Chef Archive

Thread: General Opinions, Complaints and Suggestions.

Jazuhl
Fri Jan 23, 2004 10:04 am
#40


Sykes wrote:
Spices will still be a better alternative due to timer issues and production time. Doctor buffs STILL last LONGER AND BUFF MORE!?!?!?!


Spices normally last around 10 minutes. Our new foods seem to last 15-30 minutes, 50%-200% longer. Additionally, spices have downers. I'm a Master Commando in addition to being a Chef, and let me tell you, that downer is of GREAT concern to fighters. Having your max health drop to 200 during a fight blows.

As for Doctor buffs, they have the HUGE penalty of requiring a Doctor to apply. Let me give you a typical scenario for a fighter:

You get Doctor buffs in Coronet then head to Dathomir to kill Baz Nitches. While there, some Nightsisters spot you and kill you. You respawn at the Dathomir Outpost, minus buffs. You look around, there are no Doctors. If you want your buffs back, you must now buy a ticket back to Coronet, wait for the shuttle, find a Doctor, wait in line for him to buff you, sit there for a few minutes while he buffs you, buy a ticket back to Dathomir, wait for the shuttle, finally arrive back on Dathomir. All in all, it will probably be 20 minutes before you are back on Dathomir ready to fight again.





Adding a requirement of components from another elite profession to MY MASTER SCHEMATICS is unacceptable, even if it is an optional component to the final recipe.

Show my where any other Elite profession has this burden on a master schematic.





First off, the Cask requires components from Tailor, but the Barrel (which is better) only requires components from Master Artisans, so we don't need anything from elite professions.

As for other professions having such burdens on master schematics:

Armorsmiths: Composite armor requires Tailor made Reinforced Fiber Panels and Synthetic Cloth (that's REQUIRES, not optional)

Architects: Master couch, chair, and loveseat all require Synthetic Cloth (again REQUIRES)

Droid Engineers: Their master level droids require subcomponents that require Master Artisan stuff (ok, they don't rely on an -elite- profession, but as stated above, for our best container the barrel, neither do we)

Weaponsmiths: Tangle pistols require the same components Barrels do.


Chefs have actually been one of the few crafting professions that have been entirely self-sufficient so far. I'm a big fan of cross-profession reliance, so I actually welcome these new "burdens". It gives me the opportunity to socialize with other crafters, rather than hiding in my kitchen all day.
Ezran
Fri Jan 23, 2004 10:09 am
#41



Nikii_Nightstrider wrote:
yea well, breath of heaven got nerfed looks like. 1 use and 250 buff? please... Im so totally disgusted after seeing that I dont even have the heart to log on...Im on but I want to log off...and how am I supposed to feel about selling crates to people knowing its all gonna be 1 use stacks after the patch.




The 1 use is way low I agree. The 250 buff is nice when you see that it has a filling of 29, which means you could have +750 buff at one time. Or keep +250 buff forever.

Okay, this sounded really good until I started writing. Stomach empty rate too long.



Ezran
fatgit
Fri Jan 23, 2004 10:18 am
#42

I have nothing against interdependancy, the problem lies in the fact that food and drink is ahigh volume business, I run four factories, 3 for PA food/drink, 1 for selling. We are a high volume profession, and this patch was supposed to make our crafting faster, instead, they add a 3rd crafting stage, however optional, which will effectively slow us down.

How many MA's do you know that will drop everythign to make 1000 of each item we need ?
An architect may need 20-30 a week, a DE may need 100 a week, I will probably need 1000 a week minimum, thats one hell of a problem for me.
It will mean I take Master Artisan and novice tailor, lose the cantina, put up a general factory for MA parts plus all the extra storage it involves

There is no other pure crafter out there that is expected to use so many lots (we are usually expected to run a cantina - 5 lots), yet we now need more resources than ever.

I recently had to get some synthcloth and some MA parts - the synthcloth took so long to get from a tailor I took up fieldwear II myself, the MA parts took 4 days for less than 5 of each...
BlueMorgoth
Fri Jan 23, 2004 10:57 am
#43

Overall, quite happy with what I've seen. For those that are complaining about the MA requirements, wait out on that one. Considering the DEs have been complaining about the level of dependence required for them already, the answer we go was "it will either rise for everyone or lower for DE". From this, I see it being the former case. If that is so, then expect to see a lot more people running around with the MA tag up. It is not often that a novice level profession has such a high demand put on their products. This will be a boon for them and as such many more will be offering services to others. I already sell a lot of MA parts to others in addtion to the thousands of my own that I make, so if you need some on Bria, just come look me up.



Sox na'Kreyte : Wanderer, looking for professional counciling
Retired Master Droid Engineer, Master Merchant, Master Artisan,
Titzosh Irssoko: Master Chef, TKM
Tyrena, Corellia (-4027, -2324), Bria
Akkori
Fri Jan 23, 2004 11:00 am
#44

SirVimes, can we get an explanation of why 2 of our biggest sellers, AFS and Sunburns are gone? DO they hate Mind Buffs that much? Are they trying to allow the Entertainers to monopolize that market? Sunburns were alright, I dont miss them much, but by most accounts, AFS was the most requested item we made, followed by the Glucose Pate....so whats the deal? We will become a novelty effect provider as well as a novelty profession? I like that we are a novelty profession, but it would be nice of we had a better profit margin available to us, and so far I dont see it...Novelty effects dont pay the bills...



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
PSKstang
Fri Jan 23, 2004 11:05 am
#45

There is a mind buff that in my opinion is even better in the re-vamp. Its a brandy and the stats with not so good resources are:


142 to ALL mind stats for 40 minutes

I think 7 in quantity

Filling of 47


What this means, is that with good resources and experimenting in the right places, you can probably get (making this up)


160-`170 ALL mind stats for 50 minutes

8 or 9 quantity

Filling of 33 (this would be a god send)


You would be able to take three of them if the above can happen and you would have a buff over 500 on all mind stats. I prefer this over fishak any day.



-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
SirVimes
Fri Jan 23, 2004 11:46 am
#46






Akkori wrote:

SirVimes, can we get an explanation of why 2 of our biggest sellers, AFS and Sunburns are gone? DO they hate Mind Buffs that much? Are they trying to allow the Entertainers to monopolize that market? Sunburns were alright, I dont miss them much, but by most accounts, AFS was the most requested item we made, followed by the Glucose Pate....so whats the deal? We will become a novelty effect provider as well as a novelty profession? I like that we are a novelty profession, but it would be nice of we had a better profit margin available to us, and so far I dont see it...Novelty effects dont pay the bills...




We were warned that we were not going to be getting as many buffs as we did before. He just didn't have time to do all 100+. And I noticed many of the ones removed were ones what required another food other than a component. I don't think the system was working well.

domynion
Fri Jan 23, 2004 12:04 pm
#47






Jerecki wrote:

So far, I'm rather impressed, I like the interdependency w/ other professions. I like the fact we have lootable schematics now (I just wish it was new stuff instead of a schematic we used to have) and the food buffs last longer and seem to be cooler. So far, great job devs.


Waiting for bug reports.







You must be one of those self-mutilation people... because that is pure punishment, not an upgrade..
domynion
Fri Jan 23, 2004 12:07 pm
#48






SirVimes wrote:
You don't need it though. Alll you need is small glasses, which can be done soley in a food factory. So can large glasses.






I only make the best food/drinks that I possibly can... so... yeah I'mma need barrels..
Jerecki
Fri Jan 23, 2004 12:07 pm
#49

Obviously your not well experienced with the fact that flattery gets you a lot further than brashness in the real world.


These changes are good, and will give me more to do in the game. As it stands on Live, I make food, throw it in factory, and jump on my combat character to play. Now I have more player to player interaction chances.



--------------------------------------------------------------
Letting non-PvPers kill factioned NPC's without consequences will prove disasterous! Report immediately to the JTLS forums and express your opinion! Six or Seven people are deciding the future of the expansion, let your opinion be heard!
PSKstang
Fri Jan 23, 2004 12:11 pm
#50

I guarantee people will prefer to buy small glasses rather than casks. After your raise prices accordingly, they will realize its not worth it. You will maybe have a few orders for it. Someone did a test between small glasses and large glasses already with blue milk. The difference in quantity was 5 for small and 7 for large. It cost 10x the amount of resources to make the large glasses. Casks will be obsolete and un necessary unless there is a huge change, but if the current rise is graual like small glasses to large glasses, then yea, they will not be worth it. This change is good, who wants to make fishak, rhyshcate, pate, and BoH only all the time. Now we get options.



-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
domynion
Fri Jan 23, 2004 12:14 pm
#51






SirVimes wrote:





Naturner wrote:





SirVimes wrote:




2. If a food takes up 100% of your stomach but only last 15 mins does that mean you have 45 mins where you can not be buffs? I know this is an extreme example but you get the idea. yes





Ok, I'm really not happy with this one. Doctors make 1 hour buffs that can load every hour. Most of our old foods had stomach times which allowed you to retake after it ran out (8-10 minutes, it's a hard think to figure out). Are you sure that the stomach isn't 100 units big, with the belly emptying 2 units a minute? That seems much more reasonable.







I am playing devils advocate here because, basically, I would like to see the timer lowered to half an hour. I think that would be good...


...but the main difference between doctor's and chefs is that doctors can only buff you once where chefs, in many cases you can eat 10 food items and then 10 drink items at once (remember there are two stomachs, one for drink and one for food...and they both fill up seperately.) Keeping this all in mind, what do you think about it?





I liked the old way better... only able to eat a couple snack cakes at a time and wash it down with a fishak... now you can eat 10 slices of pizza and drink 10 beers all at once..


I also liked seeing my HAM bars shoot over to the right when I ate something... now I gotta eat ten somethings to get the same effect, and with combat lag, food no longer becomes the instant mind heal it once was... of course it could be an ok change, but I'm mostly seeing crap on the boards... looks highly disappointing...


domynion
Fri Jan 23, 2004 12:23 pm
#52






Akane wrote:

My previous post didn't appear. I don't think the changes were implemented very well, but aside for the general problems there are several specific things that bother me:


1. COMPONENTS: Components no longer have experimental qualities. I don't particularly like this, as part of the challenge of being a chef is finding great materials for your components (such as the Aludium Pu36s).



4. ALCOHOL: When chefs wanted lower factory times, I doubt they wanted the three best alcohols removed altogether. I thought the different alcohols were the best part of the Mixology line, and willl be sorry to see them go.







#1) Holy crap something I like about this patch...

#4) ehh... I'm pretty passive on this...
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