Chef Archive
Thread: Food in the CU: Issues, info and concerns.
Emotemaster
Mon Apr 11, 2005 7:10 am
#14
I'm concerned about resources I've invested in, I know artisan powerups (another thing I've stocked up on resources for
)are changing, I don't want to keep buying resources etc. if they're going to be worthless when the CU comes 
Higginsis
Mon Apr 11, 2005 8:00 pm
#15
Vidi_MerchantMan wrote:
I am sad to report that casks are still not working. I made deuterium pyro with a large glass and got 10 uses. Same thing with a cask came out to 7 uses. I almost wish they would just get rid of the cask rather than have it be such a waste.
I assume and hope you mean barrels here?
If not that the 2 highest containers we've lost.
Also i'd like to keep this thread for just our immediate bugs with the CU. I've planned a new prof issue thread for when the CU is settled, as frankly there won't be much point till then, as the devs will have their hands full. But rest assured they will hear about our problems.
Higginsis
Mon Apr 11, 2005 8:02 pm
#16
TheRockStar wrote:
I might have skimmed too fast but is there any mention of food resources changing or do they look likely to stay pretty much as-is?
As of now there aren't any indications that we will be receiving any stat requirements changes in either the important stats, or the resources.
Looking like we've gotten through relitivly untouched.
Vidi_MerchantMan
Mon Apr 11, 2005 8:05 pm
#17
Higginsis wrote:
Vidi_MerchantMan wrote:
I am sad to report that casks are still not working. I made deuterium pyro with a large glass and got 10 uses. Same thing with a cask came out to 7 uses. I almost wish they would just get rid of the cask rather than have it be such a waste.
I assume and hope you mean barrels here?
If not that the 2 highest containers we've lost.
Also i'd like to keep this thread for just our immediate bugs with the CU. I've planned a new prof issue thread for when the CU is settled, as frankly there won't be much point till then, as the devs will have their hands full. But rest assured they will hear about our problems.
My bad, sorry. It is the barrel that is still screwed up. It was late. Yeah, that's it.
CaraAnam
Mon Apr 11, 2005 8:35 pm
#18
hey is there a blue frog for us i know other professions are getting to have their coor have a private frog just for them to get all their training done...anything like this for us????
i know this is the COMBAT upgrade but it affects us too
Vidi_MerchantMan
Mon Apr 11, 2005 8:36 pm
#19
Here are a few problems I have encountered:
T'illa-T'iil-- I was finally able to make some today but, I was not able to experiment on the quantity and when it came out of the crafting machine, the icon had no number over it to denote the quantity. I tried to drink it but it would not let me.
Jaar-- I was able to make it ok but I don't know who can use it. So far, wookiees, humans, trandoshans and pets are unable to consume it.
Just for information, I haven't come across any BE's yet but I'm not particularly concerned about that. I'm sure they will work as before but it would be nice to test out. It would also be nice to get my hands on a Mandalorian wine schematic but, only time will tell on that one. I have been compiling a chart similar to food chart 2 on the FAQ and tracking the stats as people test them out.
T'illa-T'iil-- I was finally able to make some today but, I was not able to experiment on the quantity and when it came out of the crafting machine, the icon had no number over it to denote the quantity. I tried to drink it but it would not let me.
Jaar-- I was able to make it ok but I don't know who can use it. So far, wookiees, humans, trandoshans and pets are unable to consume it.
Just for information, I haven't come across any BE's yet but I'm not particularly concerned about that. I'm sure they will work as before but it would be nice to test out. It would also be nice to get my hands on a Mandalorian wine schematic but, only time will tell on that one. I have been compiling a chart similar to food chart 2 on the FAQ and tracking the stats as people test them out.
Higginsis
Tue Apr 12, 2005 6:49 am
#20
CaraAnam wrote:hey is there a blue frog for us i know other professions are getting to have their coor have a private frog just for them to get all their training done...anything like this for us????i know this is the COMBAT upgrade but it affects us too
Atm there are no frogs with skills on, i'm in the process of getting a base set up, but the corre city is rather full atm.
I'll get back to you.
TheRockStar
Tue Apr 12, 2005 9:18 am
#21
Higginsis wrote:
TheRockStar wrote:
I might have skimmed too fast but is there any mention of food resources changing or do they look likely to stay pretty much as-is?
As of now there aren't any indications that we will be receiving any stat requirements changes in either the important stats, or the resources.
Looking like we've gotten through relitivly untouched.
That sounds pretty cool... BE/Chef sounds like the way forwards for crafting then?
Higginsis
Tue Apr 12, 2005 11:02 am
#22
TheRockStar wrote:
Higginsis wrote:
TheRockStar wrote:
I might have skimmed too fast but is there any mention of food resources changing or do they look likely to stay pretty much as-is?
As of now there aren't any indications that we will be receiving any stat requirements changes in either the important stats, or the resources.
Looking like we've gotten through relitivly untouched.
That sounds pretty cool... BE/Chef sounds like the way forwards for crafting then?
We're not out of the woods yet. Until the stats are listed on the foods we can't be really sure what will effect what, and by how much.
Still plenty of time.
Vidi_MerchantMan
Thu Apr 14, 2005 9:28 pm
#23
I updated the new food chart that I have been working on. It is much more complete now. You can get a pretty good idea of which foods do what things now. I do have a few concerns, though:
It's not exactly clear what the duration stats on synthsteak, flameout, d. fizz pudding, deuterium pyro and corellian ale mean. I think on some of them, like synthsteak, they represent a number of hits, but on the deuterium pyro, it seems to be the length of time in seconds, which is extremely short.
T'illa'T'iil can be made but it give no description of what it does and cannot be drunk. It has some sort of instant use but it doesn't say to what.
K-18 rations and parwan nutricake have some bugged text in the description.
Karkan ribenes and jaar are no longer restricted to certain species.
Caf seems to have a hard cap of 57 minutes for duration. This is probably because flavor can't be experimented on for caf. The duration rises when you experiment on nutrition but the duration will stop but the strength will continue to rise. More testing is needed on this but I don't know why flavor itself can't be experimented on. (I know caf is an artisan food, but it is a food, afterall.)
Several foods, mostly those that give h/a/m buffs though some like smuggler's delight and trimpian, have fixed stats that can't be altered with experimentation. It would seem that this is intentional.
Icons that used to show up under your h/a/m bar to tell you what foods you were under the influence of are not showing up anymore.
If you notice something else or have any questions, just let me know.
It's not exactly clear what the duration stats on synthsteak, flameout, d. fizz pudding, deuterium pyro and corellian ale mean. I think on some of them, like synthsteak, they represent a number of hits, but on the deuterium pyro, it seems to be the length of time in seconds, which is extremely short.
T'illa'T'iil can be made but it give no description of what it does and cannot be drunk. It has some sort of instant use but it doesn't say to what.
K-18 rations and parwan nutricake have some bugged text in the description.
Karkan ribenes and jaar are no longer restricted to certain species.
Caf seems to have a hard cap of 57 minutes for duration. This is probably because flavor can't be experimented on for caf. The duration rises when you experiment on nutrition but the duration will stop but the strength will continue to rise. More testing is needed on this but I don't know why flavor itself can't be experimented on. (I know caf is an artisan food, but it is a food, afterall.)
Several foods, mostly those that give h/a/m buffs though some like smuggler's delight and trimpian, have fixed stats that can't be altered with experimentation. It would seem that this is intentional.
Icons that used to show up under your h/a/m bar to tell you what foods you were under the influence of are not showing up anymore.
If you notice something else or have any questions, just let me know.
Message Edited by Vidi_MerchantMan on 04-14-2005 09:30 PM
sciguyCO
Thu Apr 14, 2005 9:46 pm
#24
Here's some stuff I came across tonight (many overlapping with Vidi's findings):
- Drinks do not display their quantity stat during crafting. There is no "uses remaining" line item in the details. The drink stack does (obviously) have a value once the prototype has been created.
- To recreate: craft any drink, note the lack of "uses remaining" stat in the details box on the upper left.
- Aitha has no experimentable duration. Pre-CU, this drink gave an instant mind heal, which did not need a duration. Post-CU it gives a Health/Mind regen buff with a duration, which cannot be improved.
- To recreate: Craft Aitha. It has a duration of 5:00, and experimenting in any category has no effect on this value.
- Caf has both duration and buff size affected by "Nutrition" experimentation, which is different from every other food item, where buff and duration are two different categories. {note: this is retained from current Live behavior}
- To recreate: Craft Caf. It has no "Flavor" category, but experimenting in "Nutrition" increases both the buff size and the duration.
- Multi-stat foods are acting weirdly. For example, Crispic gives a bonus to both Melee and Ranged accuracy. However, experimenting on the buff size (spending points in Nutrition) only increases Melee accuracy. Ranged accuracy stays at +15 regardless of experimentation. Caf also has this behavior: it buffs both Health and Mind regen, however experimentation only effects the Health bonus, Mind Regen stays at +100.
- To recreate: craft a multi-buff food such as Caf or Crispic. Note the initial buff size numbers. Spend experimentation points in Nutrition, and only one of the buff values change.
sciguyCO
Fri Apr 15, 2005 10:16 pm
#25
Grrr, stupid lithium logging me out. Now I gotta try this again.
Ok, the fact that you can't stack the same food was found early. I think that could be workable (and I was thinking that it would increase the variety of stuff we'd be selling).
But it also looks like you can't stack different foods that buff the same stat, even if the second buffs non-overlapping stats. I ate a Kanali Wafer (+102 Health, +100 Health regen), then tried to drink a Caf (+105 Health, +100 Mind regen). I got an error along the lines of "that enhancement doesn't stack". This is different from the "you are already under the effect of that enhancement" you see if you try to double-buff a single food.
Gotta say: don't like it. I crunched some numbers, and using all unique foods, the best health buff I can see would be around +1100 (BoH + Vercupti + Canape + Teltier Noodles, all with tissues).That's four different foods to obtain a 110% buff (for a non-combat character with 1000 health) to a 36% buff (for a 3000 Health double-master combat character). The extra health won't be helping the non- or low-combat character take on any high-end combat (due to CL damage multipliers) and I'm not sure how beneficial it would be for high-level combat characters (although armor damage reduction may have additional affect).