Chef Archive

Thread: My latest note to the developers

SirVimes
Wed Feb 04, 2004 5:45 pm
#1


I thought I would share this. This isa post I made a few hours ago. Yes, this is the reason why I had that poll. And no, they are not taking away crates or changing crates. I just feel that our buffs right now without additives are not marktable. The point that is brought up on the correspondent boards is that we have really great food if we use the attitives. I completely agree with this! But the flaw in that is the additives cannot really be created in bulk...and needed your guys support in backing that up.






Here is the flaw in the chef design. Just using facts and figures, no emotion. Just please except the fact that I do know a few things about my profession.


Chefs sell in bulk. We have the greatest variety of resources so we run our own harvesters. We do buy resources from others but to try for the majority would not be cost effective. Besides, part of the fun of being a chef is that quest for the perfect resource. That is the majority of our game. And this is not just me making up the figures:


http://forums.station.sony.com/swg/board/message?board.id=chef&message.id=24303


When you make any changes to chefs, please keep in mind we have to sell in bulk. Trust me on this! That is the #1 thing I want to get across.


Now, without attitives we make food that is not that great. With additives, we can make some really nice food. More we put into it, the nicer the food is. Great idea in theory.


The problem is that the resource requirements for additives are such that they are almost impossible to make in bulk, in factories. I did say almost, but close enough that it is not worth trying. Therefor, we cannot use them in our factories. Therefor, they don't do that much good to chefs. And the food I am seeing without additives is not that great, making additives almost necessary.


There are four options that I can see:


1. Make food without additives more powerful. Not uber, but something that people will deffinitely want to buy. This, of course, will make food with medium and heavy additives truly uber, but I swear those will be so rear that they will be next to non-existant. Raph once said he is not worried about Jedi being too powerful because they will not be all that common. Well, the same is true with medium and heavy (and probably light) additives under the current system. With the resource requirements they will not be common enough to really harm anything.


2. Reduce the resource requirements so that we can create these things in crates.


3. Increase the amount of hide and meat and milk that can be harvested so that they don't have to sell as high on the market. I think this is your best choice really. Domestic meat is just too rare, the creatures that drop it are just too much of a rare spawn or too powerful for a non-elite combat class to go after. True, rangers can harvest the meat but then they also need to harvest the hide for tailors and armor makers, and there will be stiff competition for the meat that they do get. We need these resources in a lot larger quantity. (I really ike N'Rass's idea that rangers at high levels can loot all three at once! I thinkthat would help a lot!)

4. Increase our stack size by a factor of about 10. This means we won't have to use crates at all. And since a shortage of additives will still be a problem, I don't see this as unbalancing anything.


This is a plea to the developers to reconsider the buffs that you are putting out. Right now, without additives, I think this revamp may be doing more harm than good. I am sorry to say that, but that is what I am seeing.


Zhor
Wed Feb 04, 2004 5:55 pm
#2

Good explanation there SV.. *phew*




All gone. Nothing to see now. Bye Bye Ahazi most of you guys were cool
fej
Wed Feb 04, 2004 5:56 pm
#3

You hit the nail right on the head



fej
Master Chef
Master Artisan
fatgit
Wed Feb 04, 2004 6:06 pm
#4

Once again, I tip my hat to you SirVimes, you are a gem amongst Correspondents, and we all owe you a debt of grattitude for the time and effort you put into your position.

The simplest fix in my eyes, is to change the requirements from domesticated meat to carnivore, as even lower meat requirements would be an issue.

Accorfing to SWGcreatures .com, domestic meat is harvested from :

domestic eopie
domesticated bearded jax
domesticated mott
female mawgax
giant mawgax
gungan falumpaset
humbaba
male mawgax
mawgax youth
plodding falumpaset
savage humbaba
swamp humbaba

Now, I'm not sure how accurate that list is, as Im sure falumpasets dont drop it, but even so, those aren't exactly the most prevalent creatures (in 4 hours touring yavin 4, I managed to get 187 domestic meat off Mawgax's as a BH/Ranger). You see the odd domestic eopie about, and in all my travels, I have never seen a domesticated bearded jax or
.

Dancers and Musicians rely on no one to buff, yet can give a +1100 buff to the mind stats for 2 hours. Doctors rely on no one, and can buff all H/A stats for 200+ for 2-3 hours. Smugglers rely on no one and can buff as hugh as any of our buffs in one go, using any old rubbish, with 0 components, yet Chef's are expected to rely on a BE to make a similar level buff ?

In my opinion, an additive should be totally optional, not required to compete with the other buffing classes, after all, our only income is from our produce.
Should we choose to use BE additives, they should make an exceptional item.

If BE tissues are to use hard to get resources, then they should not be essential for us to simply get to the same level buff as the other classes. Our base produce, using high stat ingredients at Master Level with good experimentation should take us to the same level as otehre buff classes. Using BE additives should exceed those levels.
Rare items are supposed to make a good item exceptional, and a class should not have to rely on rare items to make an average item "OK"

I hope you can persuade TH to put our point of view forwards, and that the figures can be altered.

It isn't just Chefs that are affected by this, I know riflemen, carbineers, BH's, Doctors, CM's etc that are all disgusted at the last minute nerf to certain items, and I know many BE's do not want the pressure of making 1000+ additives at a time, they have enough work on supplying Tailors, CH's, Non-CH's and the demand for pet stims.
erroroccured
Wed Feb 04, 2004 6:07 pm
#5

I like the concept of the new food. The new increased addition of ingredients is a bit much. Ipersonally would like the Be and Trim to be removed. Give the Be and Tailor something different for their own profession. But that is me. I would like our food to be as good as we can make it. we are the Chefs that searches and harvest for our ingredients. Lets face it. Muon can use any low grade quality items and sell it 7500 a crate with out any problems. We need high quality resources to make our food. Not to mention there is no combat in the chef field comapred to the Smuggler. So we should be rewardedwith better product. To think i quit an easy money making profession like smuggler to become a master chef. But I truly believe the Chef with new products can be very rewarding but we still need to be able to make a profit with our food but with the changes now we will barely get by and it truly wont be worth the time and energy. The docs make great money smuggler can slice and sell drugs fantastic revenue. So let the chef be a chef and master our own foods without having to resource out for more costly supplies.



Thanks


Ezran
Wed Feb 04, 2004 7:06 pm
#6

Good job SirVimes, you brought me out of a bad mood.

I'm all for #1 myself.

Here's to hoping something good comes of it. **Raises Glass of mediocre Breath of Heaven**



Ezran
Psy1ocke
Wed Feb 04, 2004 7:27 pm
#7


Thank you for trying to bring this issue up with the Devs, SirVimes. I couldn't agree more with your thoughts and views as well as what other Chefs have brought to light.


I think as Chefs, we pride ourselves on trying to make the best quality product we can, as I'm sure most crafters do,but almost as if proving to others that we're not a useless class, and that we can be just as good as smugglers/doctors in our own way. Like you said, we're always searching for theuber resources, trying to get the perfect experimentation, communicating at length with customers about their wants and needs. This is what should make a sucessfuland high quality Chef, not what we can buy from some otherprofession (BE's).


With this whole BE dependancy, we're left with being mediocre Chefs if we don't rely on additives and personally that does not sit well with me at all. Why not have it so our light/medium/heavy additives are solely made by chefs. Perhaps make them require planet specific flora to make them a little more difficult to make, but who's bright idea was it to make us completely dependant on BE's, with outrageous resourcerequirements,to be a quality Chef. I agree some out-sourcing is a good thing, and kind of the point to MMORPG's.. but come on, when we can't be a decent buffing profession, who's sole purpose is to buff,on our own, something is wrong.


I know this is coming from emotion, but there is fact behind the emotion, and only because I love being a Chef, as do others, but not if we have to work like this.





Ivy'za E'lani
Eshka Lya'tvo
______________________
Schroet Kommando

Ja-van
Wed Feb 04, 2004 8:01 pm
#8

SV you are the best. (well I could have done without the heart attack that you give me in your poll:smileywink I am glad we have someone that actually knows what is going on. I guess this will tell us if the dev are truely serious about the idea behind teh coorespondents.


Denoby Master Chef
MikaelGueck
Wed Feb 04, 2004 8:03 pm
#9

Excellent analysis and writeup. Thank you.



[email protected] - Master Chef
500m from the Theed Palace, /waypoint -5695 5333
+401 / 45m30s Vasarian Brandy, stocked 2004-04-11
Slick79
Wed Feb 04, 2004 8:16 pm
#10

I like #1 but would be ok with #3 a few more hides and stacks of meat would probably bring the econ into balance on some servers were meat is going for 110cpu



Oxewi Afi
day two Carbineer/Doctor
Velvet-dancer
Wed Feb 04, 2004 8:19 pm
#11

I just wanted to echo what Ivy'za says. Why can't we make the additives entirely on own, with the best ones requiring specific resources? I happen to really like the way the BE additives work now-they're optional. Will they improve the food? Yes, but I'm not *required* to use them to make a product that people will buy and use. The concept of light-medium-heavy additives is great, and I think it's also great to include other professions but not *require* them. Why not have an optional slot for a BE component in the otherwise Chef-made additives?


I think they really went too far with 'profession interdependence' with this revamp. We're a buffing class, but we're the only buffing class that can't actually buff without having two or three other professions involved. That's like requiring entertainers to wear a specific bio enhanced, tailor made outfit while having eaten a certain food so they can mind buff. While the devs are at it, how aboutsmugglers having to buy containers for spice from an artisan, and have an 'optional' chef made component without which their spice will be next to useless? Let's revampDoctor enhance packs tobe able to use an optional Chef made additive, but without the additive a D pack made with top quality resources will buff the same as an A pack does now...


And yes, I'm being emotional. Thanks for going to bat for all of us SirVimes, you're definately one of the best correspondants out there.





Velvet ~ Master Dancer in permanent retirement
"So instead of keeping it so that only high-end computer savvy people can AFK, we make it fair so everyone can do it instead of just an elite few." -- Thunderheart
Currently taking my gaming money elsewhere to be fair to those game devs who aren't in the elite few!
GadonThek
Wed Feb 04, 2004 8:58 pm
#12

Ah well, it was fun while it lasted. I was really looking forwards to this revamp, then we found out about the resource requirements for containers and additives. Ive been doing a lot of maths recently, so I could have a rough idea of what my costrofit ratio will be once I get the Farmile running, and Ive been doing a bit more tonight.

Based on quotes from 5 seperate Master BEs(I used the average price), being this dependant on BE additives will close to DOUBLE my costs at a 7% increase in profit. Add to this the sheer amount of lots were going to need after the revamp and Im not a happy chappy(jumped from 12-14(max) to 19 absolute minimum, probably closer to 25).

Good work though SirVimes, lets hope they sit up and take note of your suggestions.
Kuffs
Wed Feb 04, 2004 9:11 pm
#13

I think something needs to be done about the hopper size in factories as well. It is impossible to makee a full 1000 run of many food because you can't fit enough crates of ingredients into the hopper. This needs to be changed especially with the addition of containers for drinks and the addition of BE components.


To make an example I'll use the Fishak recipe ( yes I know its going away but its easier to do the math on it )


To make a single crate of Fishak you need:


2 crates of Indentical Alcohol


1 crate of containers


1 crate of BE additives ( Yes its a pipedream to get enough crates for a full run but if you can manage to scrape it together why shouldn't you be able to use it ? )


1 crate of Carbosyrup


2 stacks of resources ( Fruits & Reactive Gas )


So for a full run of 40 crates what would we need to put in the hopper ??


80 crates of Alcohol, 40 crates of containers, 40 crates of BE additives, 40 crates of Carbosyrup & 2 resource stacks. Grand total = 202 slots full.


Why should it be impossible to make an entire run of a schematic in a factory ? Leave the max schematic # at 1000 but increase the hopper size to say .... 250 ??? That would allow us to make a full run of any recipe all at once instead of taking multiple tedious and ridiculous steps.


Just a thought.





Evin

The Hardest Working Bothan in Cooking
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