Chef Archive
Thread: Poll: Should Changes Stay or Should They Go?
I vote for the changes IF they change the stomach rules.
I dont see a reason why stomach cant act the same as it does now. If the Devs give us an explanation on why they changed the stomach, then we can better understand ourselves and come to a middle point in this problem.
They are changing it so that we cant use the "overpowered" currant buffs under the new system if it ever goes on live
neinnunb wrote:
I vote for the changes IF they change the stomach rules.
I dont see a reason why stomach cant act the same as it does now. If the Devs give us an explanation on why they changed the stomach, then we can better understand ourselves and come to a middle point in this problem.
First off, there are a lot of things that I really like about the patch and a few others that look promising. I am thrilled at the higher availability of milk (even if it is mostly wild), the BE comp system, and the lower complexities which lead into lower factory times. The filling bar, the unexperimentable components, and the drink container system, I could learn to love with a few minor tweaks (I'm pretty sure those tweaks are pretty well documented on the other threads).
Now when it comes to my vote, I'm going to have to vote the old system. The parts that I don't like in the new revamp are pretty critical to my chef job. The buffs listed do not fit with the game as it is now, and I'm a horribly pessimistic person when it comes to actually getting this combat revamp. Add that to the pre-patch food bug (lets face it, there is a good chance something like that makes it through to live), and my best advice is to wait for the first or second combat pass on TC. In the meantime I would love some of the more robust items to make it through though.
In summary:
Yes: Milk, BE comps, Complexities
Maybe (acceptable): Fillings, Unexperimental Comps, Drink containers
No (dealbreakers): Fundamental skill buff selection, Pre-patch bugs.
Overall, I do not wish this revamp to be published now.
This way it doesn't nerf live, but is easy to change when the new system goes into place. Just trying to think 'outside the box'.
Personally I don't think I've had enough time to test the changes before I decide if it's good or bad (haven't logged on since friday, I'm a bad Chef). Having seen changes occur on testcenter before they go live gives me hope that we can work together to reach a mutual goal without throwing all the hard work to date away.
- Malikor, Master Chef - TestCenter
sciguyCO wrote:(especially the entertainers, since they're even less likely than doctors to be portable and can't buff themselves).
Having trouble moving that cute dancer of brassy musician out of your cantina? Call 6 Wookiees and a Bothan(tm) Movers, guaranteed to have your entertainer unpacked and set up, ready to go, with minimal damage, at your choice of camp anywhere in the 10 systems, or your next move free!
Go for it ![]()
At least this will be a different class for the remaining chefs. Most of us were bored of making the same 6-7 foods and drinks for months, running a lot of factories and harvs just for keeping stocked our 5 vendors all around the galaxy. With this rewamp ive decided to change my system and work like good armorsmiths do, only taking orders, not worrying about vendor stock.
And dont forget that.... the cheff class will be again a roleplayer class and we wont need to deal with all the fishak-chefs and the burgerchefs ![]()
The one thing I dont like about this rewamp is the class dependant specially from BEs ![]()
But im speaking from my own perspective, i have another char so I can play around with him waiting while all the bugs are solved
Ok, I think I've put this off long enough. Here's my two creds. The short answer is that I think the revamp is a viable direction to take chef, although it is going to require an adjustment period.
Combat: for the people worried about losing the mind buffs because they're going against riflemen/swordsmen/poison: does it make a difference if your opponent has alsolost access to those buffs? Sure you can't take angerian/bivoli to increase your mind pool, but they're also not using them, so may not be able to do the powerful specials as often. Note: I haven't done any PvP, so it's possible that an unbuffed rifleman can one-shot kill an unbuffed enemy, which pretty much throws that argument out the window. If nothing else, hopefully this would induce more at-keyboard dancers/musicians so mind buffs can be gotten from them.
Skill buffs: This appears to be the main point of chef after the revamp. Doctor and entertainer buffs still have a higher duration, can be applied immediately after the buff is worn off, and have larger buffs. The downside is that they aren't portable (especially the entertainers, since they're even less likely than doctors to be portable and can't buff themselves). A few foods stand out to me:
Synthsteak and flameout both givedamage reduction (synth a smaller reduction for more hits, flameout a massive reduction for few hits) which could be a real fight-determiner depending on how high these can be experimented.
Dodge bonus from Deneelian Fizz pudding gives a minimum of +30 to dodge, which is higher than a Master Fencer or Pistoleer (not both together, but the stacking of pistol/1-handed dodges is being removed). Pikatta Pie gives +20-25, almost master level, and Air Cake gives 15-20. It's possible (but unlikely) that you could eat one of each. Has anyone tested whether you get the "you are already under the effect" message when getting the same bonus from different foods?
A major complaint I've heard from PvPers going against TKAs is that if they get knocked down, the fight's over. Enter Correlian brandy and Thakitillo (+9.1 and +36 defense vs. kd respectively).
Accuracy: I saw a complaint about the +8 accuracy bonus. Assuming this is a flat increase to the skill (as opposed to 8% to your current accuracy skill), that'sabout the same increase you get from a box in brawler or marksman. The +19 from Citros is about the same as one or two boxes in an elite combat profession.
Resist buffs: One of the DoT changes is that resists to the damage type reduce the DoT. Flamethrower wielding commandos won't like it when their target has eaten Trimpian (20% fire resist). And someone on fire can also chomp a dustcrepe to reduce the flame duration 10-20 percent (or it might be 10-20s). With the removal of DoT stacking from the same player on the same pool, these can definitely improve your chances of survival.
Non-combat buffs: I think the +wound healing (for music and dance) are going to be pretty useless, since most entertainers will tell you the real time sink is Battle Fatigue, not wounds. And if a "+Mind Enhancement" food was available, every cantina would want crates of it (that's the skill that determines the entertainer buff size).
The crafting bonuses are probably going to need some more testing to determine how much of an effect it'll have. I'm still not sure if the 3-5% xp bonus from Ormachek is worth the 88 filling. For big-item crafters (architects come to mind) this may be useful, but you'd need to get the number of combines to 20-25 to count as an additional item. With Chef's biggest xp gain apparently still Ithorian Mist (178 in practice), we probably won't be seeing much use of this for ourselves.
Miscellaneous: Incap reduction might bea useful tool for people handling large scale battles. You have less time to be deathblowed, requiring less cover fire from your squadmates.
I'm not too sure on the desirabilty of some of the more specialized buffs. How much is Wookie roar and Trandoshan regen used? I doubt the surveying skill needs buffs, since this apparently only effects the amount you recieve when sampling. Crafters with harvesters only need 1 sample to check the quality, the rest use macros, and the 15m duration is unlikely to be enough for them.
+Mask scent, camoflageand taming might be used by low-level scouts/ rangers / CHs, but not masters. This may be the point, to ease the difficulty for less skilled players, I'm not sure.
Pet buffs were an odd addition. From a few posts, it sounds like what would really be useful are regen stat buffs, but all we got were pool buffs. Again, something that might be useful to people with low-level pets, but not masters.
Tweaks I'd like to see (in addition to SirVime's list in the revamp report):
1) Have 9 foods that each buff a single stat (got it in artisan, but chef-level foods would be a great addition),3 foods that each buff pool/usage/regen for each HAM category (got it), 1 food for all three drain stats (BoH still fits the bill), 1 food for all three regen stats (missing), 1 food for all three pool stats (missing for non-pets). I think these plus the three secondary buffing foods would cover most buffing needs.
2) The stomach decay could be improved with a straightforward (but probably complicated to code) designchange. Have the decay rate be a combination of the duration and filling. Take the food's duration, and multiply by 1 + Filling / 100. So a 30 minute food with 10 filling would be gone from the stomach in 30 * 1.1 = 33 minutes. A 5 minute food with a 75 Filling would be gone in 5 * 1.75 = 7.5 minutes. It would require having each food digest independently, which may be too much to track. And I'm not sure how to handle foods that have "Do this X times" or are triggered by a future event, maybe treat them as if they had a fixed duration of 10 minutes, so Starshine (filling 31) would digest in 10 * 1.31 = 13m6s.
Since we're probably going to be keeping the current design, I think we really need to see how often people come up against "you are too full to eat any more" in actual play. My gut feeling (no pun intended) is that 30 minutes to digest from 100% to 0% would fit well with the current durations. And an actual displayed number for current filling would be a godsend, it's really tough to tell if you have enough stomache space for the higher-filling foods.