Chef Archive
Thread: Newly public CU info
TimePalladin wrote:
didnt they do a chef revamp recently
hehe now they r doin it again sorta...
i hope foods will still be desirable after the CU
I'm sure they will.. but also sure there will be some major changes.
I also think the game economy is going to be like a rollercoaster until weeks after the CU hits. Folks making a mad dash to buy meds, foods, etc... Docs and chefs not buying resources (poor BE's), nobody knowing what to make in the first bit of the CU, etc...
That's the only part of the CU that I'm not looking forward to, but I think it's inevitable.
Meuw wrote:
Well folks I for one am not into freaking out but I know what the language of developers mean. I know how spin works, and most of all I know when they are leaving things out on purpose.
All in all they were straight-forward in their intentions, and covered all of the areas without trying to cover up the downsides. But the problem I see with this is that they also have shown that they have no solid ideas on how to balance out the things they are taking away.
Again these devs seem to be worrying so much about "balancing" a problem area that they totally ignore how they are going to completely throw another group out of balance. Doing all of this to "Solve" the unbalanced combat is pointless unless all you care about are the "combatants". They are going to destroy the livlihood of the crafting professions that already struggle to keep up. And are giving a boost to the professions that are already overpowered economically. ArmorSmiths and Weaponsmiths will thrive under this new system, and BE's and Chefs will become nothing more than window dressing.
This is not at all unstoppable while retaining the new ideas, but so far they have shown no ideas whatsoever that will help maintain a chefs ability to be part of the economy. And that is just plain idiotic, do they not realise they are going to lose every high class chef in the game except for diehards who refuse to leave, but they are people who have already amassed enough capital to survive. No one will want to suffer the grind of chef just to make chump change. So the profession will stagnate just like CH did. And don't kid yourself by thinking they will fix it if it happens, the CH profession has been waiting for that "fix" for over a year and a half.
SO if this is a case of the devs jumping the gun on lettign it be known what they plan then I can stomach that. But if they actually believe that the entire forums erupting in OPPOSITION to these ideas is a fluke then we are in trouble. And I will tell you right now , I for one have many other games I can play...for free. Poor timing devs, poor planning. You needed to cover all the bases before you let this crowd see into the factory. All you managed to do was freak alot of people out.
QFE
BEs though are taking over medical crafting so they should be okay, but I wonder how much demand for 20% buffpacks there'll be.
Dancers, Musicians, Image Designers, Chefs are really getting the shaft from reading between the lines
"i just wish these dev would listen to the people that play and pay "
In fact, for the past year and a half, the combat system in this game has been pretty broken and unbalanced. The people that play and pay have been complaining a great deal, asking for a revision to a lot of the professions that are currently pretty broken (such as Pistoleer).
This Combat Upgrade is the result of these dev listening to the people that play and pay.
O.
FantasticPlastic wrote:
If you're that new to the game, you might consider geting some context on the situation before making a "gripe", as you put it.
"i just wish these dev would listen to the people that play and pay "
In fact, for the past year and a half, the combat system in this game has been pretty broken and unbalanced. The people that play and pay have been complaining a great deal, asking for a revision to a lot of the professions that are currently pretty broken (such as Pistoleer).
This Combat Upgrade is the result of these dev listening to the people that play and pay.
O.
That's true from a certain point of view. However noone asked for the combat system to be completely reworked as it is only broken stuff to be fixed.
Ithorian Mist, Thaktillo, Synthsteak, Pikatta Pie, Air Cake, Vegepersine may still have some use after the CU, however in the past my sales of them have been low as has been request for them. With the combat changes dodge and damage reduction foods might come more in demand. Garmorrl and Won Won could see a surge in popularity too.
Plus, it's not like this is a big surprise. To the poster I was addressing it may be new information, but that poster was saying "I wish the devs would listen to the players". I just wanted to point out that players really DID want the combat system to be fixed, in large numbers.
Some of them even stuck around to wait for it
O.
"broken, then don't fix it"
Pretty much the whole basis of the combat system was broken. The "HAM cost" system was silly, damaging yourself by firing weapons? And the unhealability of the mind pool, and so on.
Changing those two simple facets has a lot of wide-reaching effects. Besides, what's wrong with changing the color of the special attack icons? You haven't even seen just how much of a change will be made to the UI.
I'm as curious as anyone what our place will be as crafters after the CU, but wouldn't it make more sense to wait until we can actually have some evidence before declaring things "broken"?
For example, I make as much money from Brandy as any chef does, but I'm completely in favor of removing the Mind as an attackable pool. Sure, it means that even if brandy DOES still buff mind, it won't be the one drink everybody needs, but it's better for the game overall.
I'm personally very much in favor of the concept described so far, with "Action/Mind" as the new "specials bar" and regeneration stats that control its regen, with special attacks having some delay before they can be used again. There's still plenty of opportunities for food to buff things that will be useful and keep chefs in business, but we just don't know enough to say either way right now.
sciguyCO wrote:Well, to be perfectly honest, I have to fight off the occasional "OMGWTF, change is scary" reaction myself.
Here's what I see might happen:
- Stat buffs will have a mix of short-term / high potency, long-term / lower potency, and short-term / high filling / very high potency choices. If doctors get similar short/strong & long/weak combinations, put food potency at around 50-75% of what a doc can do (since using food doesn't require spending skill points).
- Health and "con" buffs will probably be our bread-and-butter (which means they have to do something about Garrmorl and Won-won). Buffs to Action and Mind pools should be useful, since those would allow for a larger special pool (although it might turn out that the "warm up" & "cool down" timers may be the main bottleneck). I'm not sure about "stamina" and "willpower", we'll have to see how the new regen stats work.
- The food market may shift more towards skill mod buffs and special effect foods like Synthsteak. Personally, I think these have been overlooked due to the great desirability of Mind buff foods.
- One of the previous dev posts (or maybe patch notes) mentioned a revamp on the back-end coding of the buff system to make them "easier to extend". Easier implementation of buff types hopefully equals easier to add new food.
Here's hoping for more details on the new HAM system, profession skill mods (so we can figure out how our skill buffs fit in) and buffs coming soon...
This all seems pretty darn reasonable to me. Not at all "broken". We don't know if it will happen like this, be we don't know enough to say it's "broken", either.
O.