Chef Archive

Thread: Is Chef a complicated profession?

MeilanEisley
Tue Jun 07, 2005 5:44 am
#1


The reason I ask is I'm trying to get my gf to get into the game, but she would never take a combat profession, so I was trying to get her setup with a crafting prof that wasnt AS or WS. I read over the FAQ to get an idea of what you all do, and my eyes litteraly glazed over, it seems so complicated! What is the learning curve on your profession? Any feedback would be helpful




Melan Kanos - Wanderhome Mandalorian Mercenary (Triple Ranged Mastery)
Guevera - Ahazi Master Smuggler Master Commando
Dee'aygo - Bloodfin Force Sensitive Foot Soldier
golfingtx
Tue Jun 07, 2005 5:56 am
#2


In my opinion it is one of the hardest. There are so many different foods and drinks to make. We rely heavily on other professions to craft our items like Bio Engineers (chef tissues), Tailors (trim for casks), and Rangers (creature resources), not to mention the need for resource vendors or the harvestors to get it yourself. It is very very very time consuming and takes a ton of credits before you even start to be a successful chef on your server. You will also need a ton of factories and the power(radiation) to run them. We use every possible flora resource on the server and several of the minerals and chemicals. And the creature resources are even worse. Quality is of the upmost importance on everything we craftso mediocre resources will make mediocre edibles. If you plan on starting up a vendor, it will be hard to compete with the top chefs on your server as they are already established and have a definate edge in clothing attachments and resources long gone. I personally do not recommend chef for the faint of heart but it is very fullfilling if you have the time and patience not to mention the resources to hit the ground running when you start.


So, to answer your question. YES, it is a very difficult profession but very fulfilling if you have the dedication.




SlingbladeTM
12 Point Master Chef (+25 Experiment/Assembly)
Slingblade Sales 50, -5480 Coronet
Higginsis
Tue Jun 07, 2005 6:49 am
#3

As slingblade has already said, the bulk of our complexity is from our co-dependance on of crafters for essential components and or sheer range. Luckily there are very few specfic resources, more often than not a recipe will require berries and fruits, so any berries and fruits will do. So unlike other professions we normally have watch all planets for good spawns, which can be a bit of a pain in of itself.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

Mayor_Woosh
Tue Jun 07, 2005 6:58 am
#4

I agree with the other folks that it is hard. My biggest piece of advice is pick a nitch when you start. Like five foods you will try and perfect and always keep stocked. Then slowly expand as you can.


Good luck !




ä WOOSHå
| Master Chef (12 pt) | The Tarquinas Emeril |
SWG: Brilliant, groundbreaking, unfinished and ultimately a painfully missed opportunity.
MeilanEisley
Tue Jun 07, 2005 7:06 am
#5


Thanks for the feedback, Im thinking the gf may get turned off by the sheer complexity, especially when dealing with factories. Is there a guide on the forums for operating factories?


On a side note, once you are established as a Master Chef how profitable can I expect to be based on your experience? Should I also master merchant?


Edit: Just found the factory section in the FAQ...

Message Edited by MeilanEisley on 06-07-2005 07:26 AM



Melan Kanos - Wanderhome Mandalorian Mercenary (Triple Ranged Mastery)
Guevera - Ahazi Master Smuggler Master Commando
Dee'aygo - Bloodfin Force Sensitive Foot Soldier
MTVGeneration
Tue Jun 07, 2005 7:34 am
#6

Personally I disagree that it is such a hard proffesion. I took a look at Architect, Droid Engineer and Weaponsmith before taking a look at Chef and I took to it quite easily. I have a good relationship with 3 good BE's on my server in addition to my Guild BE and buy in bulk. At the moment I have probably 5 lots each of the medium and heavy additives on order off 2 BE's and will be keeping them till I need them. Also I picked up Tailor which I founf surprisingly easy and profitable so I make my own Trim.


The one thing I do agree with is the cost. I must have invested 35-40m before I even sold a thing. Its been 2 weeks or so now and i make 1-3m a day and I have orders currently of a further 40m worth of food in addition to what i need to keep my own vendor fully stocked.


I do buy all of my resources which I don't feel push my prices up too much and I also have 12 food factories in addition to the other 13 I have for various other things like Tailor and I don't find them to be enough. I will soon be placing a further 8 to help augment my producing power and expand to a 2nd Mall. I also agree that it is quite tiem consuming.


I guess it depends on you. I have taken quite well to Chef and thoroughly enjoy it and find it both satisfying and profitable.





Sun-Tzu Liao [SFR]
Sunfall RebelsElder & Chef
Kuan-Ti -Jedi Padwan / Lorri Kelmar- Bounty Hunter
Clancy - 12pt Chef/14pt Artisan
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Home Is where the Sun Falls


Stewbacca96
Tue Jun 07, 2005 7:35 am
#7

She may like something like Tailor better... All women like clothes... and you don't need high quality resources for anything... I think it'd be a good step into the game as far as crafting goes. There are some subcomponents but not too many, shouldn't be too hard to pick up. Chef can be sorta simple but if you want to make the best stuff, and in mass quantities then it gets very complicated.
mcpryon
Tue Jun 07, 2005 11:56 am
#8

I think her best bet would be trying out the artisan lines of domestic arts and engineering (for the full experimentation points) and see if she likes it. Artisan foods are needed, too, so she could get an idea of what chef is like without making a huge commitment.

Who knows, maybe she might like making something else and decide to try architect or tailor or even master artisan itself.





Tip to LEC/SOE: Sci-Fi MMO players don't necessarily belong to the same resource pool as fantasy MMO players.
NemKhis
Tue Jun 07, 2005 1:14 pm
#9

Crafting skills like armorsmith and chef can be daunting at first glance....


However, while Chef has many things to learn...you can be effective as a chef with relatively little experience. Dont get her into a super easy skill...she will tire of it eventually. Get her into Chef and possibly BE at the same time. The learning curve will seem steep...but those two profession offer endless things you can experiment with and many useful items....so it will keep her interested and enjoying the crafting process for a much longer period of time.





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mcpryon
Tue Jun 07, 2005 1:59 pm
#10

Artisan may be 'super-easy' but remember she might not even want to play the game at all, I'd say it's the most logical place to start.

...A steep learning curve would be good, since it implies rapid learning vs time





Tip to LEC/SOE: Sci-Fi MMO players don't necessarily belong to the same resource pool as fantasy MMO players.
sciguyCO
Tue Jun 07, 2005 2:18 pm
#11

Well, the amount of complication is really as much as you put into it.


Food crafting breaks down into fairly simple steps:


  1. Gather resources (either through purchase or harvesting your own).

  2. Combine resources into factory schematics

  3. Put schematics and resources into factory, run for a day or two.

  4. Put finished crates onto vendor.

  5. Repeat as necessary to restock vendor

Voila!


Most of the complication of chef (and really any crafting profession except tailor and most of architect) is in the evaluation of resource quality and experimentation. We certainly don't have to worry about the umpteen-bazillion subcomponents used in armorsmith and DE. Plus, even with our few subcomponents, quality on those doesn't affect the final product, so that's another simplification.


Getting a feel for how resource quality influences item quality is really the trickiest part of SWG crafting, but once that "clicks", it applies to all the crafting profs that deal with experimentation. Even without that, she can take up Tailor or Architect, especially if she's into fashion / home decoration.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
menyou
Wed Jun 08, 2005 1:35 pm
#12

I have to agree with another poster who suggested Tailor.

Combined with Dancer (or musician) and maybe Image Design I think she should have fun .

Oh and no she won't need Master merchant. 3xxx is handy as it allows her to advertise. x4xx gives you a good discount on maintenance. xx4x allows you to cloth vendors. the last line is for vendors but at novice merchant you should have enough - especially to start with.

Message Edited by menyou on 06-08-2005 01:39 PM




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alligatorboogaloo
Wed Jun 08, 2005 6:38 pm
#13

I'll chime in here as a former MWS/MChef combo. By far Chef is easier when it comes to subcomponents and items you are required to keep on hand. Your inventory space is MUCH less than that of a weaponsmith post-CU as they must have both advanced and standard components available to make the umpteen different weapons and that's not including grenades...those were roughdays running 20 equipment factories to keep up with the demand for nades, I made millions and millions of credits but the stress wasn't worth it to me. Chef is easier when it comes to components but the stats that we need make it harder to find the good resources which are worthwhile, only looking for SR or a combo of OQ/CD is easy. OQ/PE/FL/DR is a lot harder and time consuming. BUT Chef is WAY more fun than weaponsmith and the competition at least on Naritus isn't nearly as stiff...competing in both arenas wore me out so I'm just a chef now And might I say I LOVE being a chef.



Neeno
Former Mite Manager & Bothan Beater
Master Musiciansince Sept. 1, 2003

Talusian Vagrant

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