Chef Archive
Thread: Questions from a new potential Chef
Page 1 of 1
Lyfisin
Tue Dec 28, 2004 5:49 am
#1
I'm effectively a brand new player on my server. While I created my player just after release, I never played past the trial period. I still like character I made and would like to play him on the server I'm on, which appears to have a pretty low population.
I am seriously considering some kind of Artisan role and last night sent a tell to a Master Chef. Again I'm very new and I won't be able to accurately transcribe what she told me but you seasoned (haha) chefs will probably be able to understand it.
She basically said that stat food that players are interested in should really only be done by a 12 chef, which she explained to me meant having some kind of +20 apron or something worn while you are making the food. It could also be done by a 10 chef, but the stats weren't quite as good. She also mentioned that chefs were dependant on bio-engineers and apparently there are few chefs and few BEs on our server. Lastly she mentioned that this character was an alt so I don't know for sure how in-tune she might have been with the availability of chefs and BEs. This is all just info for you.
So here are my questions and concerns.
1. Is it viable for a new player to pursue becoming a Chef, or any Artisan Profession?
2. If the population is only looking for the best stuff, how would a new player be able to afford/grind out skill trees needed in order to attract customers?
3. When SWG was first coming online, the devs said that the lower skilled players would always be needed because the higher skilled players would need things from them that had rolled off their list of schematics. Is this still true?
4. Do other players still have to use/eat the items you create for you to get experience?
Thanks for any info.
Hopefully you can cook me up some answers. 
Lyf
Higginsis
Tue Dec 28, 2004 6:32 am
#2
You'll find all the answer you need about te grind and the various ways of getting xp in the FAQ (crap answer i know but its all there)
On your first question its entirely dependant on your server, some servers are full on certain products and short on others, like on farstar the weapons market is pretty much cornered, but back when i started out chef the 3 main chefs had just quit, so there was a gap in the market. You may need to do a little research into the market for chef foods on your server to see if there's room for another chef.
The second question is a easy, not all the population are looking for the best stuff. If you price your foods well they will sell, but don't expect to get the same price for a lesser product, price it at the market value for the stats of your food (again to approximate the market value you'll need to do some research on your server).
Tbh that hasn't gone to plan, the lesser schem can be made better at master than at lower levels, due to the lack of the full 10 exp points on non master levels. The design plan for this game has changed many times, this being one of the philosophies that was dropped.
Usage XP can get you xp, but the person eating has to be close, and its not a viable way to make xp, see the FAQ for the guide to grinding chef.
Hope that helps.
On your first question its entirely dependant on your server, some servers are full on certain products and short on others, like on farstar the weapons market is pretty much cornered, but back when i started out chef the 3 main chefs had just quit, so there was a gap in the market. You may need to do a little research into the market for chef foods on your server to see if there's room for another chef.
The second question is a easy, not all the population are looking for the best stuff. If you price your foods well they will sell, but don't expect to get the same price for a lesser product, price it at the market value for the stats of your food (again to approximate the market value you'll need to do some research on your server).
Tbh that hasn't gone to plan, the lesser schem can be made better at master than at lower levels, due to the lack of the full 10 exp points on non master levels. The design plan for this game has changed many times, this being one of the philosophies that was dropped.
Usage XP can get you xp, but the person eating has to be close, and its not a viable way to make xp, see the FAQ for the guide to grinding chef.
Hope that helps.
Lyfisin
Tue Dec 28, 2004 11:02 am
#3
Telling someone to look in the FAQ is not a crap answer. It has good info, but I was looking for some info on whether becoming a chef was even still viable or do you have to have loads of credits/resources in the bank to get to where you could actually be useful.
Also, it's kind of hard to judge how outdated the FAQs are.
Greatreply and I appreciate it.
Lyf
Ankor
Tue Dec 28, 2004 4:29 pm
#4
Our FAQ is quite up to date.
You will need some seed money to start a Chef (or any Artisan profession). You'll need a few harvesters and factories to start out, along with the complementary maintenance, powe, etc.
That said, Chef has one of the lower barriers to entry, since you there aren't any expensive rare drops like Krayt tissues, and because we generally require generic resources (there are always 9 types of Berries, whereas a WS may have to wait 6 months for the next good spawn of Alantium Ore) there isn't as much of an issue with needing to purchase resources... just mine them as they shift and you'll be in decent shape before too long.
I'd suggest either working on a combat prof first to support your Chef grind, or joining a guild willing to help you get on your feet.
You will need some seed money to start a Chef (or any Artisan profession). You'll need a few harvesters and factories to start out, along with the complementary maintenance, powe, etc.
That said, Chef has one of the lower barriers to entry, since you there aren't any expensive rare drops like Krayt tissues, and because we generally require generic resources (there are always 9 types of Berries, whereas a WS may have to wait 6 months for the next good spawn of Alantium Ore) there isn't as much of an issue with needing to purchase resources... just mine them as they shift and you'll be in decent shape before too long.
I'd suggest either working on a combat prof first to support your Chef grind, or joining a guild willing to help you get on your feet.
sciguyCO
Wed Dec 29, 2004 9:15 am
#5
1. Yes, but "older" chefs will have advantages. They usually have better resources (hoarded from previous spawns), experimentation tapes giving them 12 experimentation points rather than the normal 10, and usually a pretty good customer base.
A new crafter can make a name for him/herself by aggressive advertising (trade forum, in-game barker droid, items on bazaar with shop waypoint, etc). Keep items in stock for a fair price (you will probably have to price below the established chefs since your items won't be quite as good) and you'll eventually build up some customers.
2. You can sell food/drink that's not "the best", simply because some players just want to spend fewer credits, so if you price cheaper you can make sales. Also, depending on demand, some big-name chefs may not be able to be fully stocked at all times, so having anything in stock is better than being out of the most uber food imaginable.
3. That's really never been true, since the idea of "schematic revocation" (crafters losing the ability to make low-level items like dough or alcohol) never got out of beta. You can still try to make a deal with a higher level chef to provide subcomponents, but unless they're tight on factories they'll probably find it easier to make the components themselves.
4. No, you get xp for making an item regardless of whether or not it eventually get eaten.
Hope those help. Breaking into a crafter market can be tough, although if there aren't many chefs on your server you might find it easier. Good luck.
Page 1 of 1