Chef Archive

Thread: State of the Chefs (10/31)

Merloth
Sat Nov 01, 2003 7:19 pm
#14

You'rethe best SirVimes



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Odeken
Sat Nov 01, 2003 10:22 pm
#15

thanks sir vimes. well done as always! if i could buy you a fs slot i would after having seen the break down people who try chef i am closer to understanding why we're so neglected. it is lame but true. some things are just more important. i only wish SOE had paid for more developers.

Akane
Sun Nov 02, 2003 12:18 am
#16

Personally I believe if they fix the bugs with Chef first, the problem with the buff power may change slightly, but we will see.


I agree with alot of most important things up there, but I wanted to comment on one thing specifically:





SirVimes wrote:

Ingredients put in the factory should not have to be identical. 25 carbosyrups can be done faster manually than with a factory. When inserted into the factory, the factory rejects them because they don’t have the same serial number. Allowing any type of sub ingredients like dough or carbosyrup will make things a lot faster.






I very strongly disagree with this, and it's implementation is a virtual impossibility. If you want components to start actually working in foods (whether they are currently working or not is another discussion) then it only strengthens the fact that when a schematic has been created thecomponent used in each foodmust be of the same serial number (identical component). I've personally never had a problem with this, and this practice of components needing to be factory generatedis not specific to chefs.


Granted, the fact that it takes substantially longer for a factory to produce food items and food components than it does to hand produce them is something that should be tweaked. It should not take nearly an entire day to produce a single run of Tatooine Sunburns. (slight exaggeration)

Naturner
Sun Nov 02, 2003 3:25 am
#17

Fantastic post SirVimes, I really don't have much to add, and I think Saitek's post pretty much smoothed out any rough spots. It's clean, well organized, and shows our profession state in a clear fashion.


/cheer SirVimes


And to think way back when I actually wanted to be the coorespondant...I think I was hitting a little too much of my aludium stock. I don't envy your task in any way.




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Eminemrapman101
Sun Nov 02, 2003 4:58 am
#18

You can all thank me for getting thunderhearts attention. Look at a topic i posted in the forums called "Thunderheart, Got Milk? Got Additives?". http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=30896. I posted this 10/31 At about 3:00AM in the morning.


What I find really funny is that THE NEXT DAY, now chef's are getting attention. Now someone realizes "hey maybe something is wrong here". So after5 months and a well thought out thread finally we may be on the road to recovery. We need it.




Anarr Ivo

Vendor located at 5164, -3675
Tylas, Talus
fatgit
Sun Nov 02, 2003 6:40 am
#19

Once again, an excellent piece of work SirVimes, I can only hope that it is read, understood & acted on by the devs for once, rather than you get "OK, we'll work on it *shuffles it under the carpet*" we usually get from em.

Please include the complete descriptions of the buff bug, as already posted above, as otherwise, no matter how many times its been reported, you will get a reply saying "what buff bug ? " :/

One thing I'd like added is tha factory crafting speed. Our foods, especially the components, need to be lower complexity.
While it's understandable that a weaponsmiths factory might only churn out 100 krayt flamethrowers a day that sell for 750k each, we need to be able to make more than 100 Angerian Fishaks a day to make any money. Either that, or as stated, our buffs need to be a LOT better than they are, so we can charge more.

Other than that, I think you more or less covered all bases.
Saitek
Sun Nov 02, 2003 8:58 am
#20

Yeah I just dont get my hopes up and figure they are sweet talkin' us again.



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Dsabre
Sun Nov 02, 2003 11:01 am
#21

SirVimes...don't forget to add all those nice things the chef trainers say they'll teach you to make....Grilled Rancor Toes, etc...very annoying hearing that, and yet theres little if any hope the devs will actually get around to stuff like that. But perhaps try asking for a few other things....

1) food that heals (even mind): as it stands you can only eat so much, and even if they add in a mind heal, no matter how powerful it is, it won't be anywhere near as good as a stim...since you would likely only be able to eat 1 or 2...maybe 3 at the most before you got full...so if they made a heal 500 mind food...and put it at desert 4....you could eat 1....maybe 2 before you couldn't eat anymore...not incredibly powerful...but it does give people an option to use instead of buff food.

2) add a food component/requirement to CH taming creatures: I saw a few CH's post about this one...and it does have some merit...if they were to add a schem, or a few schems for food that CH's need to use in order to try and tame a creature, and have it slightly (or greatly) affect chance to tame (not level that is tamable), and let experimentation control how much of a boost it would give...that'd be interesting...they could even use the "eating" graphic for when people feed their pets...so its not like they'd have to add any graphics to it.

3) add a new ability to master chef..."Choice Cuts": instead of having rare loot drop things like the rancor toes, or krayt flanks....allow a master chef who is travelling with a hunting party to have a chance (not garauntee) to "fillet" one or more of these items out of a creature...it would allow chefs to have a place in parties, and add to our social/rp factor since we would no longer have to wait for people to come to us...we could actively search for parties to join, hand out food, etc in exchange for tagging along...but put it at master chef since SOE has such a disdain for dabblers...or have it be an ability like harvesting, and put it in the cooking line...+10 novice, +10 cooking 2, +10 cooking 3, +40 master chef....only adds to +70...but that would mean that skill tapes would have a greater effect, adding to the appeal of the tailor profession...
Georb79
Sun Nov 02, 2003 12:02 pm
#22

SirVimes you sir did a great job in hitting the nail right on the head.


I really hope something gets released with player cities. It is a joke when I run through the starport and people start laughing at me because I am a chef.


I really wish I could belive something is going to be done but I really dont think the devs are up to the coding required to fix this proffession. After seeing how horrible of a job they have done countless times coding new content and trying to fix stuff, its disheartening. I do want something done. My whole PA and over 50 people right 3 /bug reports a day trying to fix this proffession because they all know how important it could be if we just were able to do what we were intended to do.


I would love to offer my coding skills to the SWG team and I know a few others who have great experiance coding that could really do a number on this game that would love to just have a chance to make a game they like playing even better. It seems to me that the creativeness of the devolpers has left them all.



Anyway Love your post Vimes. Hope to see something soon.


Georb


Tarquinas




Georb
Master Chef
Tarquinas
The Tradersguild -2171 -6220 Tatooine
www.Tradersguild.net
Dsabre
Sun Nov 02, 2003 5:05 pm
#23

you know, georb79 has a point...there are TONS of excellent coders out there...literally TONS of them, and a good chunk of them are either a) out of work not doing much of anything right now, or b) working for free so that their resume doesn't show a 2 year break...

major companies like SOE have shown a pension for providing very little in the way of job security for programmers...often ditching experienced quality programmers for fresh out of colledge, inexperienced coders...sometimes this works out nicely...but more often than not...it doesn't.

Why can't SOE simply hire more coders? its not very expensive to acquire a large number of talented programmers anymore, and most would be willing to do it for free for a few months just to have a shot at getting a job...or to prevent their resume from being 2 years of nothing...(mainly a result of the market getting flooded for y2k, and when that passed...the market was overly saturated, so even good coders got laid off in favor of cheaper ones fresh out of colledge willing to work for much much less). If the dev in charge of chefs is too busy...fine hire a few more, its not like SWG costs all that much to run...for $15 a month, and their reported over 300k users...theres no way their cost is anywhere near their income.
errgon
Mon Nov 03, 2003 2:28 am
#24

I am a new novice chef, and I ran into a Wookie who wont drink Angerian Fishak Surprise cause it kills him.


That is not good for business. I really enjoy the idea of being a chef, but Of All The Afore Mentioned Desires for Dev Attention, if the food just worked properly, I would be happy.


Also by working properly I mean it needs to buff large and long and work with spice and Doctor buffs.


And there should not be any downer experienced from using them, not one that would kill you anyway.


mistatecal
Mon Nov 03, 2003 7:54 am
#25

Great post SirVimes! Some great ideas.
Drenarb
Mon Nov 03, 2003 8:04 am
#26


  • The stats of components does not seem to have any effect on the final product.

I have to disagree with this one. Although it may not be much, but if you experiment all of your experiment points on nutrition on carbosyrup and dough, and then use it in say Air Cake or Blap Biscuit the buff value is much higher than if you don't. The same goes for flavor. Yes, it may not be a significant difference, possibly only a +15 increase, but it is something. I know I can make the negative Health buff on a blap biscuit become positive by just experimenting nothing but the nutritional value of my carborsyrups and dough.




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