Chef Archive

Thread: Chef CU feedback

Sativaa
Sat Apr 02, 2005 5:02 am
#14






omega25 wrote:

The best thing about cu so far for chef is that we get to make our own additives, med, light and heavy additives are in chef tree now and i am so happy aboutt that is unbelievable


ome'ga






Message Edited by Sativaa on 04-03-2005 03:24 AM



åå
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ethak1
Mon Apr 04, 2005 1:02 am
#15

ANY MORE FEEDBACK ON CU? Still grinding it out, but not as much until i know whats going on! lol





I miss the Old Man...
burningsea
Clicky
ChefVomit
Mon Apr 04, 2005 1:31 am
#16

I ADKed my CDEF pistol last night...does that count?

So far about two boxes away from Master Artisan, and working on Master Medic. Should have that ground out by tomorrow night. I want to hit both Chef and BE ASAP as soon as they open up. Need to see how different the Additives will end up as well. Overall Impressions of the combat itself is, to be honest, fairly poor. No matter how you shake it out, it is still a dumbed down combat system. And the loss of the combat queue IMO was a mistake that only limits your ability to effectively manage several things at once. I understand the need to feel connected to the action, but there is no more of this with the current system, and the utility you lose without the combat queue is aggravating. Its especially aggravating as a medic trying to take care of multiple targets, since I cant queue up heals on different targets. Overall, the majority of those that seem truly excited about the new system havent provided much info as to WHY they like it yet. Without the knowledge of what the master professions and armor layouts are, there is no way to truly determine if this addresses the balance issues they all say it does.

I am not ANTI-CU (yet), but I am finding it hard to find good things to say about it. Dont get me wrong....its fun being a noob again, and being able to group up and go out and kill stuff. But this is NOT supposed to be a patch about being a noob again. Its supposed to be about revamping and balancing the combat system. So far, the combat system has been simplified dramatically (not good), and the skills changed for the novice professions (VERY good thing). But if forced grouping is what will happen, I doubt it will have a good effect on this game. So many of he current players have said over and over again that they enjoy being able to solo things...its what keeps them coming back from games like EQ2 and WoW where grouping is absolutely necessary. They just dont need to be able to solo Krayts or Nightsisters and the like.

I dont know about that, not much of a fighter. But the message is coming through pretty loudly that the playerbase is unhappy with the overall feel of the CU, so I hope when the master profs open up it gets better. There needs to be serious power in the single player, if nothing else because of the difficulty we will have amassing large quantities of meat if group hunting is required. And we will HAVE to get large groups if that is the case, since none of us will be worth a damn in combat for the most part. We wont be able to solo a lair of Nunas with the templates that we have or will have available to us.

Sad really, there are a LOT of things I do like about the TC environment, but overall they have not really managed to improve anything yet. In fact it is a step backwards in terms of combat. There are so many ways that the existing system could have been easily revamped to fix the balance issues that would have prevented this mess. Oh well...still a few weeks left. I have hope.

The crafting I havent played with too much yet, other than with some of the artisan foods. The foods are so buggy at the moment its really hard to determine their abilities or use yet. I will try crafting more artisan items tomorrow hopefully and see how it works out. The lack of either droids or private crafting stations is a bit of a problem, but not yet. Hopefully we can get some crafting stations hammered out soon after the skill trees open up to allow elite training. Thats where the real testing will happen anyway.

Thats my $0.85 so far. Its a brave new world, and it has a LOOOONG way to go. We will get there, just need to test more and more and more......



Zemzam Zeman
__________________________________________________________________________
The crafter formerly known as Chef Vomit
New Profession: PURPLE PEOPLE EATER!
PLEASE DROP OFF ALL WINNINGS AT 3079,3154 Revenance, Lok

sciguyCO
Mon Apr 04, 2005 8:18 pm
#17

Looks like some interesting stuff is coming in. I'll be playing a little bit tonight and a lot tomorrow (I took an extra day off work to re-cupe from my trip).


1) A lot of crafted items are missing info on the exam screen, not just food. That's a known bug and should be straightened out soon.


2) The character sheet is messed up due to still having the "drain" stats (strength, quickness, focus). While sampling, my action and mind pools were draining right on my HAM bars, but the character sheet had the numbers changing on con and quickness. My guess is that the first six lines are going to correspond to health, health regen, action, action regen, mind, and mind regen. Use that order to figure out what's getting buffed, not the current labels.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Jalinsol
Fri Apr 08, 2005 8:23 am
#18

I noticed something on the Chef Tools Spreadsheet (great job to those that put it together, btw....Kudos!).


When calculating power, it divides 500 by the value of the radioactive's PE, which gives you a LOWER value for higher PE fuels. I'm guessing this is a mistake, and that this portion of the formula should be reversed. The cell in question is H37 on more tools. It says (at the end) 500/(MAX(500, D32)) where D32 is the PE value. This would give, say 500/750 or .667, where a value of 500 would be 500/500, or 1.


I don't know who maintains this, so I thought I'd mention it here. My apologies if anyone thinks this is too far off subject.


I began writing a similar tool when I was an architect. Mine is done in .Net, and if I ever finish it, I'll be happy to distribute it. Now that I'm a chef, there's lots more stuff to consider.


Regards!



Jalinsol Apollyon
Prodigal Exile (PE)
12 Point Chef - Teras Kasi Master
Exodus, Lok (Radiant) -- Moving to City of Exile, Tattoine, near 300, -4000
Vendors at -580, 4800 on Lok
sciguyCO
Fri Apr 08, 2005 9:04 am
#19


Jalinsol:


It's working right, just labeled a bit vaguely.


That box calculates the units of radioactive (or wind or solar) consumed by a harvester in a day. A harvester's power usage is constant as far as "power units", but higher PE gives you more efficient power, so a higher PE uses up fewer units.


The intention is that people buy energy at a cost per resource unit, or each resource unit has a certain cpu based on the generator calculations in the section above. Higher PE power uses fewer resource units in a given period of time, so it's cheaper.


If you can think of a better label, I'm all ears.


Oh, and future discussions on this might be better suited to the "read this" tools thread. That has the link to the original version populated with Live data, all I did for the CU version was wipe out the FoodData sheet to enter the CU info.

Message Edited by sciguyCO on 04-08-2005 10:08 AM





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Jalinsol
Fri Apr 08, 2005 9:13 am
#20

OK, that makes sense. I was looking at it from a "units produced per day" which, upon review, is incorrect. It was my own bias, as the app I'm working on determines cost per consumable unit, or perhaps a better way of looking at it, the net power units. This is basically doing the opposite--demonstrating how many mined units (or real units) are needed to power the harvester per day.


My bad!


One thing I decided to add was the cost of shutting down a harvester/factory, because I generally only run a harvester for the duration of a specific spawn. If I'm on that spawn for 5 days, this isn't much of a factor. If I'm on it for only 1 day, though, this might increase my cost as much as .5 cpu (in extreme cases). Probably not enough to worry about in the long run, but it helps me keep my mind around the actual costs of production.


Thanks for a great tool!



Jalinsol Apollyon
Prodigal Exile (PE)
12 Point Chef - Teras Kasi Master
Exodus, Lok (Radiant) -- Moving to City of Exile, Tattoine, near 300, -4000
Vendors at -580, 4800 on Lok
sciguyCO
Fri Apr 08, 2005 11:46 am
#21

I figured with everything else going on, I'd put in some food-related stuff I've found.


  • Bug: Food still does not display stats other than stack size. You can't see the buff effect, duration, or filling.

These next ones I'm not sure if it's a bug or a design change:


  • You can no longer eat/drink subcomponents. So the "craft soypro and eat for the usage xp" tactic is no longer valid. This is probably intentional, it's always been a little weird to eat components.

  • You can no longer stack stat buffs. I've tried with a few Dom Arts items (blob candy, bofa treat, spice tea), and attempting to eat/drink a second gives the message "you are already under the effect of that enhancement". This also may be intentional to reduce the potential buffs you can obtain from food. On the one hand, this might justify increasing the power of low-filling items, since you won't be able to stack 10 blob candies. On the other, it could expand the variety of foods people buy and use, since they won't be just double-buffing brandy or vercupti (or their post-CU equivalent).

  • Unless it's changed recently (the server was very unstable last night), you can't see the regen stats for health, action, and mind on the character sheet. This may make testing foods that buff those stats a little difficult.

  • Buffs appear to persist after logout. This is definitely the case with inspiration buffs, and may be the case for food buffs. I'll have to double check on TC, but on Live, filling does go down while you're logged out (if you fill up, log out, and log in 30m later you're empty), and this may lead to some exploitable situations. I'm also going to check whether cloning clears buffs or not.

I really hope the display bug is fixed soon, that will make testing food crafting so much easier.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Tyranni
Fri Apr 08, 2005 1:49 pm
#22






















Here's what I have found on TC-EP3 So far... (Keep in mind these are onlyfoods madewith not-so-high resource qualities andno BE additives. Will add more as I can craft them)


Drinks:

Accarragm = +50 Heath/ Action Regen bonus/ Mind Regen bonus (5m)
Aitha = Medic/Doc Heal Efficiency (5m)

Bespin Port = +10 Experimentation (5m)

Blue Milk = +20 Cure Efficiency (2m)

Breath of Heaven = +200 Health/ Health Regen bonus/ Action Regen bonus/ Mind Regen bonus (8m)
Caf = +100 Health/ Mind Regeneration bonus (45m)

Corelian Ale = +25 Melee Accuracy (45s)

Corelian Brandy = +30 Disease Resist/ +15 Disease Absorb (15m)

Deuterium-Pyro = +25 Ranged Accuracy (45s)

Elshandruu Pica Thndercloud = +10 Ranged Def. (18m)

Flameout = +90 DMG Reduction (30s)

Gralinyn Juice = +10 Accuracy Vs. Creature (18m)

Ithorian Mist = +30 Fire Resist /+15 Fire Absorb (12m)

Jaar = Cure Poison (instant effect)
Jawa Beer = +10 Mask Scent (15m)
Ruby Bliel = Stimpack Heal Speed bonus (15m)
Spiced Tea = Mind Regeneration bonus (45m)
Starshine Surprise = Incapacitation Recovery Speed bonus (20m)

T'ssolok = +10 Buff Duration Bonus (15m)

Till-a-till = ??? **Not shown** (instant effect)

Vasarian Brandy = +200 Health Regen bonus/ +200 Action Regen bonus/ +50 Mind Regen bonus (9m)

Veronian Berrywine = +30 Bleed Resist /+15 Bleed Absorb (15m)

Vayerbok= +10 Block (15m)


Foods:

Ahrisa = +100 Health/ Mind Regen bonus (15m)
Air Cake = Dodge Bonus (15m)
Almond-Kwevvu Crisp Muchies = Creature Taming +10 (15m)

Bivoli Tempari = +10 Buff Efficiency (15m)

Blap Biscuit = +10% Health (45m)
Blob Candy = Action Regeneration bonus
(1hour)

Blood Chowder = +15 Bleed Resist/ +15 Bleed Absorb (30m)
Bofa Treat = Health Regeneration bonus (45m)
Caramelized Pkneb = Medic/Doc Cure Efficiency +10 (5m)

Cavaelin Creams = +65 Incap Recovery Time Reduce (20m)

Chandad = +10 Survey (15m)

Cho-Nor-Hoola = +15 Poison Resist/ +15 Poison Absorb (25m)

Citros Snow Cake = +20 Heal Efficiency (5m)
Crispic = +15 Melee/ +15 Ranged Accuracy (10m)

Deneelian Fizz Pudding = +30 Dodge (50s)
Dustcrepe = CureDisease(instant effect)

Dweezel = +10 Trapping (15m)

Exo-protien Wafers = Damage Reduction bonus (15 sec)

Felbar = +10% Health/ +10% Health Regen bonus (50m)

Gornar = +15 Clone wound reduction (20m)

Gruuvan Shaal =+100 Health / +200Health Regen (15m)

Havla = +15 Disease Resist / +20 Disease Absorb (25m)

Karkan Ribenes = +50% Health Regen (30s)
K-18 Rations = Burst Run bonus (45s)

Kanili Wafers = +100 Health & Health Regen Bonus (1 Hour)

Kiwik Clusjo Swirl = +150 Health/ Action Regenbonus/ Mind Regen bonus(15m)

Ormachek = +5 EXP Gain (20s)

Parwan Nutricake = +50% Burst Run Recharge time Reduce / +50% Burst Run HAM Cost Reduction (instant effect)

Pastebread = +10% Health/ Health Regen bonus (40m)

Pikatta Pie = +25 Dodge (20m)

Pyollian Cake = +5 Crafting Assembly bonus (20m)

Rakririan Burnout Sauce = +8 Unarmed DMG (14m)

Scrimpi = +100 Health / +200Action Regen bonus (15m)

Smuggler's Delight = +40 Spice Down Reduce (20m)

Sweesonberry Rolls = +10% Health / +10% Health Regen bonus / +10% Action Regen bonus / +10 Accuracy (45m)

Synthsteak = +25 DMG Reduce (30s)

Teltier Noodles = +100 Health/ Action Regen bonus (50m)

Terratta = +10 Camoflauge (15m)
Travel Biscuits = Terrain Negotiation +10 (10m)

Trimpian = +25 Fire Resist/ +25 Fire Absorb (30m)

Won-won = +150 Heath/ Heath Regen bonus/ Action Regen bonus (15m)


So far resources and quality requirements do not appear to have changed. I'll keep my eyes open if something doesn't look quite right.

Message Edited by Tyranni on 04-22-2005 02:48 PM



Tyranny Hopatcong -12 point Master Chef-
Ater Legio Mall, Naboo -2000m from Theed- (-2880, 3500)
"Who is more foolish... the fool or the fool who follows him?" -Obiwan Kenobi-
Ewach
Fri Apr 08, 2005 3:30 pm
#23

Are all of the resources (and required stats) still the same? The CU is royally messing with Armorsmiths and Artisans(they altered the required stats for powerups - it's no longer just OQ like it used to be).




SWG Lexicon: "Every Player" Means "Except Crafters"



Ewach - Founder of Travelers Respite on Sunrunner
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sciguyCO
Fri Apr 08, 2005 4:17 pm
#24






Ewach wrote:

Are all of the resources (and required stats) still the same? The CU is royally messing with Armorsmiths and Artisans(they altered the required stats for powerups - it's no longer just OQ like it used to be).



Resources are the same (at least for the ones I've checked up to Novice Chef). Statrequirements look the same, but I haven't watched those quite as closely. I did notice with a bit of surprise that Spice Tea required DR/FL for the flavor category, but checking my references that matches numbers currently on Live.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
MeciniaLua
Fri Apr 08, 2005 9:09 pm
#25






sciguyCO wrote:





Ewach wrote:

Are all of the resources (and required stats) still the same? The CU is royally messing with Armorsmiths and Artisans(they altered the required stats for powerups - it's no longer just OQ like it used to be).



Resources are the same (at least for the ones I've checked up to Novice Chef). Statrequirements look the same, but I haven't watched those quite as closely. I did notice with a bit of surprise that Spice Tea required DR/FL for the flavor category, but checking my references that matches numbers currently on Live.







I'm concerned about this too, and actually was one of the first to point out on the artisan boards their changes.


I'm really concerned for the wellbeing of the game. Crafters are really getting the shaft, and most multiple accounts come from crafters. SOE can't afford to lose all those accounts....not and keep the game viable.



-Wanderhome- Mecinia, Mecinea
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Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
Kruiz
Tue Apr 12, 2005 2:41 pm
#26

will piketta pie stay after CU? will it change? it is a so important food (50% dodge of all)

thx for answers



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