Chef Archive
Thread: Chef Correspondent Report
My main beefs in order are...
1.The overall power of most chef items are poor.
2. Milk and eggs are MIA. Can't even put milk on a carton of milk.
3. Factories making one use items.
4. Broken medium and large flora farms.
Here are some fluff/not super important must fixASAPideas... (no particular order)
1. Chef hats!
2. Food stations in cantinas or a food and drink only mini-bazaar.
3. List the number of uses of food and drinkswhen examined.
4. Factory created items don't seem to give UXP.
5. UXP on chef items seem messed up overall. Only 50% is returned and doesn't always seem to work.
6. There are vomit inducing spices, why not belch inducing drinks? *BURP!*
7. Stacking of identical items. Nevermind whales, let's save precious inventoryand databasespace!
8. Did I mention chef hats?
9. This might not be a problem now, but in the future if food and drinks get a boost to effectiveness I might be able to sell a lot of these items. Well, in order to make all of these different items right now, not even a master chef yet,I will need about 20 different resources. Thismight be a huge pain to collect and maintain on a regular basis even if you do hire people to help collect them for you.
Some materials are only found on certain planets, there's a 10 lot limit so I can only place harvesters for alimited numberof resources and trying to get a hold of quality stuff would make things worse. I don't know what it's like with other elite crafters but this seems a bit extreme.
>> tiny pretty portions
Now, now, be nice. ^_^
You should really get as much experimentation as you can - pump up that reaction time. Plus, you can still 'McDonald' your food - but since you are using no skill to make it (anyone can take a Chef print and jam it in a factory), why should you get a lion's share? Sing for your supper.
Or, work smarter, not harder - sell a perfect blueprint (and enough of that specific print's materials to make, say, 500 of them - use offworld materials) to someone. They don't need to find you, and if they want, they can turn around and inflate the price - you don't care, you've got your creds.. With the money you get from that, you will be swimming in all the cash you need. Why work, when someone else will for you?
Or, better yet, stop being so cheap with your food. If you can't buy materials off the bazaar, make and sell your food with them, and make a profit, you aren't selling your food for enough. Unlike weapons, food doesn't *have* to be eaten by anyone - by playing a Chef, you made the decision to shrink your market base and sell more to each customer. If you want to sell to everyone and anyone cheaply and easily, make a Weaponsmith, like everyone else. ^_^
Making creds is simple as pie in SWG - you just have to be smart enough to do it. ^_^
But, I digress - this is why I don't like posting often, as you just go back and forth over a topic.
Chef Correspondent: Make a Hotmail account, and post your email, and have people email their responses to you. When your time is up, pass the account to the next Correspondent. Then every thread doesn't get plowed over like this one ![]()
My personal top 5.
1: Tedium, which is multiplied by the fact that 99% of what you make is really not very useful.
2: Factories.
3: Distribution... Basically, if you're a chef, you can make travel packs and sell those, but there's no way for anyone to see inside them. A good way for an evil Chef to ruin our good names. Not to mention they show up in the wrong spot in bazaars.
4: Lack of variety. This is heightened by the fact that a fair number of recipes are un-makable due to missing resources (What uses Eggs? I've seen milk called for, but never eggs.) Tailors and Architects have a much greater number of schematics to play with. You'd think Food would be even more varied.
5: The *cost* of becoming a chef. Ignoring the fact that there's maybe 2-3 people on Starsider who could train me, there's the issue of resources. Harvesters are expensive to run, and nothing takes fewer than 2 different resources, so sampling doesn't really accomplish it. There are no true crafting missions, so we must pick up pistol or blade and earn our money as if we were the boring thuggish types who so rarely appreciate our wares.
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Doc Hollandaise
Chef Pistoleer, Starsider/Corellia (waypoint 200 -5900 for Grub and Fixins)
> Or, work smarter, not harder - sell a perfect blueprint (and enough of that specific print's materials to make, say, 500 of them - use offworld materials) to someone.
Why would anyone want to buy a blueprint that doesn't give them more than one serving per set of resources?
AleksanderBlake wrote:
Regarding that - I don't see how 'making a lot of food' is needed to make a profit. High quality foods make a profit, grinding out cheap Growch is small bills, in my opinion. Make lesser, high quality foods, and sell it to those who can afford it.
Something I keep pounding away at:
Factories are not about making a profit, they are about making a product that's USABLE.
People do not want to buy a stack of 2 drinks. They especially do not want to buy 10 stacks of 2 drinks that they have to open their inventory and manually "drink" whenever they need a buff.
What people want is a single stack of 100 drinks that they can assign to a hotkey and push the hotkey whenever they need a buff. That's usability.
That requires a fix to factories.
I'm not concerned about making a profit as a chef, I'm concerned about being able to produce a useful and usable item that I can provide to my guild. Architects provide houses and harvesters and factories. Weaponsmiths provide weapons and powerups. Doctors heal your wounds and keep you alive in combat. These are all very useful skills to have. Chef could be in that lineup if only we could provide large stacks of a single buff that was useful and handy for players to use.
If we are doomed to serving our wares in stacks of 2, then the Chef is never going to be anything other than Image Designer Mark II. A cute but useless class.
AleksanderBlake wrote:
Regarding that - I don't see how 'making a lot of food' is needed to make a profit. High quality foods make a profit, grinding out cheap Growch is small bills, in my opinion. Make lesser, high quality foods, and sell it to those who can afford it. Mass-sales only really work for resources, as mass-selling food only gluts the market. There is no money being made on mass-porduced Bazaar-sold CDEFs anymore, as a million Weaponsmiths are doing it. The same can be said for bricks of food.
I disagree. Just like any other profession has the use of a factory to mass-produce items, so should the chef. Why would we voluntarily limit ourselves? I get asked all the time if I can sell a factory crate of certain food/drink items. This makes it much easier for the consumer to stock up before a long hunting trip or battlefield trip, while using up little inventory space. If anything, factory foods/drinks need to be produced ata much faster rate than, say, weapons or reinforced panels, for example. The reasoning is that the food schematics generally use much fewer resources, and are worth less to the consumer. There has to be an equality when you compare the Chef profession to the other Artisan professions. Why would anybody want to become a Chef, wheninvesting the same amountof time into another profession would yield better returns?
Ida - because you won't sell it to them any other way, that's why. You are selling them a product that only has limited usability - as such, they are not paying you millions for it. The same arguement can be made by saying "Why would anyone buy armor that will eventually wear out?". The answer? Because they can't get it any other way. But, you do have a point. You can feel free not to sell blueprints and stacks of resources, as it leaves the market open for others who will.
To the person who said they want it feasible - it already is. You get 1 serving per set of resources on your stack. Sure, it would be nice to get six times as many in the stack, but we don't *need* it right now. I agree, food should stack (a fix for this would be to make all the food in the stack have the worst qualities of any food in there - a stack of 5 WookSnax at +30 Str, -5 Mind, 30s stacked with 5 that are +25 Str, -3 Mind, 40s would become a stack of 10 at +25/-5/30s). This, however, requires a good amount of coding. request the things with easy fixes, first - if someone can fix it in five minutes of dedicated work, it'll get fixed a lot faster.
Vimes - good for you. Anth-Mopork would be proud. (You should make a player-city named that on your server.
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#1:Fixclass XP by fixing UXPand allowing Domestic Arts XP as Food Crafting XP.
#2: Allow Domestic Arts XP as Food Crafting XP.
#3: Properly scale the potenticies of foods to the skills needed to make them.
#4: Fix Milk/Eggs.
#5: Allow Food/Drink its own Bazaar categoryand remove Spices from the Bazaar(they're supposed to be illegal). This is important because it will help us educate the masses about what our product will do for them by making them more visible rather than being buried in the Misc category. I don't think most players understand what food/drinks are for.
Medium and large flora farms need to be fixed, but if the Architect correspondent is already making the Devs aware of this, then we're wasting one of our 5 items ![]()
Chef hats and animations would be great and I think we'll get them eventually. My white Warm Hat doesn't work as a chef's hat, it just makes me look goofy.
Cala - fast reply. ^_^ Why would anyone want to be a Chef, when others are better? If you think like that, why not be a Weaponsmith/Creature Handler? MMORPG's aren't about min/maxing to everyone.
How about this for a fix to the factory problem? Every item gets weight, not volume. That way, 10 1-stack Bofa take up the same room as 1 10-stack Bofa. More realistic, and the stacking is solved. Don't like that? Then why are you exploiting a flawed inventory system? Just like 50K of Oats shouldn't take up the same amount of room as 5K, 100 bowls of Stew don't compact very well. If you don't like a problem, fix the overall error, not the one part that hurts only you. ^_^
Aleksander, not making any sense. Pecos, good points.
Factories making one item per recipe is a bug. It should be fixed.
As for stacking food, it goes back to factories. Factories can make up to 1000 identical items, and identical items should be stackable. You don't need special coding to deal with inequal food properites, just allow us to stack the stuff from factories.