Chef Archive
Thread: What should we ask next week (for May 5th)?
certain foods/drinks are either just as useless...or more useless than the vast majority of the useless pre-revamp foods/drinks. for example cho nor hoola will essentially cap at +20 with a BE additive enhancing nutrition...while this seems to be fairly decent...even when combined with a +25 poison/disease resist from SEA's...please consider the fact that many...maybe even all quality crafted poisons/diseases are well over 100% in terms of potency...some (maybe most) are over 120%...there is no difference between 120%, and 100% potency.
there are other foods that are either worthless or pointless: gormar, dweezl, vayerbok, tilla til...BoH
the point here is that a number of foods/drinks are considerably underpowered, or due to the stats/skills/situations they are designed for use in...are utterly pointless particularly gormar...with decay...how many people don't clone?..and when you clone...you barely take any wounds as a result of cloning...so even a 50% reduction might only be 5 points of wounds...
dweezl...ummm trapping has long since been considered underpowered by rangers...not because of their trapping skills mods...but because of the traps themselves...getting a bonus to the mod isn't going to make traps any better. its like giving pikemen a +20 to polearm damage...sure it helps a little...but pikemen would be really really really pissed since they've been saying for quite some time now that speed/accuracy (not necessarily in that order) are their issues...well that and their specials.
vayerbok...well block isn't very good no matter how much of it you have...dodge is faaaaaar superior..and so is counterattack...kind of...
tilla til...bah, this is just sickening all those rare gasses, only 1 use per stack...and its at best a 1.5:1 trade off (note: to get this stats would have to be amazing across the board, with a very very good additive...I think)...combine this with most useful buffs coming in the form of drinks...and well this is just one sad drink...the artwork isn't even all that great.
BoH...being able to reduce ham costs to close to 0 in an emergency when you don't have doc buffs is nice...but when considering all the other emergency foods, the resources needed, filling, and duration...well this one falls waaaaaay short. this one might have been very useful if doc buffs weren't non-random...but now that all doc buffs are essentially 2k buffs...only the focus part is of any value.
Numen wrote:
waaha wrote:
and how about fixing the broken things, Like barrels adding no bonus to quanity
Maybe I'm looking at these questions a little different than some people. I just don't see much of a reason to ask TH "Are barrels ever going to get fixed?" Yes it would be nice to know, but I don't see any answer really satisfying anyone. If he says yes, that hasn't solved anything. The bug still exists.
I tottaly agree hence why I did not ask that to be "asked"..........As many many others have pointed out, its the BUGS that need to be addressed and fixed before more things are added.
We want the questions asked about "Fixing broken things". We want to know WHEN not 'are'., and if not then when will they be removed and replaced........
Fix the old buggy content before adding more untested bound to be more bugged content.
I actually came up with a good question.
Drink containers such as cask are able to be used in any schematic that uses cask, i.e. not requiring a serial number. However other subcomponents such as alcohol ordough take no experimentation, like casks, yet are required by a schematic to be a certain serial number. It would be helpful, especially on something like bantha butter, to have all non-experimented subcomponents not need a serial number to be used in a schematic. Could this be changed in an upcoming publish?
Meplorium wrote:I actually came up with a good question.
Drink containers such as cask are able to be used in any schematic that uses cask, i.e. not requiring a serial number. However other subcomponents such as alcohol or dough take no experimentation, like casks, yet are required by a schematic to be a certain serial number. It would be helpful, especially on something like bantha butter, to have all non-experimented subcomponents not need a serial number to be used in a schematic. Could this be changed in an upcoming publish?
not very likely...theres a lot of schematics that require x identical alchohol, or dough, etc...
removing the serial numbers would in effect mean that unless these were changed to x slots requiring 1 alchohol each...you couldn't make anything that needed identical subcomponents...and there are more than just a few of these schematics.
it would be nice if it wouldn't matter...but unless the devs change a lot of the schematics in addition to removing the serial numbers...it wouldn't be a very good thing to have.
although perhaps we should just ask the same question as the first time...until it gets fixed...the reason behind this is simple...when initially asked about whether people would all get a 2nd slot to begin with, or only get the 2nd slot when completing the FS quests in the new jedi system....TH (or maybe it was some other dev...too lazy to go check right now) had to reply 3 or 4 times until he finally just said flat out in simple terms that the 2nd slot would only go to those who completed the FS quests...prior to it he gave a brief answer which didn't really say much...followed by a cryptic and difficult to understand answer...which really wasn't an answer since it could have meant both yes and no to a question which only required a yes or a no...the 3rd answer (might have been 4th or higher) was easy to understand, and very informative...
asking the same question over and over again serves another purpose...it serves to emphasize how badly the chef community wants a certain bug/feature fixed. and if you look at the responses most of the other professions got...they weren't very informative or if 3 or so asked the same question or similar questions...putting all the responses together gave a good answer...but each answer individually wasn't very clear or informative for the most part.
either that or perhaps we could coordinate our question with docs/smugglers....where we ask "what role was food intended to play in SWG", docs ask "what role are doctor buffs intended to play in SWG", and smugglers ask "what role in SWG is spice supposed to play". individually these questions aren't entirely too useful...but when combined you can get a better idea of what sort of new food buffs we should be asking for...and which ones we shouldn't (since it should be left to docs or smugglers)...or what kind of gameplay adjustments we should ask for if we feel food/drinks aren't performing up to par with their intended role...without stepping on doc/smuggler toes.
I actually came up with a good question.
Drink containers such as cask are able to be used in any schematic that uses cask, i.e. not requiring a serial number. However other subcomponents such as alcohol ordough take no experimentation, like casks, yet are required by a schematic to be a certain serial number. It would be helpful, especially on something like bantha butter, to have all non-experimented subcomponents not need a serial number to be used in a schematic. Could this be changed in an upcoming publish?
- Meparch, Master Architech, Master Artisan, Master BE, Master Chef.
Vendors: Furniture, Harvesters, Tools, Swoops, Crafting Stations, Pets and pet care needs and chef food.
Paying 10 CPU for all meat and milk, offer
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What plans are there to improve the "storage crunch" of chefs and other crafters? Between stacks of different resource types, components, vendors and tools, most crafting classes need a couple of houses just to have someplace to put everything. Can we expect larger item limits on houses? Larger crate sizes on components? Special "storage only" structures, such as a warehouse that acts like a safety deposit box? Item storage furniture (chests, cabinets, tool lockers, etc) that increase a building's item limit?
Chef Food and Pet Stims, always fully stocked
Singles Vendor at -6756, 5546 and crates at -6626, 5513
Thinks I have thought of asking about apart from fixing of existing bugs/problems- mostly pie in the sky
How about a chefs larder/ crafter storage shelfs to hold more resources in house
GCW A way of creating negative foods buffsfor supplying the unsuspecting enemy (After all even medics attack in this game)
More chefing animations and afood station that looks like something you cook with + eating /drinking animations
A drinks tray / food tray for droids to allow guests/customers to try/buy your goods
Osprey Mase
Master Chef Chimaera
Message Edited by GrolenOvrDhouje on 05-01-2004 11:37 AM
ichoose for this one
What are the plans on adding eating/drinking animations, or allowing food to be "equipped" so that the player's toon is visibly holding a glass or plate?
"4) A detailed description of the rationale behind filling remaining on clone. I'm almost positive this won't be changed, but if you want more info on the design decisions behind it, that's something I can submit."
As a PVPer I really enjoy the new food buff system, and I usually have no fewer than 5-8 crates of different types of food in my inventory. Brandy, canape, synthsteak, parwan nutricake, pikatta pie, havla, travel biscuits, and more.
Like pretty much everyone else who's ever cloned with a full stomach, I find it incredibly awkward to have to wait 30-45 minutes for my stomach meters to go down. If this really *is* by design to prevent the abuse of bespin port or something like that, then there must be a better way to make that happen.
Doctor and dancer buffs (and their related timers) disappear when we clone. Food buffs should do the same.
If nothing else, they could keep the "timer" that prevents skill mod foods from being re-eaten, but wipe the stomach clean. So you can eat more brandy or canape, but if you were on bespin port or synthsteak you still get the "you are already under the influence of this food". Although honestly if they do that, then you should still actually get the skill mod for that food.
Anyway I don't know if non-Chef input is useful here, but that's my 2 credits. Thanks.
Odeko Resci
Kettemoor