Chef Archive

Thread: Heads up on Pub11 factory change

TyfoE
Mon Oct 25, 2004 12:23 pm
#27

You wouldn't have questioned it if they had it working from the start? It was meant to be this way all along.



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Numen
Mon Oct 25, 2004 2:31 pm
#28






Morganite wrote:





sciguyCO wrote:


In my opinion, this won't really have too large of an effect once people start accounting for it. I know my factories always have a few hours downtime after a run, usually because they finish up while I'm at work or sleeping. Factories will end up using a few more hours of power usage, but with radioactive selling at 3cpu or less on most servers, you're only looking at an additional 300-500 credits. This has a huge affect, althought admittedly not as much on us. currently, I set up my runs on saturday nights, so by thurs night of the following week, it is done and my items are ready to be stocked. This way I can do a new run every week if I choose, now that is going to be next to impossible. Just another example of a pointless fix being made to something that nobody ever complained was broke. Great job SOE!










I would argue that chefs actually are affected most by this change. With the exception of BE tissues(not even a chef item) the complexity on all foods is 15 or lower. At bare minimum that is a 20% increase in production time and on average I would guess 30-35% increase. On many components it doesn't matter much like sciguy pointed out. Alcohol and carbosyrup I know take less than a day to run 1000 pieces. This pushes a lot of foods from one day to 1.25 days or so.


Also I'm not saying other crafters aren't affected by this. Chefs just happen to be the profession with the lowest complexity on all their items.



Amandil Morier - Tempest - Master Chef
Meplorium
Mon Oct 25, 2004 4:15 pm
#29

BE tissues use to be a pain to experiment on due to lots of failures. So basically it was a little at a time. Since they fixed some crafting things with BE making cake, port and FS bonuses count, I've notice that you can experiment more points at a time with fewer failures. So tissues came close to getting a big nerf here, but managed to be saved. Nancy, the BE corr, got that fixed, you can thank her.



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Milgram
Mon Oct 25, 2004 5:11 pm
#30

Whoo Hoo, go devs. Now we have absolute proof that the Blizzard folks have someone on the inside of SOE. The mole has made yet another brilliant Dev decision. If ANYBODY had any confidence in the combat balance coming I hope you are the kind that takes disapointment well.


Cast your vote, buy WoW today.




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Mr_Continuity
Tue Oct 26, 2004 12:36 am
#31

Thank you for this information. It clarifies a ton for me.



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NicoDimus
Tue Oct 26, 2004 5:15 am
#32

Im not saying this is not a bummer. I just feel the reactions to a few of these players is a little much. A few posts up a guy said its the end of the game for him. I mean comon. I try to take a more realistic view at it. If something makes our production a little more tedious and time consuming, then im sure eventually our prices will reflect that. Also, as this change will make it a bit more difficult for the part time chefs to keep full and complete menus, all the more better for the dedicated out there. I hear enough complaining and whining for my kids, try to be constructive and optimistic. Oh yeah, and if you say your gonna quit, QUIT. Dont post on here about your intentions as if somebody really cares. Be helpful or just go away.



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Okin_Sin
Tue Oct 26, 2004 5:31 am
#33






NicoDimus wrote:

Im not saying this is not a bummer. I just feel the reactions to a few of these players is a little much. A few posts up a guy said its the end of the game for him. I mean comon. I try to take a more realistic view at it. If something makes our production a little more tedious and time consuming, then im sure eventually our prices will reflect that. Also, as this change will make it a bit more difficult for the part time chefs to keep full and complete menus, all the more better for the dedicated out there. I hear enough complaining and whining for my kids, try to be constructive and optimistic. Oh yeah, and if you say your gonna quit, QUIT. Dont post on here about your intentions as if somebody really cares. Be helpful or just go away.







That was me who said it was the end of the game for me, and I will quit, and not becuase of this. This isn't even the straw that broke the cammels back or any of that crap. Its is cut and simple, I was gonna leave for WoW regardless of this change. This is just another change that shows the direction the Devs are taking the game, that direction is the reason im going to quit. I havn't quit yet becuase I still have a lot of friends I talk to in game, and WoW hasn't come out yet.


I hear enough complaining and whining for my kids, try to be constructive and optimistic. Oh yeah, and if you say your gonna quit, QUIT. Dont post on here about your intentions as if somebody really cares. Be helpful or just go away. By the way when you say stuff like this, how is this optimistic, or constructive? Actually if anything I think it should be helpful to the Devs, maybe they can learn why people are leaving this game like its the plague.

Ikooga
Tue Oct 26, 2004 8:57 am
#34

People bring up Subcomponents. Eh... guys? When did you last experiment on subcomponents for Chef?

Right you can't so you can't raise the complexity, so it won't change anything there.


Only two subcomponent you can experiment is Pastebread and Veghash, which are foods themselves. But since they have no influence on the product, just don't experiment them.


If you experiemnt your BE tissues in 3 steps, that will be +3 complexity, that is +24 seconds per item, that is 6 hours 40 minutes more per full run. considering the time it already takes to make them thats not really that much, perhaps 10 or 15% more time.


And really... we make tons of money with our stuff, and on the other hand we're one of the fastest proffession. Hell we can even build everything without a crafting station, while most profs need a private one short after novice.

So that little extra time won't kill me.





Ikooga
Master Chef
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Skyfish
Tue Oct 26, 2004 8:59 pm
#35


Longer to make factory runs. Hm...

Seems to me, SOE just increased the prices of crafted items across the board.

--As well as theoverall level of dissatisfaction of the game's crafters.


Crafters aren't alone in this, though. Several examples of this kind of bug fix have already hit different combat professions, reducing the abilities they had been accustomed to. I guess this was simply the next one in line.


This may have been whatwas originally intended, but that doesn't mean it's going to make the game better or more enjoyable. I have to hope that someone at SOE decided that the game would be improved by fixing the factory-complexity-time bug. I don't agree thatthis particular fix will make the game better, but I have to hope that's how they're making their decisions.


I'll just have to check it out and see if I'm still having fun.



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Okin_Sin
Wed Oct 27, 2004 5:05 am
#36

To me it doesn't matter if it was originally inteded, or if it makes a huge difference in time etc. What matters to me is there are still bugs with factories where they turn off if there is 60 items in the output hopper. IMO if they are going to change ANYTHING about factories, how about fix the broken parts first.
Mayor_Woosh
Wed Oct 27, 2004 6:25 am
#37






Okin_Sin wrote:

To me it doesn't matter if it was originally inteded, or if it makes a huge difference in time etc. What matters to me is there are still bugs with factories where they turn off if there is 60 items in the output hopper. IMO if they are going to change ANYTHING about factories, how about fix the broken parts first.






Exactly...now it just takes longer for the 60 items to be made and your factory to shut itself off lol.




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Higginsis
Wed Oct 27, 2004 6:55 am
#38



Mayor_Woosh wrote:


Okin_Sin wrote:
To me it doesn't matter if it was originally inteded, or if it makes a huge difference in time etc. What matters to me is there are still bugs with factories where they turn off if there is 60 items in the output hopper. IMO if they are going to change ANYTHING about factories, how about fix the broken parts first.



Exactly...now it just takes longer for the 60 items to be made and your factory to shut itself off lol.




Lol so true its not funny.

But on this change, BSN's now take about 60 hours for a 40 crate run, and i've not made any new INN's yet, but i can see it hit 4 days.

Also my synthsteak run is taking 26 hours, just ridculous. If it was like this from the beginning then fair enough but.



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Mayor_Woosh
Wed Oct 27, 2004 7:24 am
#39






Higginsis wrote:





Mayor_Woosh wrote:





Okin_Sin wrote:

To me it doesn't matter if it was originally inteded, or if it makes a huge difference in time etc. What matters to me is there are still bugs with factories where they turn off if there is 60 items in the output hopper. IMO if they are going to change ANYTHING about factories, how about fix the broken parts first.






Exactly...now it just takes longer for the 60 items to be made and your factory to shut itself off lol.






Lol so true its not funny.

But on this change, BSN's now take about 60 hours for a 40 crate run, and i've not made any new INN's yet, but i can see it hit 4 days.

Also my synthsteak run is taking 26 hours, just ridculous. If it was like this from the beginning then fair enough but.






Its horrible if you ask me. My supplyrestock scheduleis all screwed up already with theses new times. I am sorry but I just dont understand how making people wait is fun. Here we go again...just like 10 min shuttle times, and filling upon cloning. I really think its unfair after a year to impose this change on us.







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