Chef Archive

Thread: Chef Correspondent Report: September

Caithleen
Thu Sep 18, 2003 8:54 am
#40

Moltar_the_Ant_King
Thu Sep 18, 2003 9:18 am
#41

Don't forget to add about getting more food art. If i have to see something that looks like a plate of generic cookies/cinnimon rolls (or whatever it is)i am going to freak


and don't forget to mention about the eating/drinking animations




--------Moltar Lavirex--------

+++Server: Bria+++
Servants of the Shrub
www.oftheshrub.com

May the Shrub be with you.....
Moltar_the_Ant_King
Thu Sep 18, 2003 9:22 am
#42

and don't forget about chef hats and chef clothes in general



--------Moltar Lavirex--------

+++Server: Bria+++
Servants of the Shrub
www.oftheshrub.com

May the Shrub be with you.....
Naturner
Thu Sep 18, 2003 10:03 am
#43

"btw, how do i get those +20 experimentation ribbons for clothes buffing??"


jedi and other foce-sensitive npc loot...for some reason, my chef is unable to handle these guys good luck finding one of these, I would kill for one just to be auctioned up on my server.




_______________
Caravaggio Sead - Master Chef
MMM Pharm and Food
Mos Eisley (2468, -4572), Coronet (956, -3724), Theed (-4820, 3360)

Buying 1k lots of general Carnivore, Insect, and Domesticated Meat, PM me for details!
kelela
Thu Sep 18, 2003 4:40 pm
#44

How a chef plays this game will determine how that player will prioritize the list of issues at hand. To one person, a "game breaker" could be 'having no customers' or worse, ANGRY customers. To others, a game breaker is something that technically keeps our profession from being useful. From all the posts I've been reading, it seems the top issues that keep us down in RP, financially and professionally are:

* Bugged Stacks
* Buff Duration: includes making the buffs longer and addressing the issue of the hunger timer issue.

Both issues keep us from making money, both issues prevent us from being useful in the game. All we can do right now, really, is grind to Master Chef. My prediction is that there will be an influx of Master Chefs or an exodus of chefs to other professions (already happening). I have this eerie feeling...that if they don't fix us soon - they might actually nerf our class all together since our numbers are so small. (Anyone else having this wierd feeling?)

Remember this?:
Q-3PO
"100% agree. Food needs a complete balance pass to make it more useful to the game."

Hmmm, did this ever happen?
Thylacoleo
Fri Sep 19, 2003 4:16 am
#45

Good work SirVimes, I hope your reasoned post gets the attention it deserves.
Savai
Fri Sep 19, 2003 8:09 am
#46

I think the second draft looks good, and on the issues of eggs... well you can use them in place of any meat. I have noticed that even if I have a higher quality meat, than egg, the egg gives me better percentages. I use them quite often in recipes calling for meat. The same is true for fish. On the Milk issue, I don't know how or why, but I found on a bazaar on Sunrunner a container with 5 wild milk. I bought it and still have it since the amount of milk that is required for a recipe is rather high. However, I can say at least once I have seen it. I truly hope that all of the issues get worked on. I know that the artisan correspondent resigned due to lack of interest in our basic profession.


As for the issue of spice compared to foods... I have found that on my server spice is rather pricey... I try to beat out the competition there by offering foods for a lesser price. I know that I'm cutting myself from profits, but at this point, I just want to sell my items.


Savai


AKA Sili Lleana, Sunrunner, Moenia, Naboo, Chef vendor currently located at 4948, -3972


AKA Alistria, Tempest, Moenia, Naboo, Tailor


Unitarius
Fri Sep 19, 2003 9:29 am
#47

Yep very good overall...



However, in the future a main thing I want to see is food in a 'meal pack'. (the pack itself taking maybe a couple of hides to make)


Similar to a Fireworks show, we should be able to load up to 20 food/drink combos into the meal pack for instant usage of both, or one of the items contained within.


There's other classes that could use this type of ease of use. Also, factories should be able to run several schematics in a sequence you define if the power/maint/ingredients are available to meet the schematics needs.


Anyway....just my 2 creds.


I have already pretty much quit playingbecause of the food/drink bugs. =(

DenazsVil
Sat Sep 20, 2003 2:19 pm
#50

Also, look into the viability of my idea of buffet tables. Check out the post here :


http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=9103


cheers!



Justin Lightingstar, chef/commando, tempest

YodaBabe
Sat Sep 20, 2003 7:01 pm
#51

Forgive me if these were mentioned:


Drinks do not show their quantity while being experimented on, or in crate descriptions.


Being able to Split food/drink stacks would allow us to provide single use "Samples" for those not wanting to spend the bucks on crates or large stacks of an item they have never tried.


Not having to use factory made dough, carbosyrup etc to create a factory crate of certain foods would be nice. EXAMPLE I can crank out 25 carbosyrup manually MUCH faster than a factory, but when i insert those 25 into the ingred bin, the schematic does not match the other 25 carbo ID numbers, and thus rejects the 25 quickly made, and inserted carbos. Allowing ANY type of subingred ( carbo, dough etc) would allow us to process customer orders faster.


Thx :0) V'nahra

Necrofiliak
Sun Sep 21, 2003 4:13 am
#52

Ida made some critical points about experimentation. Even while usingtotally diffferentresources the difference between the final products are very small regardless of what i used.The quality of resources need to play a bigger role towards making a dramatic effect on the final results.Im a doctor and think the quality of the resources, like for stims, should be critical.


I agree with SFSith about the dropping of the secondary affects. burst run is the only thing i can think of which actually makes sense and is not hugely overpowering. a whole line of energy drinks rather than all drinks being alcohols would be nice, but creative issues should bebrought forthonly after they fix the ciritcal issuesfirst.


Yodababe mentioned the drinks stacks not showing up in the schematic. this is extremely annoying since i usually add the description of the stuff i make to the name. My tat sunburns are, for example +1559/409s/8 but the only way i was able to figure out the charges was by making one and matching the percent for determingquantity.


All subcomponents need description of their power or charges like the doctorsget while creating BECs, liquids, or solid components. the percentage from experimentation is ok but it varies between the alcohols for example and isonly available while youre experimenting on it.


A note might want to be added to the Broken/Gated Foods point about BE food additives. Its arguable whether they work or not but even if they did, they cost of making them is way too costly to be worth the trouble. These additives need to be easier and cheaper to make for them to be a viable resource for improving our foods.


I am hoping that while they do their pass through they keep in mind that the rarity and amount of resources to actually match the buff provided.I hope ALL foods are useful in some way after they do their balance pass, having pros and consrather than only 5 or 6 foods beign useful. I think some foods should specialize in a big short buff while other foods would do well as smaller, longer buffs.


In general it would also be nice if all seconds were divided by 60 and displayed in minutes&seconds to make it a bit more understandable at first glance. 300 seconds is easy as 5 minutes but if food buffs are improved to being thousands of seconds(what im expecting for the small food buffs) then having it displayed in minutes and seconds would avoid a lot of confusion.

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