Chef Archive

Thread: BE changes affecting chef

Ida
Mon Sep 08, 2003 3:19 pm
#1

Check out the BE forums for a list of planned fixes to their class. Of note:


  • All Tissues (including pet medicines) will be craftable in a Food & Chemical Factory.
  • Tissue descriptions have been updated to include information about what Skills they actually modify and what types of Schematics they work in.
  • Examine details for the Food Tissues have been fixed so that the modifiers read correctly.
  • Some of the Food Tissues have had their effects increased.





  • Ilori, Master Chef / Master Doctor, Starsider
    Coronet, Corellia (-907, -3732)
    Semi-retired
    ReblSoldier
    Mon Sep 08, 2003 4:07 pm
    #2

    great to know they decide to alter bio engineers food components before they even decide to look at food its self.. great..
    Naturner
    Mon Sep 08, 2003 4:16 pm
    #3

    This just makes us more reliant on another class for what may turn out to be the "real" resources.



    _______________
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    Mousekin
    Mon Sep 08, 2003 4:20 pm
    #4

    One wonders if they'll work now in Chef foods... even? This is very confusing And just as a minor note - food tissues? Ick. That sounds really horrid.



    Boovik Nokook (Master Chef) Wanderhome
    Guildenstern (Ranger in Training) Starsider
    Ookoi
    Mon Sep 08, 2003 10:33 pm
    #5

    Sounds good to me.

    I tried some micronutrients for the first time today, and have to say, +2-5% to buff duration isn't really worth the extra mouse-click. So I'm glad these will be made more powerful and functional.
    Bezurn
    Tue Sep 09, 2003 3:19 am
    #6

    I think they need to do this step first in order to properly see how food can be balanced. The next big thing to look at is the whole flavor issue. The next thing to look at will be the flavor issue when which effects our duration and filling stats (filling isn't listed, but I suspect its hidden underneath the constantly repeated food images).


    I'll be doing a controlled experiment on flavor later this week since I have all the florals recorded for my galaxy.


    If more foods can take these components then this is a very good thing. Idon't see why you guys are complaining. The devs have actually fixed a good number of issues with our profession without making more mistakes in the process . The stack size bug is the only one that comes to mind. I think this is because of the database optimizations that they made a week or two ago on the test server. Vass was very suprised that it didn't effect anyone,but I'm not sure how much people use food on the Test Center.




    Chubakka -- Master Rifleman, Its a secret
    Fan-shei -- Master Chef, Ship Wright 4/3/3/3, Merchant 4/4/4/4, Artisan 4/4/4/4

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    Eponi
    Tue Sep 09, 2003 8:36 am
    #7

    I think this is wonderful. My biggest gripe right now with food is the short duration (along with the inedible stacks of course). With components upping the duration, I can experiment the other effects to my heart's content.


    If we can get food up to around 5-10 min average then I think I'll be very happy. You don't want the effect to last too long else we'll be losing a lot of sales volume - 10 min is about as often as I think people remember to eat another food or quaff another drink or two. Please keep this in mind - we want good food for a manageable duration. I DO NOT want to see our food turn into doctor's buffs, we'd just be killing our own markets.


    I reserve my judgement on food balance until I see just how good we can get our foods with biological components.


    Now, I just wish we had more optional component slots in our foods. Or even have extra optional organic or other resource spots to help zest up the variety on food. It would be nice if we could even sprinkle in spices into the food to add an extra kick. I really like the mixology line on how we have the enhanced alcohols to use to help boost effects.




    Eponi Gillfish
    Master of the Cuisinart
    President and CEO of Krill Foods (tm)

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    Alxa
    Wed Sep 10, 2003 9:36 am
    #8

    This is why I'm 2223 in BE atm and working for master

    The down side is BEs have even more stick resource needs then us chefs! Some require Milk and Fish, and a far greater percentage :-/ Will be nice, food doesn't NEED this but it will make it better.

    Alxa
    Master Chef
    ReblSoldier
    Wed Sep 10, 2003 10:41 am
    #9

    its lame the make chef require bio engineer



    Unlike the other artisans the might requires anouther artisan elite class for exp Chef requires a medic scout hybrid for exp..



    Which means for a chef to be a bio engineer and a chef they waist all of there points to obtain it with 2 useless base profesions.


    Because they wont be able to kill anything hunting wont help much and with all the master medics organic chems wont sell to well so basicly you become a really sad character.

    Ida
    Wed Sep 10, 2003 11:44 am
    #10

    I don't have a problem with a dependency on another class. I mean that's why it's a multiplayer game.Just raise your prices accordingly. My biggest problem with a dependency on bioengineer is the components aren't crated and don't have a large enough effect, which it looks like might be fixed soon on both counts.


    Also, remember these are optional components.






    Ilori, Master Chef / Master Doctor, Starsider
    Coronet, Corellia (-907, -3732)
    Semi-retired
    Alxa
    Thu Sep 11, 2003 9:20 am
    #11

    Chefs don't REQUIRE Bio Engs at all...

    as Ida said: it's OPTIONAL
    SFSith
    Thu Sep 11, 2003 10:55 am
    #12

    Excellent. We're inching closer and closer to the end of beta.



    Xiem, Master Chef, Shining Force
    5100, -4000 Moenia, Naboo, Bloodfin
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