Chef Archive
Thread: Dessert Chefs VS Rich Chefs VS Your Average Joe Chef
Pecos wrote:This may come as a surprise to you, but the foods you make as a real life chef do not grant you +1000 hit points or +300 willpower or +250 strength for 10 minutes.
Chef is a buffing profession. It makes things that improves people's stats, like a doctor or smuggler. It does not produce intricate wedding cakes or back yard barbeques. Even if you wanted to cater an event, doing so is a stretch since you can't see anyone eat, food is consumed instantly and you can't taste it or customize the appearence.
In short, you are looking at the chef as if it was a roleplaying profession and it simply isn't. It's a profession that makes useful consumables, similar to weapon powerups.
If you want to roleplay with your Jawa Beer (which I can't see you drink, which you can't taste and which you always drink instantly) fine, but you can still roleplay with Jawa Beer that comes out of a factory in stacks of 100 and grants +250 strength for 2 hours.
Make the chef into a useful profession and you will still have your silly roleplayability. I don't understand the logic in wanting chefs to be a useless class that are ONLY good for roleplay.
Noone here has said that they want chef's only to be for roleplaying every chef I have seen post wants this to be a useful profession.
I am dissmayed by your attitude about roleplaying chef's vs non, you seem to want to completely segregate and discriminate against those who don't want to "play" the same way you do.
"n short, you are looking at the chef as if it was a roleplaying profession and it simply isn't."
That's simply not true. And if so then why do you say,
"Make the chef into a useful profession and you will still have your silly roleplayability."
I thought you said the chef profession doesn't have any roleplayability.
Actually, it *does* make it less of an issue. You should help as many people as possible per fix.
Reorganizing buffs? Making buff times way longer? Helps everyone.
Milk/Eggs? Helps slightly less people.
Make factories allow Chefs to mat fat sacks of Creds? Helps high-end/PA players.
Us solo chefs do all right making things by hand, and selling them that way. Not enough money, but enough to get all the things we want.
If you want to make money, SELL RESOURCES. It is that easy. Those other Artisans get the cash to buy them by RUNNING SIMPLE MISSIONS. If you don't want to run missions at all, then you have to make do.
Remember - the ONLY way Credits enter the game is via missions. Everything else is just shuffling them around.
It's now totally obvious to me, more so than any other post you have ever wrote, that it is totally pointless talking to you because you have the firm belief that unless a chef is part of a guild with a factory they are totally useless part of the game, and their needs (who also happen to be the majority) should be totally overlooked, and instead the needs of those in guilds with factories should be catered to first because obviously you are so much more important than any other hard working chef.
To each his own, play how you want to play...I know I will.
The fact is that the report in question is about the Chef community and not the hundreds of people the Chef might be able to sell to. With the exception of a few Chefs like Pecos, money is not flowing in and fixing a factory so that a few can stack foods doesn't help the Chef community as a majority. Maybe the report should ask if like items from a factory not stacking is by design. Don't present it as an issue until you know if it is by design or not. If it is not by design then you can bet every other class out there has filed a bug report and it is being worked on...why waste 1 of the 5 issues on a community issue that is not Chef specific? The report needs to address the Chef community to improve the class for everyone....not the rich...not the power gamer and not just the casual player either but for everyone...or at least the majority.
Rueben Samonrye
Having Factories that produce stackable product would give me more marketabilty.
I love to roleplay, however I a also interested in maximizing my efforts. Since it gives me more time to RP and increases my characters net worth.
I mean doing this by hand and applying basic marketing strategies I have only netted 100k. Oh by the way I don't belong to any PA, I did that on my own...
With factories working properly and fixing the "Usability" of our collective products for the consumer (I run my own company in R/L). I can expect to make millions of credits.
But the nature of it is that it has to be EASY for the consumer to use the product. Hence easy to read buff bars, clickable stacks to eat the product, etc. Rolepaying comes easier when you don't have to sweat the small stuff...
I forgot to mention that I have yet to get a factory...
I am waiting to see about fixes...
DakarCM wrote:
But the nature of it is that it has to be EASY for the consumer to use the product. Hence easy to read buff bars, clickable stacks to eat the product, etc. Rolepaying comes easier when you don't have to sweat the small stuff...
My point exactly!
You can't talk about a chef without talking about customers. An artisan makes a weapon powerup, it takes him 30 seconds to craft a good one and it takes the customer 2 hours to use it all up. A chef makes a food, it takes him 30 seconds to craft a good one and it takes the customer 10 minutes to eat it, digest it and be ready for another food.
So not only do we make a consumable, we make a high-volume consumable. If you want enough to last you for 24 hours, you need a LOT of food. I don't even know if you can hold that much food. Droid engineers have a problem where 1 engineer makes enough mouse droids to supply the entire server with one. Chefs have the opposite problem, where we can't make enough food to supply everyone, assuming everyone wanted food buffs all the time.
So the focus needs to be on things that make our product easier to use, better for the customer and more available for the customer. Crafters craft, they make things for people. If your product is not helpful and easy to use, then everything else is moot. Milk and eggs, animations for eating, fixing experiment points, all for nothing if your product is too unwieldy for customers to want to purchase.
Thanks Pecos... ![]()
it's me 'Tim again..
One thing I would add, is to the people that poo-poo Roleplaying...
You are losing out one the one thing that makes your product stand out from the pack...
Roleplaying is a the one real venue you have to Market your item, other than price competition....
You bring a crafting droid with you when you craft in the field, I hope. Cause if you aren't experimenting, then you aren't giving your group good foods anyway.
That's the beauty of factories. You perfect the recipie, then you use it to produce a lot of that perfected item. If you're doing it by hand then you're getting failrues, critical failures, results that are merely "Good" rather than "Great" or "Amazing", where a factory can be given a schematic and every food will be produced as if from "Amazing" success.
I don't think comparing modern day fast food production to a factory from a space faring empire is reasonable. Any civilization that can makea protocol droid and a interstellarstarship can probably make a factory that's better at cooking than you are.
Anyway, I personally do not want to be a support class. Chef IS a crafter! The idea that a chef should be in the field like a medic goes against the way all other artisans work. I want to be able to make foods and put them on my vendor and then go out and shoot things with my rifle. If I wanted to actively support people in the field I would have been a medic, not an artisan.
alright, I needed to chime in on this debate (couldn't help myself)
Pecos, I agree and disagree wth you.
First the agree (might as well start off on a good note)
Factories are the key to selling a premium item. I have one (for those who want one, do a favor for an architect - I found my friend the highest concentration of the highest UT ore on the planet, and placed an extractor there for him) It cost me some time and a lot, but it was worth it. Hand crafting is too erratic, especially now that I'm back to novice, so to speak. After spending hours, sometimes days, to get that perfect result, it is nice to be able to lock it into a schematic and know that I will get 100 of the best _____ that I could possibly deliver to my customers. I seldom deliver anything less, and those I name with such tags as (factory reject), to let them know that what I charge for is better, if only slightly. I also agree that Chef's are artisans, not combat support staff.
Now the disagree.
PAs are not the extent of social. If you NEED a PA to be social, then it would appear you have more difficulty socializing than a solo player who actively and daily is meeting and befriending new people. In my short time, I've met and befriended close to 30 people, and I would estimate a good 100+ others on the planet, at least know my name, and would recognize me by sight. And those numbers will continue to grow for as long as I continue to play this game. Factories are fine, and SHOULD stack they way they do. For 5 inventory slots you get 25 "doses" of the buff, that is MORE than sufficient, in my opinion. The trade off for the perfection of factories is the stack size and longer crafting time. That, I feel, is balanced. The guild crafters such as yourself are welcome to continue making the bulk items, and those that prefer to socialize with the masses, such as myself, are left with the option of selling our small stacks of "rejects" or a single sample of what they can get if they buy in bulk. Both sides win.
Back to the issue at hand - what needs to be fixed.
As stated, I use factories for perfection, for my customers. I give away my product to demonstrate to people what we, as a class, can do. Many confuse us with spices (believe it or not - one person even said "last time someone gave me something, I puked" - I just smiled and assured him that with food, it's all wholesome, and all good for you). The problem is how difficult it is at times to GIVE away the product. This can only be solved by having a better product. The buffs need to be comparable. If they are not to be as potent as meds or spices, then balance them with duration. Somehow, we need our product to have the ability to compete - at all levels.
Misterie, pastry chef (to be), Naboo, Starsider
Factories take away from the Chef as a class.
Right now Chef is a Suport Character not a Crafter.
Like a Doctor or a Combat Medic more then a Weapon Crafter or a Droid Engieer..
Now the doctor can mass produces his chemicals in a factory BUT has to be there to use them , making him needed too suport the group.
Right now as it is the Chef , Can not make a huge quantity of food in the factories that are supurb buffs.
So any group that wants Chef buffs for the entire duration of the hunt Needs to bring a chef along with them and the chef will need to Cook more food as they need it.
Making the Chef an active suport class where he is in the group as a Cook not a gunner or a tank. Thats great you get to use you chef abilities to be Productive in a group , armor and weapon crafter really can't do that ..
If factories started making perfect stacks of 100 food/drink that had great buffs and could be mass produced 500 an hour you just killed the chef , its not longer a active suport class you made it into a useless crafter skill that will never be as good as weapon crafting or armor crafting.
Also the true to life statment , was not about roleplay its about what a chef is ..
Because I have an idea what I figure a chef would do from real life im considered a roleplayer?
Maybe because I took the word they used for the class and compared it to what the word ment I got lost somewhere...
It would be best for them to change the tittles from Expert Bartender , Accomplished Baker and the Iron Chef too.
Entries 4;
Frito Lays Executive
Baking 4;
Won Won Industries
Mixology 4;
Sunburn Bottler ; Mos Esiley Tatoonie
Cooking 4
Industral Tycoon
its sad some people are playing chef totaly for money , there is no need for a factory too max out the Greatest chef Foods
I Personaly don't want to see the class ruined by mass production.. I am currently playing as a chef and love being a suport class and active buffer If you "FIX" factories you just killed the chef like it or not...
You can tell me not to use factories but there will be 1 or 2 powers gamers who will and then everyone will just buy the huge stacks of great foods that leaves no point to the chef , just like right now there is no point to making a new weapon crafter or new armor crafter
The first 3-4 master armorers and master weapon smiths can not corner the market with there mass production leaving the aspiring players in the dust .
I think that you could have the best foods created by a Chef on hand...
Factories produce "fast foods"stuff that is usable, just not as good...
In fact this evening I am the Safari Chef-on-Hand for a Travel Tour ...I provide all the meals and drinks and witty conversation for our pampered patrons...
So I am in full agreement about keeping us useful for groups..!
As for being a "money" player, I am not.
I am just not wasting energy where it's not needed...
'Tim (Wookie Jedi Chef-In-Training)
"The Yeast is Strong With This One..."