Chef Archive

Thread: Chef Correspondent Report: September

FlipFantasy
Tue Sep 16, 2003 12:08 pm
#27

The visual food / drink timer is ok but could be better... the normal person doesn't check their stats every 5 mins to see if they can eat/drink again. I think if under the persons HAM bars you could also see Food/drink bars... that would be cool.
Shouldn't be that hard to implement Food / Drink Meters alongside the HAM bars of your main character.

We could also do for a numerical representation of how much a food fills. The numerical representation of filling could be cool. I don't know how much a food fills for until I actually eat it. Have it as a visible stat such as buff duration and buff quality. Food filling should be a stat on food that we make.



Nerraw Meteora
Master Swords / Merchant extraordinaire

Archus Meteora
Master Musician / Master Doctor
Your complete buffing and civil servant !!
-210, -3555 Lok, Bastion
SFSith
Tue Sep 16, 2003 3:58 pm
#28

I made some T'illa T'illa about a month ago and posted my screenshots, look through my old posts to see it.


Also, please tell them how broken ALL our schematics are, the component experimentation percentages are almost all wrong. (Flavor = 0% in most cases, unit toughness and decay resistance DEFINATELY play a factor in many items, etc).




Xiem, Master Chef, Shining Force
5100, -4000 Moenia, Naboo, Bloodfin
Djen_Kyshek
Wed Sep 17, 2003 12:14 am
#29

Forgive me if something like this has been said before...


Why can't we combine the filling issue and the buff-duration issue together? It makes sense to me for the buff values to last until the fullness wears off. In other words, for the duration of the digestion, the buff should be functioning. Since fullness takes something like30 minutes to wear off, our buffs should be functioning for that long. Then perhaps our low numbers (buff quality) would make a litte more sense, and fullness would be considered a good thing, not bad.


This is how it should go, at least in my opinion:


-Foodduration and filling values should be the same, andgenerally last longer than any other buff.Buff values should be varied, and based on skill level, but few if any minuses exept for alcohols. I mean who becomes stupider after eating a pastry?


-Spices should be very powerful to all three HAM bars, but have a very short duration with terrible after-effects.


-Doctor buffs should fall someplace in the middle, but have no mind effect. After all, they cannot heal mind, why should they get to buff it?


-Dancers/Musicians should have a modest value to mind-buffing only.


-Scout foraged food should have a counterpart on the Chefs novice or level 1 list. In other words, a foraged jar of berries should have the same value of say wastril bread or something.


Just my random thoughts on the issue...


- Djen

SirVimes
Wed Sep 17, 2003 10:10 am
#30

Ok, here is the second draft. Let me know what you think.


Developers,


Thank you once again for reading over the complaints of the people pursuing the chef profession. We see the potential fun in this profession, but we also see that there is a lot of work that needs to be done.


Also, thank you for the improvements you have already made. We are very happy that factories can now make food properly (even if it doesn't seem to give us any experience.)


Here are the top 5 problems with the chef profession for this report . Some of these are repeats from the last report, but they are extremely important to us.


1. Food is bugged and people cannot use all the charges.


Right now there is a bug that prevents people from using all their food. If a tattooine sunburn, for example, has seven charges, the food will stop working after it has been used 3 times. This is just and example. This bug seems to hit different types of food after different amount of uses at random. Some people seem to think that this bug is related to logging off while you still have food on you, and when you log back in is when the food becomes bugged.


One work around that we have found is to place the food on the floor and then using it. Obviously, we hope to find a better fix.


Here is a thread where we are talking about this issue: http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=7026


2. The values of the resources for recipes are not calculated correctly.


The success of our recipes are suppose to depend on overall quality, flavor and nutritional values in equal amounts. This does not seem to be the case. Even using resources with values of over 900, we never get past 52% for flavor and texture. The flavor rating seems to have little or no effect at all.


I urge you to read this thread where Forkbomb does a much better job than I can of explaining the problem: http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=3202. Also, in that thread he has links to posts on other sites that I think would be valuable for you to read.


3. The restrictions of higher level foods is greater than the reward.


There are actually a few problems related to this catagory. The higher level foods have more restrictions than the lower level ones, but they do not offer as much of a reward. Filling is a very good example of this. When you reach the higher levels of the chef profession, much of the food fills you up with one use. If the foods had better buffs, this would be ok. As it is, however, it makes the food no better and even worse than the lower level foods. With the lower level foods, you can eat several before becoming full and the combined effect is greater than the higher level foods which fills you up with one use. Also, some recipes contains rare resources (like the hydron-3 inert gas for T'illa-T'iil.) Many feel that the foods produced by the recipes are not worth the time and effort to find these rare resources.


If you are going to put restrictions on higher end foods, then you need to balance the rewards with those restrictions.


4. Several recipes are broken.


As people have moved up the Chef tree, we have discovered several broken schematics. The Wedding Cake, for example, does not seem to give any buffs or benefits. Double Dip Outer Rim Rumdrop and the Terratta do not even load at all.


We request a developer go through and make sure all the schematics are working, and that we have the resources to make them work. This, of course, does not include recipes that involve milk.


5. Buffs need to be more useful.


Right now, we make the weakest products in the game. Food foraged by Scouts, spice made by Smugglers and medicines created by Doctors can outsell us because the buffs of their products are so much better than ours. We need buffs that are more competitive. We need buffs that are more comparable with their buffs. Our food has a much shorter duration than the buffs of other classes, and buff for a lot less than other classes.


One thing that chefs are divided on is how the buffs should be improved. Some of us feel an increase in duration will help us, while other feel it is the potency of the buffs that need to be increased. Of course, why not both? Then there are others who think we should be more creative than that. Why just buff stats? Why not buff skills? Why can't cantina drinks increase the rate battle fatigue is used? Why can't sports drinks increase speed? I am not sure which is the best way to increase buffs, although a combination of all of the above is probably the best way. One thing that I really hope you keep in mind is that Doctors, Scouts and Smugglers all have other ways to make money while chefs do not.


Here is a thread where we talk about how buffs should be increased: http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=3114


And finally, my personal request. My goal as a chef is to own and operate my own cantina. Right now I don’t like the way cantinas are set up. If anybody can heal battle fatigue in their own houses, why would they even bother coming to a cantina? As things stand right now I don’t see how I could make a living running a cantina if there is no reason to go there. I also think that cantinas should have their own schematics so that they are more recognizable at a distance. I think you should also do this for shops and medical centers. It will add more variety, make it easier for people to find them and just over all improve the feel of player cities (even though we don’t have them officially yet.) Also, we would appreciate more items to put into cantinas, things you might find in a resteraunte or a kitchen.


Well, that is it for this week. As always, feel free to come into the chef forums to say hi. We really are nice folk. And we promise to put away the cutlery.


SirVimes


Chef Correspondent.

Saitek
Wed Sep 17, 2003 10:30 am
#31

sounds good to me!



Shop Smart, Shop S-Mart :: www.swgchef.com
::Voted Best Chef on Nartius NUNA's 2004::
Master Chef / Mayor of Mos Quito

:: Proud Member of RAID::

mafi
Wed Sep 17, 2003 11:07 am
#32

second draft looks good


how bout adding chef hat to your personal request or something simple, like emotes when people eat food in the cantinas. those shouldnt give the devs too much work while adding more fun to the rp aspect.

Caljostro
Wed Sep 17, 2003 5:49 pm
#33



SirVimes wrote:
I didn't include the milk in this draft because the developers have already acknowledged the absence of milk and claim they are working on it...




Doesn't hurt to remind them.

My proposal

"4. Several recipes are broken."

= 4. Several recipes are broken or gated

Then mention milk. Suggest that either they add milk or at least switch it (temporarily ?) with eggs.
ReD5FlAtLaNd
Wed Sep 17, 2003 8:05 pm
#34

It all sounds good to me! Just can't wait for them to finally fix everything!



Mattae Lightrunner - Chilastra
-Aspiring Pistoleer-
Thymaster
Wed Sep 17, 2003 10:17 pm
#35

Okay. Goodness... Here are my two cents. First of all. I don't think we should EVER complain that a Master Artisan can make better food that a Novice Chef. OF COURSE they can.Hell, did you ever see a pistol made by a novice weaponsmith? A CDEF made by a master put it to shame. I tell all of the Novice Chef's to suck it up, stop complaining, and start grinding. Just because your Wastril Bread isn't amazing... my Breath of Heaven is.


Secondly, Spice is SUPPOSED to be better than food. But have negative side effects.. doing drugs would naturally have more of a kick than eating a piece of pie. Then again.. our stuff is much harder to make. a Master Chef level item should be better than Spice... but you shouldn't complain about Entrees 2 or whatever I don't think. I make a helluva lot more money, and sell a lot more crap then Smuggler's do.


What else... the post looks great. Thanks for all of the work. I think the most important thing is fixing the uses of the food. and Getting milk involved.


Question.. why are we all so happy that Eggs were implemented? Do any of you realized that not one of our schematics calls for an egg? Before hitting master.. I read all about the posts complaining that there were not eggs. But we don't even need them. Give us milk instead for heaven's sake.




Vahn Vaulken - Kauri
SFSith
Thu Sep 18, 2003 12:04 am
#36

2nd draft + milk = good, unless i missed it read fast



Xiem, Master Chef, Shining Force
5100, -4000 Moenia, Naboo, Bloodfin
SFSith
Thu Sep 18, 2003 12:18 am
#37

Ah reread and saw the milk, could have made it alittle bigger point i think you, sounded like an after thought even though i know it wasn't meant to be.


Why not buff skills? Why can't cantina drinks increase the rate battle fatigue is used? Why can't sports drinks increase speed?


And this, what can I say, I've always said the skill buffidea isrediculous, but everyone keeps pushing for it. Who ever heard of eating something and then suddenly you can so "enter skill" better. It just doesn't make sense. Perhaps burst run, but I can't think of anything else. Battle fatigue is for entertainers.




Xiem, Master Chef, Shining Force
5100, -4000 Moenia, Naboo, Bloodfin
SirVimes
Thu Sep 18, 2003 12:57 am
#38

I didn't include the milk in this draft because the developers have already acknowledged the absence of milk and claim they are working on it...
Naturner
Thu Sep 18, 2003 7:53 am
#39

First off, good report, I agree with the priorities listed


Secondly, in response to Thymaster:


I agree with your point on the Novice Chef, every crafting profession (except Architect/Tailor) runs into the novice junk and lack of experimentation. I actually agree with the game design there.


I feel Spice is not balanced with our profession. I am also a Fence in the game. While downers are a nice addition, it is incredibly easy to level up to the top spices, since it takes as many wastril breads to get a tier one chef skill as it does to level the entire spice branch with shadowpaw. Also the spice grind uses up half as many resources since they earn 4xp per resource. Wastril is less than 2xp per resource. Also, it is quick and easy to produce spices, they generally require more generic ingredients and they seem to factory produce faster, even at high complexities. And on top of that, Holocron has said (this week) that smugglers are the next profession to get a lot of love. While I figure he is referring to the Underworld Branch / Master Smuggler skill, he said in the past that he wanted to make spice downers experimentable so that using good ingredients they could be negated entirely. I opinion is that really sucks for chefs if they don't change them.


Lastly, the note about eggs has been discussed at length in threads over the past week. However, I do believe that once there is a balance pass for the profession and everything is moved around, don't be surprised to see eggs and fish on a chef's wish list...





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