Chef Archive

Thread: Chef Correspondent Report: September

lqwight
Sun Sep 21, 2003 12:18 pm
#53


I have attempted to look to see if this idea has been presented before, but did not find it among the limitless where do I find milk posts.


I suggest that milk be removed from schematics as a resources. In its place, use milk as a component.


I suggest that basic milk schematic be added somewhere in the domestic arts line and give chefs a planet specific milk. I feel this is a possible solution because it would eliminate finding a small amount of milk randomly from a lair or in a looted from of an NPC, it would keep what can be harvested off of a creatures the same, and I think that it would open a market for domestic artists and chefs with bio-engineers, who I believe require milk for some schematics.


The basic milk should be in domestic arts 2 or 3 so that the artisan can use the component with their drinks. I would suggest that it take 5 water, 5 mineral, and 5 flora foods.


The chefs then would be able to produce better types of milk that are planet specific, an example might be Bantha milk. These planet specific milks should be able to take the place where milk is needed, similar to what can be done with alcohol. Of course these milks would require planet specific resource, and resources in a higher amount. The benefits of these would be a better enhancement to the result of the product. This way any other profession that needs milk would have a choice.


As I understand it, bio-engineers and chefs can make use of eggs in their schematics (just not sure about bio-engineers) as one goes out to look for eggs, there is a chance to get a small amount of them. In my opinion, this is a difficult way to retrieve a resource. If milk is added in a similar fashion, the foods that would require it would still have low use. The random amount from an NPC would fall under this as well.


If milk is an option for a scout to retrieve off of some creatures, I could understand this a bit more; however, this means the scout is not collecting meat , hides or bones that several professions require to construct different products. I do not wish to take away any business from scouts but I feel they have a large market with what they can harvest. I also would question why scouts could harvest something they could not put a use to.


This could open up a new area of trade for chefs. As I understand it, Bio-engineers need milk for their schematics. If the biological components enhance the buff or duration of a food/drink, then the bio-engineers are providing a good service to the chef, who then can sell their product for a higher amount. If the chefs /domestic artist could make milk, then perhaps and exchange of goods could occur. And possible help reduce the amount of credit’s the consumer has to pay in order to purchase the food/drink.


Anyways this is just an idea, and I apologize for the length and if this has been presented before.

SirVimes
Sun Sep 21, 2003 5:03 pm
#54

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.



Can you explain this one a little better? I never created a BEC so I am not quite sure what you are talking about.

SFSith
Sun Sep 21, 2003 5:34 pm
#55

Simple, go make a carbosyrup, which is a component. How make another with the same name. Now use examine and determine which is better. Exactly, no stats.



Xiem, Master Chef, Shining Force
5100, -4000 Moenia, Naboo, Bloodfin
Necrofiliak
Sun Sep 21, 2003 5:36 pm
#56

You know how uexperiment on a subcomponent like dough or soypro? If youre an experienced chef youll probably name it based on the percents from experimentation. for soypro for example, if i get a 41% on duration and 42% on nutrition, ill likely name the subcomponent schematic soypro 41-42. if i dont name the schematic that way, theres no way of comparing one subcomponent to another i make in the future because the power and duration numbers do not show on subcomponents.


this is something i think should be present because when a doctor makes a biological subcomponent it showsa power value and a charge value the doctor can use to compare to future subcomponents. all their subcomponents work this way. these values show up on the biological schematic so i could name my schematic anything id like and still know what these vlaues are.


this becomes an issue while dealing with alcohols because we chefs have alcohol, sullustin gin, and aludian pu. its impossible to compare these alcohols to each other because power, duration, and charge values are invisible to us. having more than one subcomponent available is great because it adds depth and the choices for more combinations for our favorite drinks but sadly only the alcoholic drinkshave this versatility.

SFSith
Wed Sep 24, 2003 12:05 pm
#57

Might want to add a link to the thread with everyone leaving too, maybe they'll get the message.



Xiem, Master Chef, Shining Force
5100, -4000 Moenia, Naboo, Bloodfin
Qynn
Fri Sep 26, 2003 6:51 am
#58

Not sure if this has ever been addressed, but I brought up in another poston this board Chef crafting XP is a bit on the wonky side.


I thought I'd read a while back that the devs had changed all crafting xp to be 2xp per unit of material. That eliminated the 4xp/unit flood of powerups in the general crafting days. Then they added a bonus (10%?) to xp for crafting in "practice mode" --where you don't get a finished product.


However, making Wastril bread I noticed that even in practice mode the xp is under 2/unit. It should be 90xp when making a completed product, but instead it generates 70. Is it possiblethey left out 10 units of material in the xp calculation? May not seem like a big deal, but in a field that generates so very very few items that are desired by other players.grinding is a groan inducing chore. Some recipes only use 10 or 15 components, which makes the road to just the first box in any lineso painfully long and arduous--and for so little benefit. With this bug, grinding is also severly resource inefficient.


Q






______________
Qyn, Master Smuggler
CEO,QynTech Industries
Visit QynTech Enterprises
For Weapons, Power-Ups, Spice, Pet Stims and More
East of Coronet at 1468, -5196
Olanthe
Wed Oct 08, 2003 8:55 am
#59

A couple of issues I haven't seen mentioned in the correspondent reports (though I could be mistaken, maybe they were shot down a long time ago)...


--My pet peeve - factory times! It takes the same amount of factory time to make a single stack of food as it does to make a top end weapon. But the food has a much greater demand and a much smaller profit potential. When subcomponents are taken into account, it can take several hours of factory time to make a single crate of food. I just added my third factory and am still having a hard time keeping the vendor stocked. Most successful chefs seem to have even more than that. The power required to keep those factories running 24/7 adds greatly to our overhead, as does the necessity of buying our resources since we have fewer lots available for harvesters.It would help us a lot if the factory times for making food were shortened.


--In order to make the highest quality food, you need to be a Master Artisan as well as a chef. The reason for this is that many of our Chef recipes require Dough or Carbosyrup, which are artisan items... and unlike many other professions, the quality of the subcomponent affects the final product. I'm having to give up Master Artisan soon because of skill point issues, which means I'llhave to get someone else to make my schematics for me.


I for one see the factory issue as a HUGE one affecting chefs. Anyone else?




----------------------------------------------------------------------------------
Kier Lyndall -- Master Merchant -- Master Chef -- Starsider
-- Kier's Buff Bar -- Lake Wild (4708 1043), Dantooine --
Over 30 different foods now in stock!
----------------------------------------------------------------------------------

Spuqee
Fri Oct 10, 2003 10:17 pm
#60

Suggestions for food revamp -


1. General food - lower stats than either drink or dessert - and LONG decay times.. I'd say a min of 10 min each. eating more increases decay time, but not stats


2. Deserts - High Stats .. short decay time. Eating more increases stats but not decay time.


3. Drinks - A balance of the above. Med stats - Med decay time.


That way you can satify the players who want high stats and long decay times, and serves to make overall selection more interesting.


Spugee - Ahazi


*NOR/CT-SWG/Jed'Hur of the sticky apron

AleksanderBlake
Mon Oct 20, 2003 9:22 am
#61

You know, when it has been ten days since anyone posts on the C.Report, and another is over a month overdue, something's not right..


Think they'll ever work on Chef?

SirVimes
Mon Oct 20, 2003 8:22 pm
#62

At somepoint chefs will get some lovin'. Hopefully soon.


I never submitted this report, by the way. Soon after I wrote this, the developers decided to give me direct access to the developer in charge of chefs...so I was able to tell him all of this in a more personal way, and included a lot of other stuff as well.


Right now, the developers are not even working on chefs. When they are more actively working on chefs, assuming I am still correspondent at that point, I will start being more aggressive about getting information to them. Right now, though...falling on deaf ears.

Befishburger
Mon Oct 20, 2003 8:36 pm
#63






SirVimes wrote:

Right now, the developers are not even working on chefs.








HUZZAH!



Hero



~





Everybody quiet, here comes the Sheriff!!
I mean ...Chef. Here comes the Chef.
BristaAB
Tue Oct 21, 2003 1:17 am
#64

That is truly catastrophic news


I'm amazed they even told you, Sir Vimes, but I'm glad they did


So they are working on the buff bug at least, surely?




[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
SirVimes
Tue Oct 21, 2003 10:08 am
#65

Well, this isn't new news. Pretty soon the developers are going to devote some time strictly to chefs...and that is when I am going to start really pushing for things. So ti is not all bad.


But yes, they are actively working on the bug.

Page 5 of 6