Chef Archive
Thread: Chef Correspondent Report
SirVimes wrote:
-I also realize that the harvesters are the architects problems. Sigh. I really hate to say this, but I don't want to rely on the achitect correspondent to bring up this problem. But the architect correspondent said, "I already have a general idea of what will be sent this week. If I feel it necessary I will post it the day before I send it off." and "I COULD start threads asking for your advice, but to do that would only show my incompetence towards the issues at hand." I am not sure I want to rely on him to address issues concerning our profession. And I apologize for saying this, I don't want to start any kind of trouble between architects and chefs.
Good call bud. I wish the architect correspondent would tell us just exactly how he's gonna represent us.
Anywho, believe it or not, guys, I'd daresay the architect is the one proffession with more problems than the chef. The odds of something like broken flora harvesters hitting their top 5 is tiny. Right now, we getnil business from the people that want 'em, mainly because the people that want 'em are you guys, and you guys need more ways to get money.
To be honest, most architects don't even know that flora harvesters are broken. I figured it out just yesterday, asa master.Then I askedfive or six architects that I train, none of 'em had a clue about it. I finally hit the forums, couldn't find it. Ran a search on Harvesting Mechanisms, and it turns out that people doknow it, but the posts on it are few and far between.
On the other hand, architects know **edit** well that (1)admin rights are fudged, (2)the construction tree does literally nothing, (3)the furniture tree needs serious help, (4)expirementation needs to affect things enough to un-break the market, and (5)critical failures cost us as much as 65k resources (I've critted a PA myself, it's no fun).
Definately best to get this on the chef top 5. If ya don't, odds are the devs will never see it.
Good call bud.
Xukan
Master architect(retired), Novice Chef
Scylla
Tile wrote:
Being that we can't generate money, I'd think we'd need something in the top 5 list to help us do that. The one thing that can bring the chefs to the forefront is to actually have the food/drink meter on the main screen. If people have those empty bars staring at them, they might actually be reminded to look up a chef and eat.
Numbers 1 and 3 have ya covered. That food and drink meter on the main screen is a pretty good idea, tho.
Tile wrote:
We use too much product to create our foods. If they could reduce our usage of grains, meats, etc, then there could be the hope of money in the future.
Shopping listfor a generic PA hall--
40434 Low Grade Ore
16528 Metal
1590 Carbonate Ore
1500 Aluminum
1200 Non-Ferrous Metal
787 Steel
762 Copper
600 Reactive Gas
150 Chemical
24 Polymer
21 Inert Gas
6 Armophous Gemstone
Now, before someone else says it, I'm well aware that people go through food quicker than they go through PA halls. This does kinda put things in to perspective, tho. Also, #4 has ya covered bud.
xukan wrote:
Shopping listfor a generic PA hall--
40434 Low Grade Ore16528 Metal1590 Carbonate Ore1500 Aluminum1200 Non-Ferrous Metal787 Steel762 Copper600 Reactive Gas150 Chemical24 Polymer21 Inert Gas6 Armophous GemstoneNow, before someone else says it, I'm well aware that people go through food quicker than they go through PA halls. This does kinda put things in to perspective, tho. Also, #4 has ya covered bud.
Shopping listfor a generic PA hall--
40434 Low Grade Ore
16528 Metal
1590 Carbonate Ore
1500 Aluminum
1200 Non-Ferrous Metal
787 Steel
762 Copper
600 Reactive Gas
150 Chemical
24 Polymer
21 Inert Gas
6 Armophous Gemstone
Now, before someone else says it, I'm well aware that people go through food quicker than they go through PA halls. This does kinda put things in to perspective, tho. Also, #4 has ya covered bud.
Sorry, lol, cut and paste teh sux
If you use "experiment" you get experiance in "Cooking"
You click the run experiment button, you get experiance.
This would do a few things.
Increase the exp rate because you are getting exp from two sources when you experiment with food.
Cause more players to play with different types of combos....after all you get exp from it.
You would not be able to gain "cooking" exp from a factory.
Cause more crowding at crafting stations.....not a problem for most Chefs.
Would probably need to do this for the other classes that have a similar line BE WC AC Tailor.
I have a whole pocket full of creds and this is only 2 of them
Dahn
I think they should put in the milk mustache.....if you drink milk you wear a milk mustache for 10 mins.
Great report...nice issues to run with.
Only thing I see as strange with the report is when you state that we can't make enough money to support our own harvesters then go on to want bigger harvesters. Yeah it is sad medium & large are not fixed yet but they will be eventually and maybe it doesn't make the top 5 this go round?
Instead how about a way to make money?
I agree that better foods will mean more money but geez, selling a stack at a time with a max limit of 25 items on a Zaar...your still not going to pay for your harvesters. Lets expand on the lunch box idea or even an immediate fix, decrease food / drink stacks to only be 1% of inventory instead of 2%. People need to be able to carry more food & drink! Make a meal box / bag that can hold 10-20 stacks and be equiped (In addition to the backpack that everyone carries...gotta have both cause nobody will ditch the backpack). Then we can all sell packs of food @1k-3k a bag instead of a Wastril bread at 150 credits. The bags would be food drink only and would list under the "Food" subfolder on the bazaar. Even if you can't open the bag to see what your buying the seller can give a good description. If the bag was food / drink only then at least the buyer knows that "Food & Drink" is in the bag (for those that do not know when selling a bag with items in it the % occupied does show on the Zaar).
Nothing I have seen yet has addressed making money to support the craft. Almost everyone either has another way of making cash or they sit hours on end selling person to person to break even? Is there another profession that is not self supporting?
Maybe the community does not see this as a top 5 issue yet in almost every post in these forums...replies to this thread...etc. money or lack there of is brought up. I've seen more complaints about funding then I have about milk & eggs even (Blasphomy I know).
Again, great report...just throwing my credits in.
Rueben Samonrye - Kettemor Chef
I think the real fix for Chef's is a simple one.
SWG is like real life, but unlike real life SWG players don't need to drink or eat to stay healthy.
This is simple coding, Just make the player bars slowly drop every few minutes. Only Food and Drink can raise this back up and even Buff.
This is all based off of time played not RL time. This makes Chef valuble along with NOT Nerfing the Smugglers, because Spice is a buff and NOT food or drink.
Ahhh.... The solution is near.
Booobo Shef'lya
Clan Alya
BOOOBO's Bar & Grill - Starsider - Corellia - Alya'starn - Clan Alya
If there is anything anbody thinks should have been put in but wasn't, well, this chef report thing is a weekly thing. So I will be sending in another one next week.
And I think I am going to keep the same schedule. I will post a rough draft Tuesday, we can discuss it Wednesday and Thursday and will send it in later Thursday or early Friday.
And thanks for your support. You guys have been great in your input! Thank you!
Thank you for this opportunity to draw your attention to issues dealing with the chef profession. While I think this is a great way for you to gather information on what the players want to see improved, please remember we need information from you as well. We are a patient bunch (believe me, chefs have to be). If all you have to say is that you are working on things but not done yet, just let us know once in a while. We will be fine with it. We are also mostly role players, however, which mean we are an imaginative group. If you don’t give us an update once in a while, we can imagine the worse.
Ok, here are the issues I have identified from playing the game and reading the boards.
1. Duration of buffs and the desirability of food. For many people this is the #1 issue. Right now, food is not very useful; therefore we have problems selling it. Spice and foraged food is outselling our stuff because it is cheaper to make, the buffs are better and, in the case of spice, generally lasts longer. Yes, some spice has side effects, but rarely are side effects severe enough to stop somebody from doing something in a MMORPG. Currently our best customers are creature handlers, but even that is unreliable because they can forage from the ground and there is some question about if we get UXP for giving food to pets. During beta Holcron mentioned that he wanted to make food buffs last for hours while spice give better buffs but last for a short time. We would like to see this brought back. Not only would this make food more desirable to our customers without nerfing smugglers, this will also help with some other issues. With action, health and mind pool buffs lasting only a few minutes, half the time is taken up by people waiting for their stats to heal up. Another problem is that while buffs last only a few minutes, people can remain full for much longer. Increasing the duration of food buffs will help with all these issues.
2. Factories. Right now, factories are borked. If I were to make jawa beer by hand I can create an item that has 3-5 uses. If I were to make the same item by factory, it will only have one use. Right now, factories are too expensive to maintain just to create an inferior product. If this is a bug can you please fix it and if not, can you explain to us why it is set up this way? There is also the issue of being able to stack identical food from the same factory.
3. Progression of Schematics. Ideally, what should happen is that as we move up the skill tree, we should be getting schematics for better products. Novice chef should make a better product than domestic arts IV, mixology I should have better schematics than novice chef, mixology II should have better schematics than mixology I, and up the tree we go. This does not seem to be the case. At Domestic Arts IV, I can make a dustcrepe that does +45 stamina lasting 270 seconds for 15 resources. At Novice Chef we get Wastril Bread that does +30 stamina lasting 270 seconds for 35 resources. And this is before the experimentation points we get with domestic arts. Yes, we get experimentation points in the chef tree, but that is a huge grind to get them and in the mean time we are making food that is inferior to DA IV. Another good example is at Novice Artisan I can make a bofa treat for +35 action lasting 95 seconds for 11 resources. In mixology III you get Antakarian Fire Dancer which does +20 action lasting 80 seconds for 60 resources. And the very best schematic in the tree, Tattooine Sunburn, is in Mixology II instead of Master Chef. We need to have these schematics balanced, and there needs to be better schematics as we move up the tree as a reward for our efforts. Right now, with experimentation included, Domestic Arts IV is outselling Chefs with better products. Schematics need to be balanced so that they get better as they move up.
4. Medium and Heavy floral harvesters. This is actually a bug for the architects, but it hits the chefs pretty hard. Architects cannot make medium and heavy floral harvesters because the schematics are bugged, so we are forced to rely only on the personal harvesters. Architects can't make Harvesting Mechanisms, an essential and unique component to medium and heavy flora harvesters. The schematic shows up in datapads just fine, along with the resource cost. However, when selected it in the crafting kits, we get an endless "Downloading Item Blueprint Data from your Datapad".
5. Milks and Eggs. There is no way for us to get milk and eggs in the game. Without milk and eggs, we cannot make many of our recipes. People have said they found milk and eggs through foraging or getting them off dead NPCs, but this is not nearly enough for us to use. (Besides, getting milk off a night witch is just so wrong in ways I cannot even get into.) During beta you had creature farms that would provide us with milk and eggs, but they did not make it into the game. We don’t care if we them from bio-engineers, scouts or harvesters, but we need milk and eggs and in enough quantities that we can actually use them. If you believe it will take a long time to get milk and eggs into the game, many of us will be satisfied with replacing them with other resources in the recipes.
Finally, you said I can add a personal request. This request is to please look at UXP. Some people say it is working fine, others are not. Some people say you get UXP from factories, others say you don’t. I don’t think I am getting UXP when the food is fed to animals, but others say they are. I don’t know if it is working properly or not, so can you please take a look at this?
And just stop by in the Chef forum and say hi once in a while. We are really nice people and would love to hear from you.
SirVimes
Chef Correspondent.
I think the number one change has to be the devs buffing the buffs on the food. Right now they are more then useless. I was a master doctor in beta and all I can say is the foot buffs compared to even A level doctor buffs arelaughable. From everything I've seen so farthe only thing that comes close is the Tatooine Sunburn. Let's compare the two top shelf buffs for a minute.
C Level Doctor Buff being applied by a master doctor.
approx. = 1000 point boost to whatever stat you want
duration = a couple hours
Tatooine Sunburn
approx = 1000 point boost to two different stats no one cares about
duration =15 minutes
So the dedicated buffing profession has buffs which not only get beat by the buffs of another profession but they get blown out of the water? That should be the first thing changed in this profession by far.
I just wanted to quickly add something to the whole foraging, smuggler spice, chef food problem that I didn't see mentioned. The way I see it working in my mind is as follows.
1. Foraged food should definitely be the lowest form of food. It's stuff ya find laying on the ground. It's natural stuff. It's not experimented on.
2. Chef food should be the staple. There's really not much to say here. I think they could keep the buff and duration the same (maybe a little tweaking) with some changes to the other two.
3. Smuggler spices/drugs should be very expensive. They're illegal. That's why they're smuggled. This should really come at a price. I don't mind if they're a little better than some of the chef food, but it better **edit** well cost ya then.
Also, I just wanted to say that we should all remain positive and not get too crazy with requests. Let's make this a really fun profession. I'm already having fun in hotels and cantinas and there's a lot of improvements to be made.
Thanks for being the correspondent and keep up the good work. I'll be happy to help out if you need any testing or feedback on a specific item or issue.
- Hajj
Chefs are not in competition with doctors, so it doesn't really matter if their buffs are better.
Food buffs can be applied on top of doctor buffs and you do not need a chef with you to do it.
So having doctors be better or worse than us is unimportant. People will still get foods if the foods are worth getting, even if they already have doctor buffs.