On Revamp #1

SirVimes
Fri Jan 23, 2004 10:28 am
#1


Well, we have our first day of seeing the new chef system. Reactions have been a very mixed bag from hating it to loving it to everything in between. This is all first impressions though, so I would like to wait a few days before taking a count of people's opinions. I want to give this all time to sink in. One postivie note is that the people I talked to on the test center, the people actually using this stuff, are more positive about the changes than the people getting the information second hand.


There are some things I want to to note, however.



  • The decay time is too long. I think if this was lowered to an half an hour, that would be fine. So far, EVERYBODY agrees with this, chefs and customers alike. It is probably the only thing that everybody does agree on. Somebody, I forget who, brought up the point that buffs are addictive. That once you are buffed you want to stay buffed. Well, too many of our buffs are instant effects and most of the ones I have seen are in the 15 minute to 20 minute range. There are some that last longer than half an hour, but they are either relatively weak or very filling and do not stack well anyway. But having a filling, instant effect and then waiting an hour before you can try it again limits the usefullness of the buffs. I can understand why you made it an hour, but I think the cons outweight the pros.

  • Bug: Old Foods not working properly. I am getting some conflicting reports about this, but it seems that pre-patch foods are not working properly. From what I understand, any pre-patch foods in crates do not have any buffs or modifiers and do nothing when you consume them. Food out of crates seem to be ok. We were told that pre-patch foods will remain as they were, and if this goes to live a lot of chefs will be unhappy.

  • Containers. Reaction to the containers for drinks is a very mixed bag, so I am not sure of the over all reaction to them. One thing that is common, though, is that if they require so many resources (and the higher up ones require a lot) then the results should be pretty darned amazing. I remember the numbers that Greenmarine gave me about the multipliers...and I must say that compared to the resource requirements they are not worth it. Either reduce the resource requirements or increase the multipliers.

  • Effects of crashing. Vandessa's computer crashed while she was testing drinks and food. When she logged back on, the effects of the buffs were gone, but she was still full. Can we have on or the other? Either remove effects and filling, or keep both. (Although, I admit...I could see some possible exploits with it. Although if we reduce the time to 30 minutes, I don't see the exploits being that bad.)

  • Bring back wedding cakes. It is a small thing, but it is small things that make us happy. One of the more fun things a chef gets to do is cater weddings ingame. It is fun role playing and it is different. To do this, we need wedding cakes which has been removed. Please bring back the wedding cake. I don't care what the buff is...or even if there is not one. If it is a worthless novelty item we only do for weddings, fine. But we would like this back (although...I admit, with writing this...we could always just rename aircake. Hmmmm.....)

  • Bug: Buff window.In the options menu, when I click on (and sorry if I don't get this right, the game is not in front of me) "Show buff window" the buff window disappears. When I uncheck it, it comes back.

I gotta run to a meeting now. Darn my real life (and darn the fact I can't say d'amn on these boards.) I will write up another report on monday of stuff we found over the weekend.
SirVimes
Fri Jan 23, 2004 10:29 am
#2

"It is a small thing, but it is small things that make us happy."



Please, no comments from the peanut gallery.

LeilaniKirlia
Fri Jan 23, 2004 10:34 am
#3

I wouldn't personally even mind SO much the resource requirements of the new containers if they didn't require components in them themselves. Instead of just one more factory run for a barrel of BoH, it will be 3 runs. This puts it in old vegeparsine territory, but with the added difficulty of higher resource numbers. People are comparing this to the other classes' dependence on tailors, etc. but one big difference is the necessity of our dealing with crates nearly exclusively. I echo SirVimes in saying that unless the barrel adds a REALLY nice multiplier to the quantity (and not just +10 or 11) this will be very frustrating to deal with.


Leilani Kir'lia


P.S. Forced Interdependence on other professions seems to have a different effect than what SOE intended, as I know several Master Chefs who will be changing their templates to Master Chef, Master Artisan, Tailor Formal 2, BE to tissue and experiment 4, and Exploration 2. It really just makes people get alts, which I suppose may be a goal as well.
SirVimes
Fri Jan 23, 2004 10:39 am
#4

Forgot one:


Won-Won: Won Won Strength and Con +505 for 3m 45s Filling: 83. What the heck is up with this buff? This is the most useless buff I have seen so far. It only works for 3 minutes and after taking it you can barely eat anything else? Either raise the duration or lower the filling. I think lowering the filling would be best, making this an emergency buff.



fatgit
Fri Jan 23, 2004 10:47 am
#5

The decay thing, people want their buffs to have as little "downtime" as possible.
In the case of spice, you can take one 13mins after another - 3 mins unbuffed. One hour after a 14min buff is totally unacceptable.
I would suggest 5mins max, or no one will bother with food
fatgit
Fri Jan 23, 2004 10:50 am
#6

bah I hate these forums

Containers :
If the resource costs are 3 times the cost of teh base item, I damned well want it to at least triple the amount in the stack (ie: a 5 stack becomes a 20 stack)
If not, remove them, theyre totally useless.
Ideally there should be a bonus ontop of that

Does anyone have figures on the multipliers yet ?
Matatodos
Fri Jan 23, 2004 10:53 am
#7

From a fighter's point of view (and my wife is a chef) any buff to health/con/str/action/quick/stamina is useless unless it's a large buff for a considerable amount of time. With doc buffs, there is no need for me to focus more buffing on these attributes when the mind is left so weak. I do keep a few neutron pixies on me for extreme emergencies (like if I get flamed), but I use 1-2 pixies a week maybe. The majority of people in my guild fight the same way...crates of muon, fishak and pate with a few pixies or flameout for emergencies.


This timer thing is way too long. I don't mind a little down time when I can't buff, but potentially having to wait 30-40 minutes to reset the buff is way too long. Doc buffs can be reset immediately. Spice buffs get 10 minutes on and 3 minutes off. Chefs get 20 minutes on, 40 minutes off?!?


Is there any other crafting class that has to rely on more than 1 other to make their goods? I've been an armorsmith and a droid engineer... armorsmiths need tailors... droid engineers need artisans... not sure about the others. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!


Sounds to me like chefs are getting the shaft.






Matatodos Casador
SirVimes
Fri Jan 23, 2004 11:09 am
#8






Matatodos wrote:

. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!





No. None of this other stuff is REQUIRED. you can make all your chef stuff just by being a chef. These professions add modifiers to make our stuff better, but if we don't have them we can still make all our stuff.

Vodokar
Fri Jan 23, 2004 11:16 am
#9

Don't forget Scouts also for meat, hide, bone, an milk.


In order to be completely self sufficient we would have to be Master Chef/Scout/Merchant/Master Artisan/Tailor/Medic/Bioengineer. Did I forget anything?



Master Chef Shiskussi
The Fireside Cantina - Sanctuary Naboo
Arruna General Store - Arruna Dantoine
Naritus Server

Eat, Drink and be Merry tonight! For tommorow, dead men we shall surely be!
Akane
Fri Jan 23, 2004 11:22 am
#10






Matatodos wrote:

Is there any other crafting class that has to rely on more than 1 other to make their goods? I've been an armorsmith and a droid engineer... armorsmiths need tailors... droid engineers need artisans... not sure about the others. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!


Sounds to me like chefs are getting the shaft.







Armorsmiths rely on master artisans and tailors for required components, plus bio-engineers for optional components.I think the problem isn't necessarily interdependence in general, but the volume that chefs deal with and the fact that these changes are problematicfor chefs who have already allocated all their skill points.


Jihadic
Fri Jan 23, 2004 11:22 am
#11

SirVimes, chef buffs and filling should go away when death occurs. As a master doc, one in eight customers that come to me have someone else kill them in front of me to remove their previous doc buffs. I think this mentality is setting in further and further and they will only expect our buffs to be the same way or not use them as frequently. The only exploit I can see so far would be the creature taming problem if you call something far above your taming ability and then have someone kill and rez you so you can buff right away with something else. I would hope that they would just make pets non responsive if you don't have the ability to control them.



Jobarra
Master Chef
Visit my vendors in the Falconcrest Mall in Falconcrest, Corellia.
Looking to buy Food Exp and Food Assembly Clothing Attachments. +4 at LEAST please.
Ezran
Fri Jan 23, 2004 11:32 am
#12



fatgit wrote:
bah I hate these forums

Containers :
If the resource costs are 3 times the cost of teh base item, I damned well want it to at least triple the amount in the stack (ie: a 5 stack becomes a 20 stack)
If not, remove them, theyre totally useless.
Ideally there should be a bonus ontop of that

Does anyone have figures on the multipliers yet ?




I have made Blue Milk with a Small Glass (10 Gemstone) and a Large Glass (100 Gemstone).

Small Glass: 5 uses
Large Glass: 7 uses

It's somewhere around 1.5-2, not worth 10x the resources.



Ezran
fatgit
Fri Jan 23, 2004 11:38 am
#13



Akane wrote:


Matatodos wrote:

Is there any other crafting class that has to rely on more than 1 other to make their goods? I've been an armorsmith and a droid engineer... armorsmiths need tailors... droid engineers need artisans... not sure about the others. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!

Sounds to me like chefs are getting the shaft.


Armorsmiths rely on master artisans and tailors for required components, plus bio-engineers for optional components. I think the problem isn't necessarily interdependence in general, but the volume that chefs deal with and the fact that these changes are problematic for chefs who have already allocated all their skill points.






Spot on Akane. I cant think of another pure craft profession that has to output the volume we do.
The idea of lowering item complexity was to speed up our crafting process, which happened - however, we all know everyone will want casks/barrels - especially those of us supplying mainly powergamers - and will thus be required to spent ages gettign MA/Tailor parts.

Personally, due to the impossibility of getting a regular supply of MA parts, it means I have to drop most of merchant & take MA, and possibly the rest to get Formalwear I for trims - hardly making me dependant on another class,
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