Chef Archive
Thread: Pre CU Chef Thoughts
Message Edited by kbad_atc on 04-19-2005 09:55 PM
kbad_atc wrote:
Based off of reading the boards here I draw a few conclusions and am curious to see or hear what you think or know:
1 - Chefs got looked over
By this I mean simply that the new food/drink stats are clearly not well thought out and often conflict with each other. Surethe system is buggy, since its only in TC, however the food/drink list seems to be pathetic versus the numerous items we have now to keep regularly stocked.
2 - Swing between Combat/Non-Combatant foodstuffs
As an avid PvP'r and PvE'r with my older Jedi Knight, I use many of the current combat foods. As a crafter on my chef and a harvester on another toon, I use a variety of the non-combatant foods and drinks. Looking at the pre-CU notes, I noticed a large difference in the variety of foods. As stated in #1, the foodstuffs seem to have many, many identical values. There isnt much variety and the differences in terms of actual mods doesnt seem as impressive as it should be. Granted some of the items, like comparing synthsteak and exo-protein still have roughly the same mods, however the Chef profession is different from other crafting professions. The current variety of foods/drinks makes your selection very important as a combatant and the same for professions which are built to support our Chef toons. This new breed seems to be very weak and unappealing. I think the community, non-chef, is going to throw a fit over this due to the fact that there is little separation between the items and less of a personal touch on what they see as best for their toons survival.
3 - The Chef profession seems less attended to than other crafters.
Ok, so maybe we are getting more attention than tailors and architects in their respected professions. However, armorsmiths/weaponsmiths have new items and a new focus towards their professions. With the new combat system, both of those professions are going to grossly profit. Sure weapons will be converted, however, most wont fit that individuals play style after the CU.....which after testing it myself, even threw methrough loops. With the armor having lower stats and the new armor to be produced, the AS's will have their hands full, but at the same time enjoy the new setting that the Dev Team is obviously trying to produce. Whether you are for or against the CU (as I am), it is a change that is designed to pretty much be a new game within the game. A level based game which scraps the game that we have come to know. However, what is so different about Chef now? The foods have different mods....ok, they HAVE to. Uh, many of the foods have the same mods......Uh, yeah. We have no new content within the profession, other than a quest set out of the new planet. Come on now, why is it that the other crafters get a fun new game, while we get the same stuff?
4 - Business as a Chef will rise.
I see it that business will rise within the profession. The time on most foodstuffs, for example Vasarian Brandy, has dropped while some have stayed the SAME. So atleast business and profits should stay roughly the same or rise. Due to the fact that players will be more dependent on stat buffs that we provide, I figure that we will benefit financially. However, the demand as a well known chef is sometimes insane. On an average week day on Intrepid, I do roughly 4M of business, with sales averaging 6.5M on Friday, Saturday, Sunday. Sounds good, right? Probably not so. We depend a lot on our resources, which will be harder to harvest and increase the cost of our foods, while lowering the number of resources that a ranger/scout is able to harvest within their normal set time frame. Also, the larger demand for our foods will possibly put us behind in that we cant keep up with BE additives or food/drink items for the vendors.
Business may rise, so may costs....but at the end of the day, its a lot more work to see the same product. In the new game that the Devs claim we want so badly, we dont have anything new or exciting to look forward to. Instead, the way I see it, is that we will actually be doing more for less while we sit and watch the other crafting professions reap in the profit.
This is just my 2 cents and I really want to hear what you guys think about it all too.
Message Edited by kbad_atc on 04-19-2005 09:55 PM
i dont know of any long time/established as/ws on lowca that are happy with the "dumbing down"
changes. caps on weapons damage, only one line of experimentation on armor last i heard....
mr-grimm wrote:
i dont know of any long time/established as/ws on lowca that are happy with the "dumbing down"
changes. caps on weapons damage, only one line of experimentation on armor last i heard....
all professions are dumbing down...thats the idea
at the end of the day the AS's and WS's will be raking in credits
kbad_atc wrote:
Based off of reading the boards here I draw a few conclusions and am curious to see or hear what you think or know:
1
4 - Business as a Chef will rise.
I see it that business will rise within the profession. The time on most foodstuffs, for example Vasarian Brandy, has dropped while some have stayed the SAME. So atleast business and profits should stay roughly the same or rise. Due to the fact that players will be more dependent on stat buffs that we provide, I figure that we will benefit financially. However, the demand as a well known chef is sometimes insane. On an average week day on Intrepid, I do roughly 4M of business, with sales averaging 6.5M on Friday, Saturday, Sunday. Sounds good, right? Probably not so. We depend a lot on our resources, which will be harder to harvest and increase the cost of our foods, while lowering the number of resources that a ranger/scout is able to harvest within their normal set time frame. Also, the larger demand for our foods will possibly put us behind in that we cant keep up with BE additives or food/drink items for the vendors.
Business may rise, so may costs....but at the end of the day, its a lot more work to see the same product. In the new game that the Devs claim we want so badly, we dont have anything new or exciting to look forward to. Instead, the way I see it, is that we will actually be doing more for less while we sit and watch the other crafting professions reap in the profit.
This is just my 2 cents and I really want to hear what you guys think about it all too.
Message Edited by kbad_atc on 04-19-2005 09:55 PM
I disagree. We will see a massive drop in sales. The reason is the new food stats are just not worthwhile. Durations and Effects are to low in respect to filling. Also there is no stacking of any sort so unlike today where you can drink 2 shots of brandy and eat 3 ahrissa if you chose you can't do that anymore. If anything buffs the stat of something you've already eatern or drinken you cannot eat or drink it, even if it also buffs a different stat in addition to the one in common. This is going to kill chef.
One of the major chefs on Radiant has already packed up shop. In the past I've been one of the more popular chefs on Wanderhome but with the changes I have not been stocking, only doing special orders and then minor stocking.
A lot of the foods will do the same thing Garrmorrl, Accragm and Brandy for instance do the same thing now. So no need to stock all three, less sales. ( They also all have around a 7-9 min duration with 50 fillish and buffs that aren't to amazing, probably such that folks can do without them)
But the devs keep saying stuff liek "That's outside the scope of the CU". Apparently breaking all the crafting professions is not outside the scope of it though along with breaking all the entertainer professions.
you are missing the point. our guild AS does it because he loves the complexity of the profession. the fact that you had to put alot of time and thought into being agreat AS and not some mediocre one is what drew alot of the best long time crafters to that profession, not the creds.the creditswere a by-product of hard work and a great product, as they should be. i imagine its the same for weaponsmiths/chefs as well. nowthey have taken their fun away and made it so anyone who wants can pick up the profession and, without any research or time spent on sites like swgcraft, can make armor just as well as the people who putmany hoursinto doing those thingsfor the prof.
kbad_atc wrote:
all professions are dumbing down...thats the idea
at the end of the day the AS's and WS's will be raking in credits
Tested that one too... it's like a bad version of the "new" vercupti... it's just as badly nerfed as the other foods and drinks.
hawkgsn wrote:
Agree
We had not a full set of food working fine but last revamp was nice though.
I don t understand why the CU is so poor about the list of food change..........
Ridiculous durations and redondant buffs........................
Less than 10 may be 5usefull food , we won t have to level up merchant to keep vendors
BTW what about the mandalorian wine ????? i m thinking about those peeps who bought it 10 15 M