Chef Archive

Thread: Min/Max migration in MMORPG's and the downfall and history of the True Chef.

TevooRerio
Sat Feb 14, 2004 1:50 am
#27

I disagree to a degreewith the agreement just posted about everything being agreeable since there needs to be interdependency between the crafting professions. The degree to which I disagree is that no other crafting profession is completely and totally reliant upon another profession in order to makeyour productstand out above the rest. There are varying degrees of interdependency. You can still be an awesome Tailor or Architect, and a step ahead of the rest due to the quality of resources you utilize, and your experience in the profession without having every single schematic rely on another profession to improve its quality. That is no longer the case with the Chef profession. There isn't even one item that a Bio-Engineer doesn't have his finger in the pie (so to speak).


Hence, the real Master Chefs are Master Bio-Engineers. Something that I have been arguing against all along.





The One With a Silent Voice
DashZero
Sat Feb 14, 2004 1:57 am
#28

When the tailors components determine the stats on the armor and not you or your resourcesthen come back and talk to us. There is a difference in needing stuff other people make and just being a vessel for other peoples wares. In its current form, chef is nothing more than a vessel for BEs to make food.



Nikkii Nightstrider - Eat, Drink and Be Merry!
Eat at Nikkii's - Fine Foods and Fashions
Nabubu (-1400, -4030)
Coronet (524,-5244)
Befishburger
Sat Feb 14, 2004 2:21 am
#29






Vishna wrote:


The quality of the materials that before were so carefully scrutinized by true chefs are not a major factor anymore. When you can use +900 ingredients and get a +300 buff or use the worst crap you can find and get a +280 it becomes a non-factor really. (there have been quite a few test of this effect)


Have we had hard data posted on this? Kriles? I'm assuming it is more to do with increased crossover of resource stats in recepies than a fundmental change in experimentation.



SO what will seperate the sought after chefs from the run of the mill chefs now? Bio-engineers access.


It's really the resources neccesary for the additives that is going to be the challenge. Finding a BE to make a schematic isn't, I think, going to be prohibitive. It hasn't been for me. I paid 50K last night for a schematic that made me half a run (20+ crates) of medium nutrient supliment. He asked for less; I paid the 50K cause I'd have felt guilty otherwise. (BEs will still need to know they are makingmoney - otherwise the pressure will be for them to take on all the work. Anyway, I expect that price, even for just a schematic,will go up.)I think many BEs will be happy to make some extra coin this way, rather than distract themselves from their current business with tailors and making pets. It saves them the otherwise daunting task of aquiring resources. It saves them factory time. It's more a wham bam kinda relationship.


Note also that because the BE additives are so powerful, there is a greater range of quality within BE enhanced food than was possible before. This compensates somewhat for the loss of quality range noted above - whetherthat lossis due to a change in recipes or an underlying change in experimentation. I'm not certain that in a few weeks we will still feel that less skill is required to make good foods - only that the formulas have changed somewhat. Only part of that change has fallen into the hands of the BE - and I'm not sure how much I regret that.


I can no longer solo this profession - that's for sure. I not only need BE - I need someone getting me milk, meat in hides in substantial amounts. I don't neccesarily see this a bad thing. I still intend to make the best food I can. And I think you've underestimated the variance between good food and food so poor as to be unsellable.


The biggest disappointment with the unvamp - too too many meaningless skill buffs.






Hero



~







Everybody quiet, here comes the Sheriff!!
I mean ...Chef. Here comes the Chef.
Vishna
Sat Feb 14, 2004 10:04 am
#30

Yeah there is a bit of hard data here on the boards. Ive read them. Dont have time at the moment to sift through and find em but maybe later today ill link you to the experementation posts I derived that from hun.



Master Chef Vishna Fleetfoot

Proud member of Coventry
Owner and operator of CLUB V in New Coventry city on Corellia!
SIRVIMES (chef correspondent)
"I hereby pronounce Vishna the Evil Chef! Fear her!"
DashZero
Sat Feb 14, 2004 11:12 am
#31

I dont think the change is so much in the way experimentation works as it is in the min/max values they apparantly set. When you put 10 experimentation into filling and it moves 1 pt, obviously...SOE doesnt want you to experiment here. It seems that many foods have this issue with 1-2 experiment bars. Quantity is well...a lost cause. It seems to me like there are predefined values that they want the food stats to stay between, and that they made the range of these values very small. I seem to be very frequently wasting 2 experimentation points making food because at the step where I spend my last two points...none of the bars left will make a change when the points are spent there. There seems to be a "little" more play with the stat buffs than the skill buffs. In a way I sorta understand where they are coming from with this but it doesnt make me feel better. The skill buffs are such a tiny number so as to not be overpowering, that experimentation only changes the result 1-2 points. Well 1-2 points difference than someone that doesnt have master chef and got ingredients from worst place ever really doesnt make me feel very good. It certainly doesnt make me proud of what Im making. It makes me wonder why Im wasting such good ingredients since it really doesnt matter. I say this...but then I look at the skill buffs after BE additives and some of them are huge so I really cant say why the chef range is limited to 2-3 point range and BEs range is so huge. It certainly seems out of whack to me...


And to save some time....here ya go...just look at the food we can make now...its all great...itll all sell...theres so much variety...I can stock 20 things now...revamp rocks...old chefs suck...Meat isnt a problem I have 10k of it right now.... you just dont want to rely on anyone else...the game isnt about you doing everything by yourself. Ok maybe thatll save a little time and allow some discussion about the actual problem.



Nikkii Nightstrider - Eat, Drink and Be Merry!
Eat at Nikkii's - Fine Foods and Fashions
Nabubu (-1400, -4030)
Coronet (524,-5244)
Vishna
Sat Feb 14, 2004 11:33 am
#32



Hehe your a classic Nik hun, dont ever change.



Well since i brought up the problem i have with the "revamp" maybe i should suggest a solution.



I might be happy with the revamp if the following or some tweek there of was done.



Keep the BE additive option as it is on all foods but reduce its effect to say 20% increase tops while changing the required meat component for the additive from Domestic to either Carnivore or Herbavore. (this would make the problem merely find a be and not finding a be AND having to supply semi rare meats or paying through the nose for em)



Increase experimentation effect from chef to the old range as in I can start with a buff of say +180 with crappy ingredients or +250 with excellent ingredients and then give me the ability to experiemnt that +250 up to say +425 if i dumped all my points into it. (good buff just on our own accord, but if you opted to use the BE additive you could add tops 20% to that while upping the price. I could live with this and it would still leave room for the BE additive market while giving non BE chef foods a decent footing)



Fix the darn Barrels. and while they are at it, lower the cost a bit for goodness sakes 300 gems? yeesh!



Reduce the MasterArtisan components to only 1 instead of 2.


Any other suggestions?


Message Edited by Vishna on 02-14-2004 01:37 PM



Master Chef Vishna Fleetfoot

Proud member of Coventry
Owner and operator of CLUB V in New Coventry city on Corellia!
SIRVIMES (chef correspondent)
"I hereby pronounce Vishna the Evil Chef! Fear her!"
Befishburger
Sat Feb 14, 2004 2:00 pm
#33






Ja-van wrote:

take the experimentation away from the BE and give it to the CHEF when we make the additive.





Amen to this.


Also, Nikki you're dead right about experimentation on filling. The only time when it might be any good is when you're sitting at 34%, 51%, 26%, etc. Additives are the only thing that will move filling - and filling additives are the toughest to come by.



*shrug*


Question for me is still - are we better off than we were before. And I think my answer is - no -it's a wash. There are someinteresting new features, there are some broken features that would be good, there are some bad features. All kinds of things would have tipped the scales in favor of the new menu - not least more useful skill buffs. Same thing I said the minute I saw the new buffs. Mostly it's a matter of my mood. I do think we have more useful buffs now, and a wider variety. But so much less than what we could have add with a little more work. +7 defense against dizzy? Dizzy. And the downsides are certainly real.


There's a post that says nothing. heh.




Hero


~



Everybody quiet, here comes the Sheriff!!
I mean ...Chef. Here comes the Chef.
Ja-van
Sun Feb 15, 2004 1:24 am
#34

Well since you started teh suggestions to fix this revamp.. here goes


1a) Quarter requirements on ALL BE tissues. Get rid of meat requirements on some or all light tissue. BE tissue is a COMPONENT for goodness sake, BE tissues requires more resources than many, if notmost food schematics. Since when did a windshield(component for an automobile) take more resources to make than the car? A little logic goes a long way.....


OR


1b) Keep the tissue as it is butmultiply the quantity by say 10 so we can HAND craft everything likeevery other profession. That way it wouldsolve the logistic problemof procuring everything we need because afull run of BE tisue would last more than 1 day


2) Increase crate size to 50 (we cantdo a full run of BE brandy 160 crates required, only 100 slots in Factory? HELLO)


3) Make BE tisue what it is a COMPONENT, take the experimentation away from the BE and give it to the CHEF when we make the additive. Allow us to experiment on more than1 baron the additive also;that way Chefs with more experimentation points can show there skills (and no I do not have 12 experimentation points) Master should be able to make a better light additive than a novice, common sense here.


4) Get out of the spreadsheets/charts, create a master chef on a live server, play the chef fora week so you can understand the current system is FUBAR'd(yes this is directed toward teh devs)


There may be more but when I think about this I started to get flusterated and cant think straight.


Denoby Master deliver of BE buffs

Vishna
Mon Feb 16, 2004 8:44 am
#35

Given the large amounts of "the onlything people want is brandy" posts I thought id bump this and remind you all of my predictions.



Master Chef Vishna Fleetfoot

Proud member of Coventry
Owner and operator of CLUB V in New Coventry city on Corellia!
SIRVIMES (chef correspondent)
"I hereby pronounce Vishna the Evil Chef! Fear her!"
DashZero
Mon Feb 16, 2004 9:36 am
#36




Nikkii Nightstrider - Eat, Drink and Be Merry!
Eat at Nikkii's - Fine Foods and Fashions
Nabubu (-1400, -4030)
Coronet (524,-5244)
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