Chef Archive
Thread: Chef issues to be determined for NGE
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sciguyCO
Tue Nov 08, 2005 11:49 am
#1
I figured I'd dump these here. I'm going to be trying to gather as much info as I can on TC, TC-Chilastra (if I happen to luck into that), and (worst case) Live after Nov 15th.
- Reported bug(?) where multiple food buffs cannot be taken simultaneously, even if the stats being buffed are different. NOTE: may be limited to the "anyone can craft" spice tea and meat jerky. ADDENDUM: how will same-stat buff stacking be handled (if complete wipe out is a bug), same as given in the "good eats" friday feature, or will we have to learn all new rules again?
- Lack of Artisan Experimentation points in Trader - Domestics means that any food / drink from the old artisan tree is gated at 6 experimentation points (plus bonuses from crafting suit). This may be a "brake" on the quality of low-level foods, but it seems like an error.
- {updated} Additive schematics still exist, and still require "food bio components". Where are those supposed to come from? There's a possibility (although I suspect not until after a while) that the old BE enhancers are going to be the food equivalents of Krayt tissues: looted components for small runs. You may want to stock up on crates / schematics before this hits.
- Master boxes missing from skill wheel? NOTE: this appears to be a display glitch when viewing the skills, if you do reach "Master Trader" (or whatever the max level would be called) you do gain the schematics and bonuses equivalent to pre-NGE Master Tailor / Master Chef.
- Ease of gaining creature resources. Yesterday's update mentioned boosting hide / bone loot rates, but no mention of meat. And it's still unclear how much can be gathered by a player without the ability to focus on a particular type, and how much that's balanced (or not) by giving all players the ability to loot resources.
- Milk. With the loss of mask scent and camo (unless Spys inherited it), are we going to have to deal with looting milk resources for Bantha butter? How does the loot rate compare to the other resource types?
- Officer ability: "Supply Drop". What does this provide? Any overlap with crafted food?
- Filling indicator: how is this supposed to be checked?
Anything else we should watch out for?
{added supply drop and filling indicator issues, updated Master box info item, updated additive item).
Message Edited by sciguyCO on 11-08-2005 01:18 PM
Gizmarke
Tue Nov 08, 2005 11:59 am
#2
Lack of a Master box worries me as well.
More suggestions / comments than things currently missing:
- Redundant buffs: Each food or drink should have a unique function. If the effect is the same then tweak the quality / duration to give it a different purpose. Different foods for PvE and PvP might be nice if applicable.
- An easy, intuitive buff stacking system. I never could understand the old one, and it was always changing too!
- Officer skill: Supply Drop mentions food. Balance with crafted food?
- Explicit descriptions of any new buffing effects
- Fixing old bugs: Barrels? Plates for foods? Duration for Synthsteak, Ormachek, Flameout etc.
Higginsis
Tue Nov 08, 2005 12:20 pm
#3
Master Box Schems are there, Mara the Tailor Corre reported that even though there was no visible box there, all the master Tailor schems were there.
Thanks for putting this up Sci, the sheer amount of lag makes it impossible to do any testing till this hits live.
Thanks for putting this up Sci, the sheer amount of lag makes it impossible to do any testing till this hits live.
Rogue_WEB
Tue Nov 08, 2005 12:25 pm
#4
Here's another thing I noticed, but forgot to mention. There isnt even a filling indicator on the character page. I guess we dont need one since we cant eat more that one food type anyhow, without over-writing it. I drank Spiced Tea, and then ate Bofa Treat. The Spiced Tea buff disappeared when the Bofa Treat buff came on.
MiraLuka3
Tue Nov 08, 2005 12:31 pm
#5
Higginsis wrote:
Master Box Schems are there, Mira the Tailor Corre reported that even though there was no visible box there, all the master Tailor schems were there.
I also, at the request of someone from the forums, checked my draftschematics in my datapadfor something called "Breath of Heaven." It was there. I'm told it's a master Chef item (wouldn't know myself).
Moebius01
Tue Nov 08, 2005 3:25 pm
#6
Great list! As I mentioned... I am especially curious about the ADDITIVES/TISSUES. But so help me... if Bio-Engineered tissues become LOOT components... I am DONE with this game. They cannot turn this into yet another LOOT-dependant profession. They do that... I am out of here. (Never thought I'd say that and I hate to post yet another "You do this and I'll leave" post.... but damn!) 
I'm assuming these questionshave been passed on / asked to the Devs... MANY times over? 
Even I, as Dev-friendly as I am... am frankly dismayed by the near-total lack of Dev communication / feedback / answers we have received during this time. 
sciguyCO
Tue Nov 08, 2005 3:55 pm
#7
Moby:
"Loot tissues" could be acceptible if (and only if) unenhanced foods are a good investment in and of themselves. In pre-NGE terms, if an unenhancedBespin Port could be made (using good resources) with a +25 bonus to experimentation, I'd be willing to accept an optional looted component be needed to boost it to +50. The post-CU numbers (and probably post-chef revamp) were set with the understanding that the enhancers available to chefs were able to be crafted (even though it came from another prof) in large quantities. If that dependable source of enhancements is gone, then the food's base stats must reflect that.
On another note:
A bunch of servers got extended maintenance last week, include Chilastra. There's been a rumor flying around that the maintenance was done to make a server copy in order to push out various TC-{servername} for conversion testing. If Chilly lucks into getting picked, you, me and Bliz need to get together to play around with stuff.
Ewoh2
Tue Nov 08, 2005 5:57 pm
#8
Moebius01 wrote:
Great list! As I mentioned... I am especially curious about the ADDITIVES/TISSUES. But so help me... if Bio-Engineered tissues become LOOT components... I am DONE with this game. They cannot turn this into yet another LOOT-dependant profession. They do that... I am out of here. (Never thought I'd say that and I hate to post yet another "You do this and I'll leave" post.... but damn!)
I'm assuming these questionshave been passed on / asked to the Devs... MANY times over?
Even I, as Dev-friendly as I am... am frankly dismayed by the near-total lack of Dev communication / feedback / answers we have received during this time.
i have to say if they rendered the 10million units of top quality meat i have purchased over time useless i will be pissed too.
add that to the 10 adks that are now worthless (virtually) and they have taken away a serious amount of gaming time, taken to get the money, in one patch.
I_Zombi999
Wed Nov 09, 2005 12:17 am
#9
Will the fs experimentation tree which I so painstakingly ground out still exist? If not, SOE, a pox on your houses!
symmetry
Wed Nov 09, 2005 8:05 am
#10
I know what you mean Saga. I have around 2 mil units of high quality meat on Lowca not to mention probably around 15 mil units of Lowca's best resources to ever spawn. I don't know whether to try to liquidate right now before NGE, or hold onto the resources in case they don't fix issues like the meat drops. I don't know how they could expect someone to harvest at the rate that's being announced the 20 units per INN for heavy additives. It sounds like it will be a chore just to get 1k, much less 20k of identical meat.
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