Chef Archive
Thread: Happy Holidays Your Present Is Here And It Ain't Fruitcake
heal mind food?
I hope they're watching the healing food. I want the chef revamp as much as the next person, but I don't want this "healing" food to undercut us medics.
Aha, this is what I've been waiting for, now I can pounce with my requests to be included:
1) A displayed filling stat on foods. All I'm asking is something like a percentage that indicates how much of the food/drink bar gets added to.
2) I'm assuming the "Types" are how the food does the buff, right? So "Duration" means it will last from the time of eating until the end of the duration, "Delayed effect" requires a trigger, etc. But how does "stat mod" fit into that? I'd have assumed stat and skill mods would both be duration based. And do all types fill the stomach, even the instant and delayed effects? I'm assuming they would, to prevent someone being able to use Aitha to heal mind damage indefinitely (great ability, by the way), but an official response would be nice.
3) Could we also get an answer to the question about skill mods to skills the player doesn't have? Some skills are "passive" that don't require any action to be done by the user (terrain negotiation, dodge, weapon accuracy). Others are only used when a certain command is given, and that command may not be available to everyone (medicine use -> /healdamage, forage -> /forage, Entertainer Wound healing -> /play, etc).
4) Are the schematics going to be updated with the correct percentages? The 33/33/33 used on practically everything is so wrong it's not even funny.
Overall, I love what's being proposed for food. "Travel Biscuits" help terrain negotiation, hehe.
Can't wait to see what the Chef-level stuff is going to have.
raz1337 wrote:
heal mind food?
I hope they're watching the healing food. I want the chef revamp as much as the next person, but I don't want this "healing" food to undercut us medics.
To be honest, I don't know. Aitha heals the mind pool by such a small amount, I don't think it will effect you all that much. There may be things that does more healing further up the tree, and that could be a problem. When it gets on the test center I will ask your correspondent to take a look and see what he things. I don't want to step on anybody's toes.
One thing that occurs to me though, these drinks do fill people up and you can only drink so many before you are full...which means you wouldnt be able have any other drink buffs.
Dsabre wrote:
just a side thought....but while they're revamping us...do you think they could also add a "buff" tab to the character UI sheet?
When I ask them about the monitor for buffs, they just smile and wink. They either have something planned or they are coming on to me.
oh and sir vimes even tho its a little unrelated...any word on how they're going to make milk more available?
Yes, although I don't have the details.
but in case you haven't could you get GM to also balance out resource rarity with buff quality (i.e. something that requires meat should be more beneficial than something that only requires flora...at the same tier level of course).
I know he is changing the resource requirements in really cool ways, but I don't have many details yet. I will bring this up.
Akane wrote:
I'm ambivalent toward these proposed changes. First of all, the description is ambiguous in several places:
1. "Drinks go in the drink bar. Everything else in food." Currently, drinks go in the drink bar and foods go in the food bar. However, the preceding statement indicates that this is a "change" from the existing system. Is this just a misstatement? Or, do they mean that food and spice will go in the food bar? That would put chefs and smugglers in direct competition, much more than in the current system.
This is the same as it always been, it was includedjust for the sake of thoroughness.
2. "Skill mod foods do not stack... Duration effects do not stack." Does this mean that only skill mods and duration mods of the same type do not stack, or will skill mods and duration effects of different types also not stack? .Will skill food mods stack with clothing skill mods? If so, is there still a cap of +25 to the total skills? That might render some proposed foods (like Carmelized Pkneb, buffs healing effectiveness) of limited use. If a dancer wants to buff healing effectiveness, they can wear bioengineered clothing close to the +25 cap.
I am almost positive this means skill mods do not stack, but I will check with the developers to be sure.
3. "Food buffs do not persist." I can only guess that this means that when you die, the food buff goes away.
Actually, what this means if the server crashes and has to be restarted, the food buff goes away. Something that was clearer in the original document.
4. "Experimenting on flavor... for instant effects this does nothing, for everything else it has a very noticeable effect." I am assuming that this was phrased incorrectly. The way delayed effects are described, they also would have no duration.
You are correct.
2. What is the difference between a skill mod type and a duration type? Air cake is called a duration type, but it increases dodge for X minutes. Dodge is a skill mod available to pistoleers, and perhaps to other classes. Why is dodge a duration effect, not a skill mod type? My guess is that skill mods are for skills specific to certain classes, while duration refers to abilities that all characters have, regardless of whether they have boosts to those abilities.
You are correct in your guess.
Third, I don'tagree withreducing the number of schematics, even temporarily.
Well, as Mick Jagger said, you can't always get what you want but sometimes you get what you need. If enough people are upset about this I will bring it up to the developers, but I doubt it will do any good. Remember, experimentation is being redone as well, not just the actual buffs. The old schematics probably will not work well with the new experimentation system. Still, most people seem to agree with me that we are gaining a lot more than we are loosing. Besides, do you REALLY use 109 buffs frequently?
What I think will be a bigger problem is educating people of what food can do now. Their favorite foods are going to change. Some of them will be better for the individual character, some of them not better. We gotta work on letting people know which is good for them. The developers can help wit this, but we are going to need to do some work ourselves. I already started by posting information on other boards for people to see.
1. Repeated Buffs: In introducing many new types of buffs, they can hardly help to have ameliorated this problem. However, of the six stat mod type foods and drinks in the DA tree, the only two drinks are both devoted solely to focus, while no drink (or even food) is devoted solely to each of the other five secondary stats. Why?
Good question about the focus stuff. However, yes, there will be some repeated buffs. Aitha, for example. There will probably be a buff higher up in the tree that heals mind for a greater amount. It will fill you up faster, however, and with an instant effect you wouldn't want to do that toooften.
2. Useless Buffs: Whether a stat or mod buff is going to be useful is difficult to tell, since the plan doesnt state buff size or duration. However, just looking at several of the delayed effect and skill mod foods, I can't help wondering how effective they would really be. For instance, reducing the recap time after incapacitation (Starshine surprise) might be a little convenient, but in my experience, if you are going to receive a deathblow, it will happen very quickly. This means that starshine surprise will rarely, if ever, save you from death.
No, but it will save you down time so you could be ddoing something else besides just lying there wating to stand up again.
Similarly, are dancers really going to buy food to buff healing effectiveness? Dancers already heal wounds and battle fatigue quickly; my guess is that most of them won't be very interested in this unless the effect is dramatic.
I disagree with you there. Maybe not the masters, but the other dancers I believe will be happy to have it/
3. Lack of progression in the skill tree: Even without the buff sizes and durations listed, I don't see how the newdomestic arts tree (from I to IV) shows any better progression than the old tree. For instance, Ruby Bliel (DA3) is listed as reducing heal recovery time, an effect that would be more useful to more people than increasing Wookie roar (Jaar, DA 4).
Really? You think there are more doctors in the game then there are wookiees? Besides, according to the description it increases the effect of wookiee roar by a lot.
4. Lack of balance between buff size and resource cost: This largely depends on whether they are planning on changing all the recipe ingredients, as well as the effect of the recipes themselves. If they are planning on leaving the ingredients the same, I don't see why a drink that reduces the length of time to recap (starshine surprise) should be worth so many more resources as one reducing the duration of DOTs (dustcrepe).
Well, now you are just expecting the worse without anything to base that on.
Number of Schematics :
I would rather have say, 40 working, useful schematics, than 120 where we only ever make 4. Variety and usefulness is the key here. If it's 39 versions of +2 and one of +20, only the +20 will ever be made.
Starshine Suprise :
We dont spend all our game time in PvP. In PvE particularly, reduced incap timer will be welcomed warmly. How many times have you been incapped in PvE, and 1 second before your timer runs out, the mob/npc finally reaches you and DB's you ?
Anything that reduces downtime is welcomed, as long as it is a useful level (and not something like 5 seconds)
"Similarly, are dancers really going to buy food to buff healing effectiveness?" - yes they will. Not all entertainers are afk buffbots, and not all spend 24/7 in cantinas.
There are many people with entertainment related skills that actually see more than the cantina, and dance in camps for groups etc. It is these people that will happily buy our produce. Again, anything that reduces downtime.
Jawa Beer : Imperial Nerf!!!! All the wookies are rebels, so they give em an uber drink! ;p
Just kidding, but I know a couple of wookies that went "omg" at seeing a drink for them.
I think they are trying to move away from the Chef as a stat buffer, because to make us more effective in those areas without becoming unbalancing, yet powerful enough to be useful, they would have to rebalance Doctor buffs, entertainer buffs and spices too.
Seeing as there are 5 professions doing buffs, the obvious answer is to do what many of us chefs have been calling for in the last 6 months or so - make us useful and different.
It is a lot easier to rework Chef, than it is to reword dancer/musician/doctor/smuggler around us.
I for one am reasonably happy about moving away from stat buffs. I do hope that any left in are worth it (ie: minimum of 200 total at novice, and 2000minimum at master for 1hr+).
We all know how much skill tapes can go for on the market, so I forsee a nice little market for +skill foods.
The one concern I have left is factory speed.
Whilst many other professions can make one item that sells for a lot of money, we need to sell many items at lower amounts.
It takes over 6hours to make a crate of BoH from start to finish. Simply filling one BH's order can take me 2 days.
Component times in factories need lowering dramatically if we are to keep up with demand. Making the components for an item shouldnt take 6 times longer than making the final item.
I would gladly sacrifice 10% factory XP for an increase in factory speed.
Factories are intended to be more efficient at mass producing items than hand making them, yet in SWG, I can hand make 6 aludians in 90 seconds, but a factory takes about 20min.
For a High Volume, Low Profit business like Chef, this is crippling.
fatgit wrote:
I would just like to throw some random thoughts in here
Number of Schematics :
I would rather have say, 40 working, useful schematics, than 120 where we only ever make 4. Variety and usefulness is the key here. If it's 39 versions of +2 and one of +20, only the +20 will ever be made.
/agreed
Starshine Suprise :
We dont spend all our game time in PvP. In PvE particularly, reduced incap timer will be welcomed warmly. How many times have you been incapped in PvE, and 1 second before your timer runs out, the mob/npc finally reaches you and DB's you ?
Anything that reduces downtime is welcomed, as long as it is a useful level (and not something like 5 seconds)
/agree,, but only if it's significant.. currently a 90 second timer is BS. but if the stat food only drops it to 85.. I'll just go hungry.. you know?
"Similarly, are dancers really going to buy food to buff healing effectiveness?" - yes they will. Not all entertainers are afk buffbots, and not all spend 24/7 in cantinas.
There are many people with entertainment related skills that actually see more than the cantina, and dance in camps for groups etc. It is these people that will happily buy our produce. Again, anything that reduces downtime.
I as a master musician probably will not buy any food that increases my healing rate.. I can already drop BF and wounds like a brick.. I can heal approx 100 wounds and BF per minutes easily.. If the stat food increases that up to 110.. I"ll most likely pass on the cost of food, and save my money..
Jawa Beer : Imperial Nerf!!!! All the wookies are rebels, so they give em an uber drink! ;p
Just kidding, but I know a couple of wookies that went "omg" at seeing a drink for them.
I think they are trying to move away from the Chef as a stat buffer, because to make us more effective in those areas without becoming unbalancing, yet powerful enough to be useful, they would have to rebalance Doctor buffs, entertainer buffs and spices too.
Seeing as there are 5 professions doing buffs, the obvious answer is to do what many of us chefs have been calling for in the last 6 months or so - make us useful and different.
True.. I have brought that up long ago.. SOE's game dynamics and PvE balance is based on PC having a certain HAM.. SOE could not allow chefs to have powerful stat buffs even close to a doctors or you would end up with PC having HAM's of 5,000+.. This would unbalance PvE.. However, the same thinking needs to be done with skill buffs too.. You can't have a person wtih a 20-30% in combat stats as well.. or it will become unbalanced.. We'll just have to wait and see what the final numbers are
It is a lot easier to rework Chef, than it is to reword dancer/musician/doctor/smuggler around us.
I for one am reasonably happy about moving away from stat buffs. I do hope that any left in are worth it (ie: minimum of 200 total at novice, and 2000minimum at master for 1hr+).
We all know how much skill tapes can go for on the market, so I forsee a nice little market for +skill foods.
Only is the numbers have a true meaning.. Example: Crafting or Experimental buff of +5.. this would mean nothing because it doesn't give you that extra experimental point needed and if the foods can't stack it's a waste..Same can be said for a Med Use buff.. Unless you go from 5-30 on average, it means nothing
The one concern I have left is factory speed.
Whilst many other professions can make one item that sells for a lot of money, we need to sell many items at lower amounts.
It takes over 6hours to make a crate of BoH from start to finish. Simply filling one BH's order can take me 2 days.
Component times in factories need lowering dramatically if we are to keep up with demand. Making the components for an item shouldnt take 6 times longer than making the final item.
I would gladly sacrifice 10% factory XP for an increase in factory speed.
Factories are intended to be more efficient at mass producing items than hand making them, yet in SWG, I can hand make 6 aludians in 90 seconds, but a factory takes about 20min.
For a High Volume, Low Profit business like Chef, this is crippling.
OMG.. I so totally agree.. I can do crates of Stim B's in 8 hours, but doing a crate of some foods will take almost as long.. and I'm only getting a max of 10 per stack, compared to 25-30 on Stims.. Being that our numbers per stacks are drastically less then other factory made products, the time needs to be sped up.. ALOT.. Unless you are a "powergamer" logged on for 8+ hours a day.. Casual playing chefs will have a hard time keeping a factory up and justifying the use of it, with such slow factory times and the mass and variety of food/drinks one can make..
cronus00 wrote:
I as a master musician probably will not buy any food that increases my healing rate.. I can already drop BF and wounds like a brick.. I can heal approx 100 wounds and BF per minutes easily.. If the stat food increases that up to 110.. I"ll most likely pass on the cost of food, and save my money..
If you were not a master, do you think this would be useful?
I'm not a chef.
I loved you guys before this news.
I really love you guys now
This stuff looks awesome. Especially the terrain nav and mask scent foods.
Actually, it is Jaar and you can blame that one on me.
fatgit wrote:
Jawa Beer : Imperial Nerf!!!! All the wookies are rebels, so they give em an uber drink! ;p
Just kidding, but I know a couple of wookies that went "omg" at seeing a drink for them.
I