Chef Archive
Thread: Happy Holidays Your Present Is Here And It Ain't Fruitcake
Quick! Somebody pinch me!
![]()
I guess it is real. This is just really exciting. It's going to be great exploring all the new buffs and finding great combinations for customers. I like that it allows us to get closer to our customers. Instead of just asking which HAM stats they want buffed, we can now ask about their professions, offer tips (like taking a Starshine Surprise in town so that you can benefit from it and use another drink out in the field), and basically get more involved. I also really like the movement towards interdependence with the BEs, because if it is pulled off well it can make business really interesting. I wish all crafting had stayed this way like they originally intended.
SirVimes wrote:
- Any food you have now will remain the same once the new food comes in. The changes will effect only food that is created after the patch
That's fine, it flows with all previous changes to crafting items
- They are lowering the complexity of most of the food schematics. Lower complexity means that our factories will work faster.
I like this more than almost every other aspect of the rebalance. (Skill mods are still the trophy)
- Once the changes go on the test center, they are going to look at balancing resource rarity vs. buff quality.
Given the high consumable property of food, I hope we don't have to start looking for very specific resources. Weapon/Armorsmiths make items that can takea monthto consume, while chefs make crates that takea weekto consume. Most crafters also get the planet independant rare resources, so when they spawn, they spawn all over the place.
If resources requirements become more restrictive, I hope that it is closer to what medics use, although they usually only sell one thing (stim-bs) to the general public. If we have 40 useful schematics requiring 25 specific resources (planet/domestication/subtype), then my inventory is going to explode. I'll need a third party tool to manage my stuff.
- Mods of the same skill type won't stack. So drinking two jawa beers will not help with anything, but drinking jawa beer and aitha will be ok.
Makes sense, and it allows for higher level foods with the same mod to be more desireable (and more worth the extra filling).
- Our skill buffs will work with skill tapes, although some balancing might need to be done on the test center.
I'll bet that serious consideration will need to be taken before adding combat mods to foods, a bad implementation could lead to some very unbalanced warriors. I hope there are some good fighters on TC ready to try to "break" the system. That would help a lot.
If the Dancers don't want Caramelized Pkneb why not change it to something that increases sampleing results to help out all those little starting artisans.
My biggest problem with playing on TC is that I hate starting characters and I can't devote the time to actually get the materials to grind up the profession because I can't afford harvesters.I am sure that ther arenew artisans who would be having the same problem (although on the live servers the economy is better and you can buymaterials on the bazaar)
If i had a drink I increased the yeald on sampleing it would help, or it could help with something like creature harvesting cause it is a pain and a half to get meat, bone and hide. (Plus I think it is dumb to down a Faamba and only get 200 meat!)
I love the idea of component drops for food, despite what I am about to say I do love it but...
I think it would be really neat if chefs could fight well enough to kill any creatures that would drop a componentbut sadly that is the way it has to be. The only other concern I have with it is that if someone scavenges a Rancor spleen and sells it to me I will hopefully be able to make one of the best Blood Chowders in the game, but only one. So while it would be really neat to do that there is no market for it. I mean a gun component will last for weeks but because food is a consumable commodity it won't last nearly as long and won't sell for enough to make finding one of these components worth it.
SirVimes wrote:
cronus00 wrote:
I as a master musician probably will not buy any food that increases my healing rate.. I can already drop BF and wounds like a brick.. I can heal approx 100 wounds and BF per minutes easily.. If the stat food increases that up to 110.. I"ll most likely pass on the cost of food, and save my money..
If you were not a master, do you think this would be useful?
The demand here is not with the professional entertainers. Even the lower level ones aren't really interested in healng you faster (maybe it means a bigger tip, but it also means less socialization).
The demand will come from the combat player who has novice entertainer for field healing. They will want the faster healing (particularly battle fatigue) when a group of 5 is waiting on that one entertainer to heal them. Cutting a 10 minute cantina stop on Endor to 5 minutes means one more mission the group can run.
I don't think you will really have a huge problem with demand, but you may have trouble marketing this (and the other new foods) to combat types. But you are used to the marketing difficulties of food.
SirVimes wrote:
Ok, I am backing off a bit because I am defending this too much. I am just so excited about all of this...
By the way, just wanted to apologize if I'm sounding a bit harsh. I really want this to work for you, for a myriad of reasons. I'm hoping that when it comes out of Test Center, these changes will work for chefs.
....anyway, I talked to the dancers and they agreed that the dance buff will not be useful. I got a whole bunch of quotes and sent them off to GM. We will need to see what happens.
/sigh Here's hoping...you guys seem to have a better relationship with your dev than the Bio-Engineers do. Go, Chefs!
Wow!!! I am very excited about these changes. The chef profession is going to rock. And i'm already having a hard time keeping up with demand ![]()
Thanks for all your work Sir Vimes on keeping us updated.
SirVimes wrote:
- They are lowering the complexity of most of the food schematics. Lower complexity means that our factories will work faster.
I think it would be a much better idea to make the stack sizes larger, rather than making the complexity lower.
The resource cost for food is equivalent to stims, the number of uses should also be equivalent. I'm talking about a range of ~10-40 for 0% to 100% quantity experimentation.
This would solve 3 major problems I see:
1) Complexity is too high for current output.
It's takes longer to make food in a factory than some stims, but stims last longer afterwards.
2) 1 stack of food/drink is useless. There's never enough uses to justify the trouble.
Especially at novice, with 1 uses. Unless you're planning on using it immediately, the small stacks just waste space, and are finished before you leave the room. I never made anything but full crates once I got to master.
3) Resource costs are too high considering output.
Even with an improvement to every buff, I have a hard time charging more than 10cpu for food. Most resource dealers won't bother selling flora, because chefs can't pay more for ingredients than the final product. If stack sizes are larger, I would be able to make a profit selling only single stacks, and would be able to pay the outrageous markup resource dealers like to charge.
Please, please, please, make stack sizes larger.
PS: After this, and some soul searching, I'm no longer a retired chef. I'm an aspiring chef.
I'm not even a chef and I'm excited!
No offense, but when's the last time beer helped make you harder to smell?
SirVimes wrote:
Jawa Beer
Type: Skill Mod
Effect: Buffs Mask Scent
Wow, these sound very exciting! I am not a chef, but I am a regular chef customer and I am excited aboutbuying the new skill mod stuff! With 1 0 0 0 in scout you had better believe I'll be taking some of that terrain negotiation. The reduced incap timer also sounds awesome, especially since it appears you can take it far in advance.
I have a character working on entertainer.I dance in a player cantina and would love to drink something that improved battle fatigue healing for when my beat-up friends stop by. I agree that BF healing is more of a concern to me than wound healing. I also agree that this would have a market for field entertainers, but probably not for advanced cantina entertainers.
Also, I had to grin at the Aitha mind heal. Mind heal is exactly why I already buy angerian fishak and bivoli tempari by the crate. I fight with a full set of doctor buffs, and I fear the mind incap. With food, the duration is too short to take before fighting becauseit is hard to predict when you will need it. Since buffs increase the current along with the max stat, any primary stat food/spice buff acts as a heal. I keep angerian, bivoli, muon in my hotkey bar and pop them when the battle gets ugly. I hate the muon downer, I use itas a last resort when I'm too full. So mind heal food isn't that revolutionary, just puts it more in line with how I already use food.
Along the same lines, I can see myself using Aitha as well as whatever Chef mind heal food there is, to pop in a quick mindheal that isn't very filling.
Dustin_Asche wrote:
I'm not even a chef and I'm excited!
No offense, but when's the last time beer helped make you harder to smell?
SirVimes wrote:
Jawa Beer
Type: Skill Mod
Effect: Buffs Mask Scent
That is why it is mask scent, not hide scent. It is making you smell like something besides a human (or bothan, or wookiee, or whatever....) Jawa beer is suppose to smell bad...so nobody will want to come near you. ![]()
By the way, still taking classes at NOVA?
Thing is... most people don't REALLY know what's in Jawa Beer... nor do you want to!
Mommy: Girl Guids of Course