Chef Archive
Thread: A new concept for chefs
Because:
1. Doctors and smugglers can outperform our buffs in every way;
2. Chefs have numerous food items that are worthless;
3. We are missing a component (milk) that is required in 12 out of the 108 food items we can craft;
4. A re-orginization of the Chef tree to put tat sunburns at the top, provide decent stuff at master, etc. would be a pain-staking, time-consuming task;
5. Any fixes that solely (or mostly) affect chefs (i.e. Factory producing 1 item per stack, broken med and large flora harvesters, XP req vs XP gain per crafting);
I would like to propose to SOE a solution.
1. Eliminate the Chef profession;
2. Reorginize the better food and drink items that can be crafted into the Dom Arts line of Artisan;
3. Reduce the buffs for everything in the line, to make it in line with anything on a base skill;
4. Provide the opportunity that a Master Artisan can craft food to buff all 9 stats, to supplement the buffs a doctor and smuggler can perform;
5. Offer all characters that have Chef trained to receive a refund of all XP, to be reallocated into another profession. Either offer to put it under 1 pool of XP of the player's choosing, or make a general XP pool that, when you go to train any skill, it will take XP out of that pool first, to deplete it before using any earned XP.
I am making this recommendation because, after obtaining Master Chef, I have found that I have no motivation whatsoever to continue with this character. I am tired of hand-crafting tat sunburns until my fingers are raw (since I cannot use factories, since fully experimented, I can currently make stacks of 6). I was hoping to create a character that my guild and the empire could use effectively, but instead I am a character that, after all my hard work, has MAYBE 5 items that are worth selling.
Although I doubt it, I would love to hear a response from somebody at SOE about this. I know some will flame me about this, and I am not threatening to quit because such and such. I am just frustrated that, now that I am at the top, there is nothing there that motivates me to continue.
PROPS To you on mastering this extremely tough profession! I agree with you, the endless hand craft sunburn kills me.
LONG LIVE SCYLLA!
I was told earlier today that there is absolutely nothing wrong with the chef class and we should stop whining.
Sigh.
I will save my reaction until i get this answered...
was it someone at SOE, or some troll?
SirVimes wrote:
I was told earlier today that there is absolutely nothing wrong with the chef class and we should stop whining.
Sigh.
Um oh man... someone doesn't play the game... nor, apparently, know how to read *sighs* With that kind of response it's difficult to keep the faith up.
As for actually doing something with Chef.. No please do NOT get rid of it. I'm half tempted to think if they want to help us with the simplest solution possible, take the foods out of domestics entirely and move the better buffing foods up to appropriate levels of Chef skill.
"1. Doctors and smugglers can outperform our buffs in every way;"
Are doctor buffs stackable with our food buffs?
Doctor's have to be present in the field to buff others? Or can they give those stimpacks away/sell?
What is the mind cost of for a doctor for casting those buffs?
Don't Smuggler have some very adverse effects to their food items?
"2. Chefs have numerous food items that are worthless;"
Define worthless! There are food items that have no benefit to others? I am still trying to figure out the worth of the rangerHigh Tech Field camp is (besides looks).
"3. We are missing a component (milk) that is required in 12 out of the 108 food items we can craft;"
Ahh, the famous: "Got milk"! But is itmissing? Last I heard and read that it is extremly rare, and other professions are dealing with rare resources also. Rarity is not necessarily a bad thing, and definitly not require a call to redesign or delete a profession.
"4. A re-orginization of the Chef tree to put tat sunburns at the top, provide decent stuff at master, etc. would be a pain-staking, time-consuming task;"
I agree fully withthe first part ofyour statement, but you completly lost me after "etc...
"5. Any fixes that solely (or mostly) affect chefs (i.e. Factory producing 1 item per stack, broken med and large flora harvesters, XP req vs XP gain per crafting);"
Broken medium and large Flora harvestors effect Architects, Bio Engineers and ?medics?just as much.
I am not going to comment on factory, because I have zero experence dealing with them. But your xp gain comment is curious: The game is how many weeks old? You are a master chef and so are quite a few others. For example: Ever look at the combat experience requirement some combat classes have to go through?
Or are you looking at some professions who have it easier xp wise, like the architects? Perhaps their xp requirement is too easy, and that maybe needs to be addressed. But what chef item has a resource requirement of 23 to 27 THOUSAND resources? Critical failure anyone?
Your 5 suggestions of fixes are plain ludricous. Was that your attempt at humor?
Master Chef requires 92 skill points to attain. Not too shabby considering Ranger takes 140 skill points (rangers are still trying to figure out what they contribute to a group/guild over a plain scout ;p), or Bounty Hunter that eats up 217 skill points. You "have no motivation whatsoever to continue with this character" that has still has 158 points left over???
My guild weaponsmith must be really upset that I only keep getting 2 different carbines from him (he still waiting on finding resources for my elite carbine), considering all the time he spend to get those skills and minerals. Well, at least he did not pursue his skills to sell to his guildies ![]()
"I am not threatening to quit because such and such" but you have threatened to surrender all your skills on another thread. Hard to take you too serious![]()
"I am just frustrated that, now that I am at the top, there is nothing there that motivates me to continue."
Actually, I fully and emphazise with that statement, but you have it wrong. A lot of us have spend a lot of time powergaming to the "top" and found their goal achieved, but all are faced with the same question: "Now what?" This is NOT a shortcoming with a single profession, but with the entire game.
We are achieving the top ranks of our professions too fast, too easy, and some of us are already surrenderingelite/hybrid professions and pursuing newvenues, but it is the same once we are there. Now what? Why did we spend all these hours grinding xp, may it be clicking on those stacks of reactive gas/wheat a million times, or killing the same mobs over and over crossing countless miles of hostile terrain to gain that precious xp? What for? What is our reward?What are the next goals? It is easy to blame the profession, but it is more a problem of the entire game.
Any MMOG in the last couple years that relies solely on PVP as their content, their endgame have failed, and SWG is no exception [so far]. I love PVP,mobAIis boring and primitive (oh oh, a million hp mob *sigh*), but SOE need to take another look at principles that are successful in their flagship game 'EverQuest" and try to intergrate them into SWG.
Dear Etzel,
I was just wondering if you have played a Chef (not an Artisan or Novice Chef)?
Ohio
Iron Chef/Accomplished Baker/Expert Bartender
House Maelstrom-Kettermoor
Dear Ohio,
I was just wondering if you have played more then just oneprofession (notjust aChef)? ![]()
No, I am a chef, getting close to mastery. I just tried to be objective and unemotionalas possible about our profession of choice. It is just too easy to get tunnel vision and not look at the entire picture.But I am playing other professions, and all professions, at least most of them have problems, and ina lot of cases a lot worse off. Then again, I am doing the chef profession for one reason: I am having fun "cooking".I enjoyed back in EQ making rabbit stew, fruit pies, and brewing "nasty" drinks. I am not a chef soI can be a SWG Shaman. I am not doing it to run a business.
It is just time to get out of the kitchen and smell the roses
P.S.: Maybe the comment about factory lead you to make that post? Our guild has one factory currently and it istied up with some other manufacturing. I have one lot for a house, the rest are dedicated to harvesting for chef resources and other needed guild resources.
Well, to give you another idea where I am coming from: I first went to Entree II, Dessert III, and then worked on cooking, currently while finishing the other two trees, I worked on mixing. I got to the chance to explore all the "dishes" first, without feeling the pressure of Tat sunburn production.
Do I fully understand the profession? I do not think so. But I think I am experienced enough to to "critique" threads like these. I mean, do you honestly think that chef prefession is so lousy that this profession warrants deletion? lol.
There is always the surrender skill option ![]()
Yes, I have a Critter Handler on Eclipse and a Droid Engineer on Chia
Granted, I think most of the ideas proposed by BK_Kahlif are a bit, umm, drastic, he does make some good points. Sorry if I came off smarmy.
Ohio
Iron Chef/Accomplished Baker/Expert Bartender
House Maelstrom-Kettermoor
Don't even try saying ranger is more broken than chef. (my brother's a master ranger) High-tech field base camps are bugs, not broken. The healing factors and disbanding will all be fixed relatively quickly.
We DO have items that are worthless. Look at some of the level 3 mix items. you have to spend 3 identical alcohol, and numerous other components, to get something you could make for say 30 resources as a novice chef.
Milk cannot be compared, it's extremely extremely rare, and it's not like it creates abnormally powerful drinks. Missing resources from a server can't be compared to a resource that can't be found easily on any galaxy.
Architects accrue exp way to fast. I have no problem with chef exp, infact it's about the same or easier than weaponsmith.
*coming from someone who was close to master rifleman, is a master chef, master artisan, (was almost master merchant), (did a little architecture), and now almost master weaponsmith.