Chef Archive
Thread: General Opinions, Complaints and Suggestions.
SV My problem with this is like what fagit touched on. They "fix" chef, but the fixes for us it to help the players that do not NEED the help,,,,, yet. It seems the better way to have done this would have been to rework the combat system and implement the chef changes at the same time,or rework the combat system, THEN when every needed the new buffs introduce this chef revamp. Right now everything I see is that we are less beneficial to the consumer, EVEN if you get the time lower to 30 mins. IMHO a 30 min timer is NOT acceptable either. The delay should be at worst in line with spice. We most defenatly do not get buffs that buff as much as spice. So spice will still have a market. Every food item should have its own timer like the current sytem. What is there reasoning in nerfing our reuse ability of foods from basically immediately to 45 mins or even LONGER depending on the food?!?!?!??!? Some foods I understand a longer time ie the one that does 85% dmg reduction for 3 hits, but stat buffers? Come on.
Denoby, Master Chef of New Hope, Naboo
My gripes:
1. Losing schematics really bothers me.As a master chef Ialready felt like I didn't have as many choices of things to make as I could, now there are even fewer. The lack of availability of milk was a big part of this, but looking at the tree now there are a lot of holes. Let's get them added back in, even if the effectschange.. the fact that the person just didn't have enough time to do them all isn't a good enough excuse for me.
2. Stomach timer. I feel this is way too long given the relatively short durations of our food effects. It still feels like a sloppy way to regulate eating. I do appreciate that we can experiment on filling, but I was experimenting on the other three attributes already and this justhas me worried that I'll spread my points too thin. If the timer were shorter, it wouldn't be so bad.
3. While not directly related to any of these changes, Why-oh-why does a cantina need to take up 5 lots? There is only one room in the darn thing! Could we think about possibly dropping this to 3 lots like the med center (which has rooms!
)? I am pretty sure this was just an oversight, thinking that entertainers wouldn't miss the lots, but for me, a single-account -playing hard-working chefit really hurts.
4. Fishing must be made to work again. I like fishing. That is all.
Things I'm excited about:
Added variety.
Scaring my customers. (Previously I had to resort to on-the-fly psychosis but I think this new menu is doing a great job all it's own.)
Finally making stuff with milk!
New food art! About freakin' time!. ![]()
Have to agree with fatgit.
What I hoped for and, naively, expected, was a menu full of interesting anddynamic buffs -every buff in the chef tree somethingthatsome group of playerswould go out of their way for. Every buff should have made us go ahhh .... instead, a couple are fairly useful; not unlike the situation we've been working under. A menu full of good buffs would have allowed a lot of specialization within the profession, and so would have keptbeing a chefinteresting over the long term. Now, it _looks_ to me that everyone will produce the same few buffs that really sell and other buffs will fall off the radar. Could be wrong - it's just my initialimpression.
I'll hold final judgement to see how the statbuffs work within the new combat HAM system before declaring 'nerf.' It looks to me, though, that we are not getting any _boost_ to the worth of our stat buffs.If our ability to buff stats hasn't been nerfed, it also hasn't been enhanced. We are still out there in a world of uber doc buffs, with nothing approaching comparable. That would be ok (no better thanthat - we've been asking not only for skill buffs but for enhanced stat buffs since the beginning), that would be ok if ...
The skillbuffs were eye popping. And, again, I may be mistaken, but they dont' seem to be.The addition of skill buffs more and more seems essential to me, and I'm glad they've done it. They couldn't have filled out even our new more modest menu with variable buffs without adding skill buffs. But, here again, the bar was set with doc buffs. I think we were right to expect a similar enhancement of our profession, and I don't think we got it.
I hope it plays out differently.
Hero
~
Who else is getting tired of seeing the numbers on a buff thinking wow then seeing pets only.
Eladia Summerwind
ME! One of my best friends is a Creature Handler, and she said she will never use those foods (unless I provide them for free, hehe). She did say that she would appreciate something along those lines for her own use a lot more than for her creatures, and I think pretty much all of us would agree. Maybe if one food boosted all the pet HAM regen, that would make a good food, but these are just teasers and things that will frustrate customers.
I can already see it: Emails nonstop, "HEY, Y DO U ONLY MAKE GOOD PET FOODE? MAKE GOOD FOODE LIKE THAT 4 PEEPLE 2!"
OMGWTFBBQ,
I am beginning to have serious doubts about the changes. Okay, fine, these changes will work wonderfully with the HAM and combat changes coming the patch AFTER this one. What this means to me is for the next six to eight weeks after Publish 6 goes live, when we will still have the CURRENT HAM/combat system in place, our products will be unsellable again. We've spent the last several months re-educating the server populaces to how useful food and drink were now, and building up clienteles.
I am planning on selling off the rest of my current stock (since the odds are that the existing crate bug on test will make it live) and shutting down the factories until the combat system that our new products are designed for are actually in place.
About experimentation, somehow the math didn't seem to work out for me. Better ingredientsyielded better percentages, butI wasn't able to"predict" themaximum experimental percentages based on the ingredient stats.It is likely I made a mathetical error, so I will check it later when things are clearer in my mind.
Also, regarding "Pet Only" foods, are they changing the way that pet feeding works? I was under the impression that pets only eat when they have health and action wounds. Otherwise, you will receive a message that your pet is not hungry. Even if they changed these foods to buff secondary stats rather than primary stats, it would be silly if you had to get your pet hurt to buff them.
Prior to this patch, I only bought tatooine sunburn, fishak, ryscate, and Breath of Heaven in any quantities. I just dont see how this patch is a bad thing. The one hour timer does stink, but if that gets shortened, then I think this patch is great.
Just my two cents.
Orim, Gunslinger
Scylla Galaxy
SirVimes wrote:
Fatgit,
One thing you are not seeing is that they are changing the combat system. They are changing the way ham bars are working, and one of the things they are changing is that mind will not matter as much as it does now. Right now our buffs are suppose to be balanced to work with the new combat system...So we really have no idea if it is a nerf or not, since all the numbers will be changing.
SirVimes wrote:I just want to point out something...all the ones that required another schematic that was not a component has been removed or had the base component reduced to alcohol. Like Tatooine Sunburn.
Vegaparsine seems to have slipped through it? Or is just the exception to the rule![]()
Ezran wrote:
fatgit wrote:
I have yet to see a food or drink that's made me say "wow, people will want that!"
Improved Experimentation for the next experimentation (Bespin Port)
Improved Assembly for the next combine (Pyolian Cake)
Wow! I'm already using that.
I have yet to see the full details, and haven't seen any on these 2, apart from the ingredients for Bespin Port, and I dont have a TC char with more than dom arts 2
I see they say "next experimentation" and "next combine", unless they have VERY small fillings or they drastically reduce the stomache decay, whats the point ?
Filling the stomache for 1 or 2 experimentations per hour seems pointless - you could take that, get the bonus on the next exp roll, then get 2 fails in a row that wipes out any bonus ?
It's also only any use for those that make the odd schematic now and then.
Yes, it appears nice, but, until I see the full details, it doesnt impress.