Chef Archive
Thread: Chef Correspondent Report: September
I have been lucky enough to get some quality ingredients that have Flavor, Quality, and Potential Energy stats all above 850. I would get "Great Success" on items made with these ingredidents and pop out food and drink with 1% Flavor and Texture, 2% Nutritional Value, and 14% Quantity.
That cuts to the very heart of what we're supposed to be able to do as Chefs. Every other crafter in the game can get quality results from quality ingredients. Except us.
And unlike the food stack bug, there is NO workaround for the ingredients quality bug.
IMHO, this bug should be the #1 priority fix.
Indeed, I have an alt that's one survival box from Master Scout that can outsell me item for item *easily* on the bazaar.
My Chef foods have more than one charge (foraged foods are single shot), and are cheaper than the Foraged goods, and still didn't move. That says a lot to me right there, though it'll not sway me from chefting!
Yes, I don't mind such rare resources - if the recipe is worth it. I say: get us more of it for making a "+1000 mind focus willpower 15 minutes" item. We have so many "not very usefull"/obsolete/dupe recipes (e.g. why make Gorrnar when you can have a Sunburn ?); move them up to tier 4, give them new stats and rare resources.
Talking about experimentation: maybe they could update the influences of minerals on food ? There are rumours UT has an impact, yet it is not mentioned in the recipes.
How about a new experimentation line: filling ? Give a master 3 more exp points and make filling a separate stat. The "decay" stat on resources isn't used yet, and it cries for being used to affect filling.
And once more experimentation: having a "great success" yet loosing effect is wide-spread among crafters.
Allow chefs to revamp food ? D'uh, sounds like politicians that are allowed to increases their own wages (yes, this system does exist). Well, we could try.
#1 #1 #1 P.S.: Yes, stack bug is killing a profession that is already vegetating. #1 #1 #1
As much as I agree with all that has been said with some bugs and balance issues, I would like to see them prioritized in order so that SOE makes no mistake on what is critical and what is not.. Fixing codes that repair bugs that concern stacking of foods, or the use of them is not game breaking, and those fixes should be self explanitory and done without us repeatively reminding them of that..
The one HUGE issune I have, especially as a user of stat food is the cost v. the benefit recieved.. What is a class game breaking area isthe products Stat buff and duration.. Our of all the issues and idea brought up, which I agree with, the one that has to have TOP priority in my opinion is making stat food last a little longer and make it so that timing between consumption and hunger are changes.. I know sometimes this is hard to put into words exactly and here i'll try to show an example..
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Stat Food XYZ.. Buff is +100 HAM, duration is 300 seconds... However it will take you 600 seconds for the hunger to wear off before you can consume more..
NEW Stat Food XYZ... Buff is +120 HAM, duration is 600 seconds.. This will be exactly the same as the hunger duration so that there is virtually NO down time between consumption / buff..
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Why do I believe there should be no down time.. If you take a look at other buffing professions, they all are much better, and the durations longer.. Granted spice super buffs you then gives you a bad side effect as the trade off.. HOWEVER since chefs ONLY single reason in the game is to buff, and our buffs are smaller in numbers.. our trade off is that we should NOT have downtimes.. Doctores don't afterall
What I showed in the example was to increase the buff slightly, but the most critical part is to change durations to last longer and to match exactly the hunger/thirst meter.. Once we see a stat wear off, we should be able to consume more and keep our buff going non-stop as long as we have it in our inventory.. Afterall ,, OUR buffs dont' last for hours like doctors, not do they give us +2000 HAM either.. Of all the classes in the game Chefs is the only one that has NO other means of being productive in the game other then buffing with stat food.. we can't slice, heal, or do a variety of others thing.. Our entire skill tree is dedicated to buffing only.. Therefore, we should have the ability to use our products much more then what we do now..
Just my 2 cents worth
Caljostro wrote:
How about a new experimentation line: filling ? Give a master 3 more exp points and make filling a separate stat. The "decay" stat on resources isn't used yet, and it cries for being used to affect filling.
Actually, the filling is already experimentable, it's just combined with Duration in "Filling and Texture". Check the categories listed under F&T in the schematic: you'll have "Stat Duration" for each stat modified, along with a "Filling" one. I tested this with synthsteak when I hit cooking III. Starting on an empty stomach, unexperimented (about 5% on F&T) Icould eat two before being too full to eat any more. Fully experimented (up to the 21% max allowed based on my resources) I could eat three. 20% seemed to be the switch-over point, an 18% stack filled me up after two doses.
As for problem requests:
1) Stuck stack bug.
2) Experimentation. The resource stats definitely need toupdated, the displayed "formula" doesn't match the final product. Now, when checking the schematics on Allakhazam to for the filling description above, I found this:
http://swg.allakhazam.com/db/abilities.html?swgability=47
Is that an old picture, a new one, modified, or have I just been ignoring the Air Cake schematic too long? That looks like it makes sense.
3) Balance pass. I understand that this is coming, but instead of a full-blown hurricane rewrite of our menu, how about starting with a single "pilot" recipe for each skill box? Add (or modify) a recipe at every level and skill branch to give an indication of the intended power and (possibly) type of buff for that skill. Is there any intention of separating the buff types between the branches? Entrees foodscan have lower buffs across multiple stats for medium duration. Desserts can have higher buffs on less stats per food for shorter duration. Alcoholic drinks can give really high buffs to health and action stats with negatives to mind and a wide range of durations. Non-alcoholic can be mind buffs.
By the way, I was flipping through the chef.xls from swgchef.com, and noticed that Desserts II has both Parwan Nutricake (+40 action/quickness/stamina 170s) and Felbar (+80 action/quickness/stamina 240s). And Felbar takes less resources. {boggle}. Yet another indication that the recipes were all put on note cards, shuffled, and dealt to each skill box.
4) Fix the stuck "fill" bar. Unless you do something to update itby eating/drinking or logging, it stays at it's last fill level, never going down. And adding a numeric value for fullness would also be helpful.
5) Umm, Chef hat and milk. Because what request list would be complete without them?
No matter the game, the "cooking/chef" line is always at the bottom of the barrel. Developers do not give enuff love to those of us who really love being chef. I'm still wondering why food can't be a requirement, but that's a whole other thread. I'd hope in this game, Raph would take better care of the chefs, than in previous games (*points to UO*).
Wow that air cake screenie does look about right (and ridiculous, most of those stats aren't in organics and decay shouldn't matter for food). Except I would bet that there's a bug where the flavor stat check is actually looking at conductivity or something equally obscure, as I don't seem to notice a difference even with 1000 flavor ingredients. Obviously we're dealing with some out of date design hanging over from beta.