Chef Archive

Thread: Nothing New and My Thoughts so Far

Magicman_33
Fri Jan 23, 2004 5:18 pm
#1

Ok I have been refreshing this forum for an hour while working on something else. I noticed that the constructive information has slowed down, then i also noticed TC is down. Guess that explains that.


Being the eternal optimist, I would like to offer a couple opinions on what Im hearing so far.


1.) Yes the 1 hour stomach timer seems bad at first, and I would like to see it lowered too (to increase consumption) but I did see some of the higher buffs were fairly long. Ackos (in the schematic thread) posted that accaragm drink is a 42 min buff. I think he also stated somewhere that he was using mediocre resources and not experimenting on duration. Maybe with a medium duration BE componet and some experimentation and some high flavor (and OQ) resources you can get closer to that hour. If you can get it too 50-55 minutes than it might not be that bad.


2.) Yes having decay stats to manage on our flora will be harder, but that will make it more interesting to alot of us. (not the easy-way out wannabes). You will have to specifically use high PE and OQ resources in one batch and maybe high flavor and DR stuff in another and get wildly different things. Thats one way we can differentiate more. I think that will be harder, but more interesting.


3.) For those of you complaining about the kegs and casks things, well here is my answer. I dont plan on using them. Going by the limited comparison already posted between large and small glasses, they might well not be worth it. You can incur the thousands of credits in extra expense per crate for 15 stack crates. Ill gladly sell my 5 stack crates for a third (or even fourth) of what you sell yours for and make a much higher profit percentage. Especially since Ill be making 10 crates for every 2 you make. Im an MBA student. Its about bottom line and my reputation in my galaxy will be just fine when I can afford to sell my stuff for far less than you. Now if they give enough extra uses to make it worth it, then thats a different story. I probably still wont go for it though as I dont want the headache but that is the real key here. We have OPTIONS. Evaluate each one and see which one is best for you.

Oddsie
Fri Jan 23, 2004 6:15 pm
#2







2.) Yes having decay stats to manage on our flora will be harder, but that will make it more interesting to alot of us. (not the easy-way out wannabes). You will have to specifically use high PE and OQ resources in one batch and maybe high flavor and DR stuff in another and get wildly different things. Thats one way we can differentiate more. I think that will be harder, but more interesting.






Good coments and good optimism.


One issue with the above... I'm not opposed to complexity or even things "hard". Perhaps I'm taking this too personally but I just postedagainst this recently andwas a little dissapointed at the toneof:"easy-way out wannabes"


I'm a big fan of the current experimental impact of subcomponents (more work and complexity)


I'm a big fan of multiple types of alcohol (more work and complexity)


I'm a fan of variation and decision making in crafting. After working very hard to max my experimentation points (and experimenting quite a bit with subcomponents) I find I already have a very wide range of schematics to make. I can make super long, super effective, or super sized (servings) buffs, or any combination in between. I was excited to have the 4th option, filling, to experiment on and figured that really would allow for variation. Even with 12 points, you can only max out one "bar" and it usually isn't the most efficeint to do even that if you want to get your full 7% out of every point. I liked doingthis. and working it out in a way that optimizes my results is not the "easy-way out".


What bothers me is that while they have reduced the work and complexity in areas like alcohol and subcomponents, they increased it inanother arbitraryarea. It becomes a disadvantage to a chef like me that has worked tirelessly to stock a vast supply of resources, never formerly concerned with DR.


It does not reward painstaking dilligence. It rewards a luck- a person who happened to havecollected resources withhigh DR, or worse, ignorance- a person who tried to stock DR because they thought it mattered even though our schematics have always shown it did not.





Odds

Master Chef / Packrat
NEW NABOO LOCATION: Odds' Food Theed -4000 3650 (Honor Mall)
CORELLIA OUTLET: -200 -5800, Corellia (just S of Coronet Starport)
Magicman_33
Fri Jan 23, 2004 7:31 pm
#3

Im confused by one thing you all are posting though. I thought subcompent experimentation was broken NOW. I tested this once by making a high resource, fully experimented sub componet and a grind resource, no experiment one and got the EXACT SAME RESULTS on the final products i made with the same final resources. I thought this was broken already, maybe I have been doing it wrong this whole time.



Ja-van
Fri Jan 23, 2004 7:45 pm
#4

The problem with the casks, barrels, is this. If they are not worth using, get rid of em. The point of this revamp was to fix all the useless and pointless stuff. Casks are great, if they are expensive great, just make the reward worth the extra cost. If we could use casks with our current drinks I doubt many would want to spend 500kfor fishak even though it was 100 credits per charge less than teh 65k crate.

sciguyCO
Fri Jan 23, 2004 10:01 pm
#5

Were you doing Tat Sunburns, Magicman? Experimenting on the Starshines has never had an effect with those. For recipes using actual components (alcohol, soypro, carbosyrup, dough, etc) the experimentation does have some effect, even if it's small in the lower-level components.


Try this: do your test again with Meatlump. Make a good soypro (maxing out nutrition is the easiest to see), and another from crap resources and no experimentation. On your final combines, use the same water, and compare the stats after the initial assembly. As long as you got the same assembly success (great, moderate, etc), the initial experimental percentages will be identical on the two meatlumps, but the one using the good soypro will have higher constitution buff and/or duration.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Oddsie
Sat Jan 24, 2004 5:26 pm
#6

Exactly Kriles.


Try the same thing with alludium and carbosyrup, Magicman_33,and then make fishak (while we still can) you will be stunned at the difference.


Sunburns are the only thing I make where the subs don't matter.





Odds

Master Chef / Packrat
NEW NABOO LOCATION: Odds' Food Theed -4000 3650 (Honor Mall)
CORELLIA OUTLET: -200 -5800, Corellia (just S of Coronet Starport)
Magicman_33
Sat Jan 24, 2004 7:30 pm
#7






Oddsie wrote:

Sunburns are the only thing I make where the subs don't matter.







Well that explains it. hehe. I tried that test when I was mix 2 (cook 4) and that was the only decent thing I made. Thanks. Ok well I have been using crappy resourcs all this time for subs. No wonder I come out a little less than the others on my server.


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