Chef Archive
Thread: Chef CU feedback
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
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......
Message Edited by sciguyCO on 04-08-2005 10:08 AM
- Bug: Food still does not display stats other than stack size. You can't see the buff effect, duration, or filling.
- 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.
Aitha = Medic/Doc Heal Efficiency (5m)
Caf = +100 Health/ Mind Regeneration bonus (45m)
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)
Air Cake = Dodge Bonus (15m)
Almond-Kwevvu Crisp Muchies = Creature Taming +10 (15m)
Blob Candy = Action Regeneration bonus (1hour)
Bofa Treat = Health Regeneration bonus (45m)
Caramelized Pkneb = Medic/Doc Cure Efficiency +10 (5m)
Crispic = +15 Melee/ +15 Ranged Accuracy (10m)
Dustcrepe = CureDisease(instant effect)
K-18 Rations = Burst Run bonus (45s)
Kanili Wafers = +100 Health & Health Regen Bonus (1 Hour)
Travel Biscuits = Terrain Negotiation +10 (10m)
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
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.
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.
thx for answers