Chef Archive
Thread: Happy Holidays Your Present Is Here And It Ain't Fruitcake
looks like a good start
the main thing that I ask is that each food has a unique purpose
so there aren't 4 foods or drinks that buff + action, - mind
i'll have to redo my menu ![]()
-T
[edit for typo and definitely the wrong smile-thingy]
Message Edited by Traigus on 12-20-2003 08:38 PM
Slythetove wrote:I sure hope someone tries to consider the number of different resources we would be required to have if the expectation becomes 25+ good sellable foods made by masters.
Please, please pay attention to that. With the limits of storage in this game it's VERY difficult to keep enough resources on hand only making 5 sought after items.
I want to say WOW!!! also. Just wish it hadn't taken so long to get to this point.
Sa for the quote above, I hope there are 25+ high demand, sellable foods. With this revamp, you are going to see a lot of holo-chefs prolly keeping their chef skill. With the added chefs, having a large number of sellable food and drink types will mean chefs will more than likely have to specialize, rather than try and sell everything under the sun.
I like the idea of that even though you master chef, you will only realistically be able to be a bartender, pastry chef, etc. and leaving huge marketplace for all chefs to sill a niche.
Emeril
Incidentally, is there any word if milk will become more prevalent along with this revamp, or if recipes will be modified to require less milk?
thanks sir vimes.the down-trodden chefs'patience is commendable.
the description of theseredone artisan schematics and clarification on experimentation lookreasonable. reasonable.
while i generallyloath that acompanywould rely upon paying customers to be testers... if we had a rough timetable for these going to tc i'd start a newbie there just for the purposeof helping to test these. (i mean rough as in "don't bother for a month or so." or "coming soon so go ahead and get setup!")
Just dropping in from the Ranger boards... from what I know about Chef, these changes sound like they kick arse. And you guys deserve it. Big time. I'm happy about all of this. ![]()
Kyyran Evagg'orr
Master Scout/ Master Ranger/ Rifleman
Official Rifleman's Motto: Of all the things I've lost, I miss my mind the most.
TWENTY-FIFTH!!!
Wow, again... Hmm, I think that's been said already.
This is going to take a total rethinking of how I set up my menu. On the other hand, it will be most welcome. I'm glad that the approach they've taken offers so much diversity; so now, the chef foods wont just be much weaker versions of other classes buffs, they'll be unique buffs... I have a feeling that they still won't be more desirable right away but once people find out what the new buffs do they will be buffing their buffs in the buff...
Oops, brain went on overload there.
OK well time to start up a character on the test server and grind up to .... ***NOOOOO***
(cries uncontrollably)
Man I haven't even made master chef with my "real" character yet. ![]()
Saitek wrote:
Very cool, it will need alot of testing to make sure the Chef foods work in a progressive manner instead of the ass backwards way things are arranged currently.
I don't think that will be the problem you think it is. If I remember right, your biggest complaint was that the cumalitive effects of lesser bugs is greater than the effects of a single buff higher up the tree, and the one higher up the tree is more filling.
Well, a lot of these new buffs do not stack. Drinking more jawa beer does not increase the buff you get for mask scent....I think it just negates the previous ones. It still might be the case with the stat mods, but really the stat mods are no longer our primary product and I think we will see less of them as we go up thre tree, and see more skill and effect buffs.