Chef Archive

Thread: State of the Chefs (10/31)

neinnunb
Tue Nov 04, 2003 2:23 am
#53






neinnunb wrote:





SirVimes wrote:

There needs to be a crafting station in player owned cantinas. With the 10 lot limit restriction, and 7 lots being taken up by a player cantina, it would be really helpful if we can have a crafting station in the player cantina. Three lots for factories, harvesters and a home to put the crafting station into is a very tight limit.





well i dont know if it has been said in this thread, but currently to what I understand, only master dancers and musicians can own a cantina. Im not sure if Master chefs can..I think they should.




I will correct myself and say yes Master Chefs willget ability to place cantinas contrary to what the holocron says on TC. And I read somewhere a rumor that the lot size will lower.



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Caithleen
Tue Nov 04, 2003 3:14 am
#54






Thunderheart wrote:
Thanks for all the hard work here SirVimes. Good stuff. We'll get this visible as fast as possible and Ill update you as soon as I can.




Well he allways says something like this, but i still see nothing happen -(

Caithleen
Tue Nov 04, 2003 3:17 am
#55

OH one important point to add :



BE Booster are used in the "wrong" subcomponents. All "crappy but still best we have"-food we currently make are without subcombines we could use the BE boosters in. Thinking off the good BE boosters using fish meat this cooperation BE/Chef is still doomed.


SirVimes
Tue Nov 04, 2003 6:50 am
#56






neinnunb wrote:





neinnunb wrote:




well i dont know if it has been said in this thread, but currently to what I understand, only master dancers and musicians can own a cantina. Im not sure if Master chefs can..I think they should.




I will correct myself and say yes Master Chefs willget ability to place cantinas contrary to what the holocron says on TC. And I read somewhere a rumor that the lot size will lower.




Master Chefs on the test center can own cantinas already.


And the size has already been lowered to 6, and they are going to try to lower it more.

Oot-eenie
Tue Nov 04, 2003 2:38 pm
#57






Natacha-MC wrote:

It would have been nice for Thunderheart to actually tell us something about the buff bug status.


It appears that it will be left to the big city patch next week.


I hope that the city patch breaks all the weapons in the game so that they do not work anymore. Then let everyone wait until the space expansion to get it to work. Essentially, that is how we have been treated.


-Natacha






YES! That's a splendid idea! Oh, but can we leave the vibro knucklers out of it...?


obsydian13
Wed Nov 05, 2003 11:05 am
#58

First off, I'd like to say that you guys rock. This is because this thread isn't filled with people giving one-line responses. Everything said is in complete paragraphs and contains real thought.


That aside, I agree with SirVimes points, particularly experience rewards. The rewards for crafting are supposed to be 2XP per unit of resource. As many have noted, the chefly crafting fails to meet this standard. On the other hand, this method ignores some major components of crafting in general that should turn out additional XP. These are:



  • Experimentation — Players should be awarded XP for performing experimentation (for all crafting professions).Working outside your training (e.g. crafting beyond the schematic) is a great way to improve one's skills. In most skills (IRL) there are two major components: theory and application. The two go hand in hand, supporting one another. Theory helps you improve your application and a working application is necessary to form new theories. In crafting, prototyping is the application while experimenation is working with theory.

  • Subcomponents — The subcomponents in a schematic do not increase the experience yield of the item. Since the experience yield from crafting the subcomponent itself is very small, crafting a multi-stage item doesn't yield as much experience as crafting a single-stage large item (like Stewed Gwouch or Deuterium-Pyro). Either increase the experience given for the subcomponent or make the subcomponent give more XP in the final craft for the multi-stage item.

  • Complexity — The most complex items don't give any more experience per unit than the easier ones. That doesn't make any sense. The more complex items should give more XP. This could be easily fixed by making the skill tiers of a given crafting profession affect the XP yield. The novice box would yield per-unit experience. A 35-unit item will give 35XP. Each tier above that would increase the XP multiplyer by one. At Entrees III, for example, the yield would 4XP per resource unit. Master-level, by this standard, would yield 6XP per unit, though this really wouldn't matter as you've already mastered the profession.

These ideas shouldn't dramatically affect the speed at which the Chef profession progresses, other than making it less monotonous to advance in the upper tiers of the profession. If it were possible to grind with macros I wouldn't even worry about these things but I don't really like people who away-play and never actually interact with the game. Repairing the XP system would be better.

DroidfixerLazzar
Fri Nov 14, 2003 9:38 am
#59

sirvimes! sounds awesome.... if all of that was to come true we would be useful... i sure hope something happens because almost all other professions got a good boost this past update with mounts and cities.. we didn't get squat..... but i am quite happy with your post and agree with you on everything... thanks so much.. i hope the devs will fix us soon....


goraakka - expert bartender - valcyn



may the force be with us!

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