Chef Archive
Thread: Chef Issues Designer responses
Just a thought - but that's the FIRST dev response to ANY chef issues Ive seen including throughout my beta test period, so at least its a step in the right direction.
It's a good sign that food/drink is going to get a complete balance check, let's hope it isnt done by the same trained monkey that did it in the forst place
A "balance pass" sounds wonderful...an ETA would be kinda nice, but what can you do? ![]()
Hopefully, this will be inclusive of the Dom Arts Line as well....
I agree that pet UXP works. If you feed *your* pet, it is as if you ate it-- no UXP. If your food is fed to *someone else's* pet, you get UXP as if the player had eaten it.
However, you have to be logged in and at close range.
Frankly, I don't ever expect to get UXP, becuase what are the chances that you will be within UXP range of someone when they finish the stack? We should get UXP when we are on another planet, and when we are offline. Otherwise, it is pointless.
voovie wrote:
i just want them to step up the exp rate. i got spices 4 in one day (smuggler)i have 3 chef skill boxes since release.
I'd prefer if they just slowed down the xp rate of all the other professions, I kind of like thehard work I have to put into it.
I still say food needs to be required. Slowly advancing fatigue, with similar effects to advancing BF, should result without food intake. Food should not be required in great quantity, or more often than, say, once per 8 hours played.
No, I'm not a chef. I have made some protein wafers and they tasted worse than they sound, so now I buy from the pros. ![]()
Just an opinion from a BH.
With the XP rate issue,the only real limiting factor on mastering the profession right now is gathering the resources (and the lack of medium farms combined with the fact that no resource dealers deal foods). Outside of that it is a monotanous grind of the same 1-2 schematics. I personally don't mind it, because the other crafters do the same thing, and some (like weaponsmith) can't really sell anything till they get to master anyway. As for smugglers, they have 4xp per resource spices, and the requirments are very generic (like "organic"), making it very easy to level to spice 4....this should probably be fixed more than the pure artisan xp rate.
With the resources and dedication, a chef can go from mixII only to master in about 15-17 hours of grinding...that's a hardcore weekend, and you get the master title. If the xp is ground while working on other professions (grinding while camping, waiting for shuttles, friends, etc.) it goes a lot faster without the fingers hurting quite as much.
Coming from an other profession then the Chef I can't really say I know what is going on and what issues you people have with the profession. So what do I do here?
Well I've been in the game since the last the last month of beta and ever since then there has been talking about that there doesn't seem to be all that many people intressted in playing chef so the devs have promised to look into it because they want people to play chef. Since I started playing after release I can honestly say I haven't seen one single chef on Eclipse.
So what to do. Well of course fix what is listed here but I also belive that the best thing that could happened to the chef profession is if there buffs lasts for maybe up to 4 hours. The buffs don't have to be as high as the buffs from spieces because then the smugglers wouldn't be happy. They don't have to be as high as the buffs from doctors either because the doctors would be upset. What they do need is a long lasting time.
As a brawler I would love to buy food that buffed my Health for 100 points if it lasted for 4 hours (that could be a master or close to master food type) because then I wouldn't have to worry about it wearing off in the middle of a fight.
So give the Chefs food that has long lasting effects and slightly lowered increases to the stats but let them affect many stats and without after effects and they would have a better market then producing food for pets.