Chef Archive
Thread: General Opinions, Complaints and Suggestions.
The devs will never allow us to stat buff at the same level as doctors, there are too many doctors that would play hell, and not enough chef's to compete with the noise.
I dont mind skill buffs (hey, wheres the +20 to food experimentation/3 months buff we asked for!) as long as they are worthwhile - something that triggers for 2 seconds but fills you for an hour will never be used by anyone.
drwoobie wrote:
Gripe: The benefit of using bigger containers should be in line with the cost. Not a high cost with little benefit.
Agreed, butfirst we mustdetermine the actual cost (fairly easy since you know the schematics) and then look at the potential benefit. The benefit is tougher to measure at the moment becuase no one has figured out extactly how the charge increase happens with larger containers (though we have basic numbers on small glass to large glass).
I see casks as something that are not always cost efficient for every food. But if a particular food is particularly expensive to make (lots of meat or it uses expensive BE components), then perhaps 1500 credits for a few extra charges becomes a nice way to leverage your limited supplies of quality meat and BE components. There are certainly times when using 90 extra grinding quality gemstone (large glass vs small glass) is worth having for the 2 extra charges. Just not in spiced tea.
As a masterartisan-onlyfood crafter, I don't expect that the casks will ever be cost efficient for me to use. As a combat consumer of chef drinks, I sincerely hope that they are cost-effective for most chef drinks. They sure need to be in at least some situations or there is no reason to have them in the game.
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).
Totally agree!!!
2. PRE-PATCH FOODS: Pre-patch foods apply correctly and stack correctly, although they don't appear in the monitor window. However, the filling data was not adjusted to account for the longer stomach decay time. For instance, pre-patch Aitha took 18% of you stomach before (about 4 minutes) and takes 18% now (about 11 minutes). I can already imagine the reactions of customers who have bought crates of Breath of Heaven. Not only do they need to take all the drinks out of the crate before the patch, but now each serving will take over 40 minutes to clear out of their stomachs, rather than 15.
OMG I just assumed that they would work EXACTLY as before... if this istrue I am VERY upset...I've been working my butt off to stock the old stuff before it goes away to eaase the transition...
3. EXPERIMENTATION: After experimenting with Aitha for a while, I can't see that the experimental formulas are working on Test Center any better than they are working on live. Has any one actually been able to get these formulas to work for food or drink?
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.
Agree!
5. BUFF TIMER: I actually like this little timer. However, clicking "show" in the option menu hides the timer, while clicking "hide" shows the menu.
Is there any time frame for when this will appear on the live servers? Even a vague idea (i.e., one month, two weeks, 3 months) would be helpful, as I don't want to be stuck with too much Breath of Heaven that fills you up for most of an hour.This is BY FAR the most important to me! PLEASE PLEASE PLEASE! some timeline would be imensely helpful!
PSKstang wrote:
3) Im not too happy with adding DR and shock to the experimentation resource stats. Rarely do good stats occur on all 4 floral stats. Unless this is intended for gas and the like then I have no problem with it.
The schematics that list shock have bone or hide, so the stat is always there.
Unfortunatelt DR is a diferent story. Generally all 4 experimentation trees list 2 of the 4 flora stats. Since there will likely never be flora with 800+ to all stats, you have to pick and choose what you want to increase.
Add flavour additive to ingredients with bad flavour to even it out.
Or forget about flavour, and get stats for nutrition or filling only.
It's the trade-off for using generic ingredients.
But if a particular food is particularly expensive to make (lots of meat or it uses expensive BE components), then perhaps 1500 credits for a few extra charges becomes a nice way to leverage your limited supplies of quality meat and BE components.
I hadn't actually looked at it that way. In a situation like that, it would definitely be more cost effective.
Still not happy about it, or about the fact that a run of 1000 barrels is going to use 300,000 gemstones alone O_O
A large glass didn't seem to make any difference than a small for some of the recipes. I'm guessing this is due to the type of buff...another thing we need to document for our uber chart.
I crit failed on experimenting a lot more often than I expected for a Master Chef. In fact it happens a lot more than before the patch, and I'm using the same materials.
Some of the experimenting didn't seem to affect the values at all, even after 5 boxes (specifically flavor on Ormachek I believe, but it's not in front of me).
I noticed that it seems more thought needs to go into crafting, and there's a lot of room for variables so that two different chefs can make vastly different effect ranges from the same recipe. I think I like that.
I also still have a stockpile of pre-patch foods that weren't in crates. I'm curious to see what the going price for these will be after the new foods settle in.
- Malikor, Master Chef - TestCenter
PSKstang wrote:
Complaints:
1) Only 1 alcohol. I liked having choices for alcohols.
Don't like it but can live with it...
2) 1 hour digestion period. I think it may hurt sales and the view people have on food. It needs to be lowered or taken out for alot of the foods that have a duration already.
Same here... Don't like it, but if the math works out in the long run its OK I guess. Bottom line tho' ... longer buffs and longer stomach filling = less sales.
3) Im not too happy with adding DR and shock to the experimentation resource stats. Rarely do good stats occur on all 4floral stats. Unless this is intended for gas and the like then I have no problem with it.
This is HORRIBLE if it applies to all organics. Look atother crafters... they need one or two stats in virtually everything they make (Meds = PE/OQ, Weap= Con/OQ or SR/OQ, Arch UT, Armor OQ/SR OQ/Mal <wow 3!>. I know this is oversimplification... but it is exremely hard to consistently get varied flora with 3 stats high, adding a 4th makes things exponentially more difficult.
4) I dont have a problem with the casks/barrels but since alot of people have shown concerned, how about making it either artisan only sub-components for both or tailor only sub-components. Sort of meeting in the middle.
I'm OK with interdependency... its a PITA, but forcing interaction is part of the modus operendi of this game so I'll roll with it... but... if I understand corretly I'm going to need 300,000u high quality non-ferrous to run a full 1000 schematic run of drinks in kegs?!? Well lets see... If I use 75% of my harvs to mine copper and aluminum and the other 25% to mine organics.... well I'll still be short on metal but it won't be too bad....
Anyway.. that doesn't sound like the way it should be for a chef...
domynion wrote:
Here's my constructive criticism:
Have the Devs post all the new food schematics, with maximums and minimums to the food effects, and also what class makes what component.
THAT IS THE ONLY WAY to compare 1 complete system of Chef to a wholly NEW complete system of Chef..
Until then, I can only comment on how I think the new system works, and from what I've seen, we get some interesting (but who knows how useful) skill buffs, some foods are gone, some look a lot worse than what they may be, and many look like they are somewhat nerfed...
This "let's leak out a little at a time" method is only fuelling complaints because we aren't seeing the whole picture.. I'm QUITE frustrated that, from what I've seen, chefs are going to be a whole lot more time consuming and boring...
If they are going to Transform us into their new idea of what chef should be, at least give us the WHOLE DESIGN up front so we can evaluate it, and come up with reasons why it SHOULD or SHOULD NOT go live before it comes crashing down on us like a rockslide..
Yeah I know I've been a pain in your collective necks today...
For what its worth, I humblyapologize
OMG!!! I should read before I post. this is exactly how I feel!
Well said (and thanks for the apology) ![]()