Chef Archive

Thread: Chef: Priority Issues

FelzorsBrother
Wed Jul 23, 2003 11:10 am
#14

Okay, I havn't read the responses, but overall it's pretty good. Two things:


1) I still think giving FOOD its own seperate category is crucial. I think this is the reason food was initally so unpopular among newbs--nobody knew about it because it was hidden deep in the abyss of the MISC.


2) Factories should NOT be #1, I'm sorry. A lot of chefs don't even USE factories, and I guarentee that every chef that uses a factory here either has a nice PA, is a powergamer who can play all day, and/or has some combat/scout skills. That certainly doesn't apply to everybody. Factories should be #2, even, but #1 should be solely reserved for the fact that our food just sucks...

Pecos
Wed Jul 23, 2003 1:07 pm
#15

#1 or not #1 depends on one thing:


Do you see chef as cute and roleplayish or do you see it as a useful buffing class, as important as a doctor?


If you see it as a cute roleplaying profession to hang out in bars and serve drinks, then you're right, factories are not important. Stats are barely important in that case.


If you see it as a useful buffing class, as important as a doctor, then you see factories as the #1 issue because without a factory letting you produce stacks of 100 food and stacks of 100 drink, you cannot produce the quantity, quality and managability needed to support a guild. I can't hand someone 50 stacks of 2 food. Even for free, they'll say "**edit** is this?" because it's too much to bother with.


When I see Jawa Beer, I don't think, "Ooo, beer!" I think, "Ooo, strength and stamina buff!"


IMO, marketability is the Chef's main problem, and the top three issues I listed are the barriers to making us a marketable class.


lazychump
Wed Jul 23, 2003 1:19 pm
#16

Just hand them a crate
Ida
Wed Jul 23, 2003 1:20 pm
#17

> Hey man, instead of selling 1 drink for 300 credits that has 4 uses..might as well sell it for 300 with 1 use from a factory. I don't see the negative here


Was that sarcasm? You're giving the customer 1/3 of what he'd get hand-made for the same price?


I agree that #1 is the chef tree being completely unbalanced in terms of quality of items increasing appropriately as you progress. Milk and eggs also frustrate me, as do the length of buffs. However, I'd put factoriespretty far up there in priorityas they are completely in the way of running a profitable business.






Ilori, Master Chef / Master Doctor, Starsider
Coronet, Corellia (-907, -3732)
Semi-retired
Ida
Wed Jul 23, 2003 1:22 pm
#18

> Just hand them a crate


You can't eat food while it's in a crate, you have to take it out first. And when it comes out it's in a stack of 1, which you can't hotbar and fills up your inventory unless you want to take out each time you eat.






Ilori, Master Chef / Master Doctor, Starsider
Coronet, Corellia (-907, -3732)
Semi-retired
Pecos
Wed Jul 23, 2003 1:56 pm
#19

Also, factories actually waste materials right now. If you make a schematic that calls for 40 resources and produces a stack of 5 food, when you run it through a factory it uses 40 resources and produces ONE food.


So even handing someone a crate isn't a good solution, since it's wasting your resources.


More importantly, you can't hotkey a crate to eat a food.


lazychump
Wed Jul 23, 2003 4:50 pm
#20

Yah, hotkey would be nice. I was just assuming taking out 1 wheever you needed it.


Yes factories waste resources, which is why i only make stuff right now that only come as one...alcoholic stock, or stuff i use as components like starshine surprise.


One problem that i see, is how would UXP divided then? Just like every use would give you less exp (instead of say 50%) instead of finishing off what is currently a "stack"?


And it still comse down to most chefs don't use factories at this time, and it's faster to crank them out by hand.


Factories do need to be fixed (ok, you convinced me there), but i still don't think it's the number one priority. Plus it does affect other professions, such as furniture design, and master artisan. (they mass produce things like GP modules etc that are ussually sold in bulk), so it will probably be resolved anyway.


I think we should focus on what affects us immediately, and the issues that affect us [chef] as a whole. (this is getting redundant.)

Pecos
Wed Jul 23, 2003 6:19 pm
#21

Factories are really a chef issue since, as far as I've seen, only foods and weapon powerups turn out wrong. Weapons, armor, buildings, etc, all turn out fine. I use my food/chem factory to mass produce Stimpacks sometimes and that all works okay.


The UXP issue is something the devs will have to consider. Personally, I'm not as concerned about UXP as I am about simply producing something that people will want to use. I still make Caf and K-18 Rations even through they don't give me chef XP simply because they are somewhat useful. If I could, I'd make them and sell them in stacks of 100 even though I don't need any more artisan XP.


Phat XP and profit would be nice, but I'd settle for a stack of 100food that each grant 100 willpower for 10 minutes. That's something you can sell to someone and they'll be like "Hey, this is useful."


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