Chef Archive
Thread: The Value of Flavor
There seems to be a very small nich that isn't being filled right now. That is the commodity traders of the game. Perhaps this is because there are FAR too many different types for the quantities... I'm not sure. But after looking up and down the commidities on the bizaar over this past weekend I found a HUGE lack of quality products... Most of the items listed were complete junk. 3000cr for a stack of 300 meat with a flavor of under 400? You have to be kidding...
Many of the items listed on the bizaar are in horrible quantities, or of such poor quality it's useless. Perhaps this is a result of poor implementation of skills, I'm not sure, but an expert Surveyor should be able to pull better minerals out of the ground then someone new to the skill. (not just increased quantities with experience)
In my case I'm a Ranger. I can harvest a ton of meat/hide/bone, sure. But the quality of said resources are just as crappy as that novice scout. (again perhaps just crappy implementation)
Perhaps it's just a matter of time that people will realize that crafters will, in fact, pay a LOT of money for large stacks of quality minerals... How often do you see meat or other components with a Flavor of over 900?? How many chefs really have the time to run all over the place looking for high quality componets?? Chef's need such a wide variety of different components it would be insane to think that they will be able to collect all the assorted pieces of a dish themselves. I think other crafters would agree... if they could get their hands on high quality resources they would pay over 5cr a unit... Sure, some resources can be flooded... many times minerals can be extreamly plentiful, but it's a lot harder to find and get a large stack of great meat or hide... since you can't just setup an extracter to get it.
Hopefuly all those aspiring scouts will notice that sometimes it pays off to look at that stack of meat and hides and notice what qualities it posses... Medics love items with Potential Energy over 600, and Overall Quality over 600... Chef's love items with a flavor over 800, and if the item doesn't have Flavor, Overall Quality of over 800...
(crossposted to Scouts)
There seems to be a very small nich that isn't being filled right now. That is the commodity traders of the game. Perhaps this is because there are FAR too many different types for the quantities... I'm not sure. But after looking up and down the commidities on the bizaar over this past weekend I found a HUGE lack of quality products... Most of the items listed were complete junk. 3000cr for a stack of 300 meat with a flavor of under 400? You have to be kidding...
Many of the items listed on the bizaar are in horrible quantities, or of such poor quality it's useless. Perhaps this is a result of poor implementation of skills, I'm not sure, but an expert Surveyor should be able to pull better minerals out of the ground then someone new to the skill. (not just increased quantities with experience)
In my case I'm a Ranger. I can harvest a ton of meat/hide/bone, sure. But the quality of said resources are just as crappy as that novice scout. (again perhaps just crappy implementation)
Perhaps it's just a matter of time that people will realize that crafters will, in fact, pay a LOT of money for large stacks of quality minerals... How often do you see meat or other components with a Flavor of over 900?? How many chefs really have the time to run all over the place looking for high quality componets?? Chef's need such a wide variety of different components it would be insane to think that they will be able to collect all the assorted pieces of a dish themselves. I think other crafters would agree... if they could get their hands on high quality resources they would pay over 5cr a unit... Sure, some resources can be flooded... many times minerals can be extreamly plentiful, but it's a lot harder to find and get a large stack of great meat or hide... since you can't just setup an extracter to get it.
Hopefuly all those aspiring scouts will notice that sometimes it pays off to look at that stack of meat and hides and notice what qualities it posses... Medics love items with Potential Energy over 600, and Overall Quality over 600... Chef's love items with a flavor over 800, and if the item doesn't have Flavor, Overall Quality of over 800...
(crossposted to Chefs)
Cannon,
You bring up an excellent point.
When developing my pricing guide, I focused on overall quality, and wasn't paying attention to the other stats as much - my meat purchaser is a Combat Medic, and he generally only needs good quality, less the other stats.
I think I'm going to do some research on the other boards, maybe throw up a thread in each asking for information on what kind of hide/bone/meat stats these professions are looking for, so that I can provide that information to all of you.
B
Don't worry, very few non-crafters have a good idea what all those numbers mean. Even crafters only tend to know the numbers that are used in their profession. Sure, as a general rule, anything with high numbers is good, but good for who?
There are alot of scouts out there. Your best bet is to make a nice primer of "what is a good Meat/Hide/Bone" guide and get it posted. That way people can be educated on who can best benifit from the scouts harvests.
-gustavef, almost Master Ranger
Ter,
It's in the updated version of my guide - look at the floaties above the rest of the posts.
B
Actually on Wanderhome, there are a few ranger /scouts that have discovered this and do care what they offer to their customers. One of the best is Salias Grym.
Hopefully more and more folks will start to follow the same quality of excellence.
You have to go out and find the better stuff.
When I survey for cereals, I look at what I have, I take samples and go for the one with the best in the three stats. When I make foods with meat in it, I try to focus on the meats I have with the high stats(And there are some I have found, like currently I think Insect meat in Starsider Naboo has some nice stats).
My quest for high stats has driven me to the point where I"m using radioactives in my food.
I have found that if you check the quality of the first sample you get meat/bone/hide and it does not meet your quality standars, destroy it. Keep checking till you get something you like. For example, I killed a hermit spider and the meat was 910 overall quality and 858 potenial energy but, I only recieved 1 unit. However, thesestats were what I was looking for ( dumped about 150 units of others ) Now every insect meat I collect on the planet goes to this container ALL have the same stats.
So don't sell the last one of something that you like and keep harvesting the same type.
That almost seems like a typeof exploit. If I find one unit of 900+ quailty meat/bone/hide, that would leave me with just killing said critter that gives the resource and keeping the 900+ stat no matter if it was "fat and healthy" or "skinny and sickly" or if it was a baby version or greater version. If this is indeed true then I will need to reevaluate my current stash of resources. Is this also true with other resource types ( non-critter )?
Thanks ![]()
So basically, all durni hide would clump, all gubber hide would clump, all.. etc..
You ended up with hundreds of resources, but scattered across about 30+ different types, so you could never sell them for a decent price.
I don't know if this is an exploit per say (I know that this is a particular case, where he dumped all his resources and now all insect meat clumps in with the new one).. I'd say its a by-product of the way they dealt with the above problem.