Chef Archive
Thread: Top Chef issues (11/12/2004)
Message Edited by sciguyCO on 02-28-2005 09:58 AM
- Bug: Garrmorl and Durindfire are capped at a too-low Nutrition/Flavor experimentation due to resources not having required stats. Nutrition depends on 66% PE and 33% OQ, Flavor on 66% Flavor and 33% OQ. Since the resources for these items do not contain these stats, experimentation in these two categories is artificially capped at 33% (and that's assuming 1000 OQ resources). Extrapolated stats at 100% experimentation indicate that the buff / duration ranges for these two drinks are equivalent to similar foods, but the upper levels of these ranges cannot be reached due to the missing resource stats.
- Bug:
Stomach digestion takes 43-45m to go from 100% to 0%. During the chef revamp, developer comments were made stating that the intended digestion period is 30m. Other factors appear to increase this time even more: being in a highly populated area (likely due to lag), running macros, or attempting to eat food before enough room has been cleared. - STATUS: Fixed in publish 13.1, 2/24/2005 (including apparently stomach filling remaing in some conditions such as high-lag areas).
Bug: Wookiees (and perhaps Ithorians) cannot wear crafter's apron (clothing item created from Jabba's theme park reward schematic granting +5 experimentation/assembly). This unfairly removes access to a skill mod easily accessible to other races.- STATUS: Fixed in publish 11.4, 12/7/2004.
- Bug: Barrels give same stack size multiplier as small glass. Most chefs believe that the 3x multiplier gained from casks is enough for the majority of drinks. Barrels should either be removed completely, or have some other benefit.
- Give a higher multiplier, but only allow it to be used for Mix IV or Master-level drinks. These have a low base size anyway (generally 2-4 when using a small glass) so could benefit from larger improvement.
- Improve something other than stack size. For example, the "temperature regulation" of a barrel could allow for small improvements (5-10%) to buff size and duration. If this was done, the current stack size multiplier of 1x can be kept.
- Exploit: Havla plus a timed macro allows doctors to buff/heal with bonus beyond the "number of heals" limit in the item stats.
Message Edited by sciguyCO on 02-28-2005 10:03 AM
- Gameplay Request: Increase crate size (at least for subcomponents). Storage space and factory hopper manipulation gets tedious for the current 25 item crates. If crate size can be increased, this would make the lives of crafters easier, as well as reducing the number of world objects that are stored in the database.
- Bug: Havla and Ruby Bliel do not work if bonus is less than 100 heal recovery. These items are supposed to provide a "heal recovery" bonus to medics, doctors, and Combat Medics, reducing the wait time needed between heal actions. So a novice medic healing wounds normally has to wait 30s between each action. Under the effect of a "Heal Recovery bonus: 50" Havla, that should be reduced to 15s. However, if the player attempts a heal after the reduced time, they receive the message "You must wait before doing that". If a bonus of 100 is reached (achievable only with BE enhanced Havla), the player can execute actions at 1s intervals (4s for CMs throwing poison packs).
- Bug: Havla and Ruby Bliel bonus does not last for the full number of heals displayed in the food's stats. Testing indicates that the bonus is used up in one-half the number of heals listed on the food, so a "next 24 heals" Havla only lasts for 12 heal actions.
- Exploit: Chandad allows user to extend survey range even when not under the effect of food.
- Bug: Resource stat percentages displayed in draft schematic do not match actual observed experimentation caps. All foods appear to use a "standard" resource stat percentage of Nutrition: 66% PE + 33% OQ, Flavor 66% Flavor + 33% OQ (Filling and quantity are less explored) regardless of what is displayed on the schematic. Chefs have tested this by experimenting those categories to their maximum, and comparing that with the well-known calculations to determine max percentage from resource stats. Some specific confirmed examples:
- Bespin Port: Displays Nutrition = 50% DR + 50% OQ
- Karkan Ribenes: Displays Nutrition = 50% DR + 50% OQ
- Blue Milk: Displays Nutrition = 50% DR + 50% OQ
- Bug: Dose of Parwan Nutricake used up even if player is in a state where they are not allowed to burst run. Specific cases: Player is dizzy (which normally blocks burst run) or player does not have enough HAM to run. In both of those cases, the player does not start burst running, but a dose of the food is consumed.
- Bug: An "amazing success" gives same starting stats/percentages as a "great success" when crafting food. An amazing assembly appears to have no effect on experimentation success or max experimentation. This appears to be different from other crafting professions (specifically weaponsmith and armorsmith).
- Feature Request: Add new food schematics. Some possible suggestions:
- Longer duration multi-stat buff foods, perhaps lower-power versions of Vercupti, Breath of Heaven, and Mandalorian Wine.
- +Creature Knowledge
- A Food that reduces Drink filling (along the same lines as T'illa T'ill)
- Wedding Cake (with appropriate graphic)
- +Force regeneration for Jedi.
- Food/drink granting bonus to repair roll.
- Grilled Rancor Toes (mentioned in conversation with Chef trainer)
- Bug: Smuggler's Delight gives no downer reduction if the bonus is experimented to 100 or above. At bonus less than 100, this food does reduce the downer period by the stated percentage. At 100 or greater, the player is subjected to the full downer period, including stat decreases.
- Bug/Exploit: Non-stat buffs remain in effect after cloning, even though icon is removed from buff UI. Attempting to re-buff with the same food gives the message "You are already under the effect of that food", and skill buffs do still appear on the character's skill mod list. NOTE: players have no control over this.
- Gameplay Request: Update food descriptions to include actual effects. The "flavor text" information in the description is nice, but unless a chef has access to an out-of-game resource, there is no way to determine the benefit of a food in the crafting tool.
- Gameplay Request: Remove identical serial number requirement for subcomponents that do not affect final item stats. This functionality already exists for drink container components (small glasses, large glasses, and casks). Since food components have no effect on the final food (they act solely as a resource / factory time sink), there is no real benefit to be gained from using components from different factory runs, other than allowing us to use up "orphan" crates.
- Gameplay Request: BE tissues require some balancing regarding resource requirements vs. benefit. Nutrient tissues are by far the most desired, however this is mainly due to the easier resource requirements. Nutrition bonuses also give the best "bang for the buck" compared to the benefit from the Filling, Flavor, and Quantity tissues.
- Gameplay Request: BE tissues could use some balancing regarding benefit of enhanced vs. unenhanced food. The benefit gained from BE tissues (combined with the relatively simpler resource requirements of Nutrient tissues) make additives perceived as a "required" component of food, despite the higher costs. Chefs desire some method of narrowing the cost/benefit ratio difference between enhanced and unenhanced foods while still making enhanced foods worth the extra effort.
- Gameplay Request: Modify bazaar/vendor organization to remove spices from "food" category and list factory crates in the category relevant to their contents.
- Bug: T'ssolok does not improve entertainer buff duration when compared to a buff performance while not under the influence of this drink.
- Feature Request: Add plate component to foods to allow stack size increase comparable to drinks.
- Bug: Filling bars get misaligned if character sheet is resized.
- Gameplay Request: Add numeric field to fill bar in character sheet. It's difficult to determine filling based only a bar graph.
- Gameplay Request: Remove collision detection from bar and shelves in Player Cantinas.
- Gameplay Request: Increase max resource stack size.
- Feature Request: Add new advanced food components (similar to pre-revamp alcohol variants).
- Feature Request: Item management UI: add multi-item drag and drop
- Feature Request: Modify food art to add more variety to look of food. Many art assets were lost during the chef revamp that can be brought back: old Bivoli, old Deuterium Pyro, Meatlumps, Corellian Fried Ice cream, and Fried Endwa. Also, after the change, pre-revamp Ice Blasters were changed to a graphic not used for any craftable drinks.
- Bug: Possible lack of stacking between experimentation bonuses from Bespin Port, Force Experimentation, and Research Center.
- Feature Request: Add ability to "equip" food / drink that appears on player's toon.
- Bug: Caf can only be experimented in Filling, Nutrition, and Quantity. Buff duration (normally controlled by Flavor experimentation) is tied to Nutrition.
- Bug: Buff UI "time remaining" for a food buffs gets overwritten if a second dose of the same food is used.
- Feature Request: Add player animated emotes for eating and drinking (possibly in combination with equipping food/drink).
Message Edited by Bliznit on 11-12-2004 08:55 AM
- Modify the current crafter's apron object to have a "morphable" mesh, similar to the standard chef's apron (single object takes the appropriate skeleton mesh depending on the race of the wearer).
- Allow tailors to select a "varient" when crafting the apron from the existing schematic where one option is a wookiee-wearable clothing item.
- Add a new schematic for a wookiee-only varient. This can either be added to the reward table of the quest NPC, or added into a new wookiee-only quest.
- My personal suggestion would be to make it a trade in item like they did with non-ch pets.
Feature Request: Add new food schematics. Some possible suggestions:
- Longer duration multi-stat buff foods, perhaps lower-power versions of Vercupti, Breath of Heaven, and Mandalorian Wine.
- +Creature Knowledge
- A Food that reduces Drink filling (along the same lines as T'illa T'ill)
- Wedding Cake (with appropriate graphic)
- +Force regeneration for Jedi. This would be a biggie for us. Jedi would really appreciate this one!
- Food/drink granting bonus to repair roll.
- Grilled Rancor Toes (mentioned in conversation with Chef trainer)
Gameplay Request: Remove identical serial number requirement for subcomponents that do not affect final item stats. This functionality already exists for drink container components (small glasses, large glasses, and casks). Since food components have no effect on the final food (they act solely as a resource / factory time sink), there is no real benefit to be gained from using components from different factory runs, other than allowing us to use up "orphan" crates OH PLEASE PLEASE PLEASE!
Gameplay Request: Increase crate size (at least for subcomponents). Storage space and factory hopper manipulation gets tedious for the current 25 item crates. If crate size can be increased, this would make the lives of crafters easier, as well as reducing the number of world objects that are stored in the database. PRETTY PLEASE!
Bug: Havla and Ruby Bliel do not work if bonus is less than 100 heal recovery. These items are supposed to provide a "heal recovery" bonus to medics, doctors, and Combat Medics, reducing the wait time needed between heal actions. So a novice medic healing wounds normally has to wait 30s between each action. Under the effect of a "Heal Recovery bonus: 50" Havla, that should be reduced to 15s. However, if the player attempts a heal after the reduced time, they receive the message "You must wait before doing that". If a bonus of 100 is reached (achievable only with BE enhanced Havla), the player can execute actions at 1s intervals (4s for CMs throwing poison packs).
Thats my top 5.
- Longer duration multi-stat buff foods, perhaps lower-power versions of Vercupti, Breath of Heaven, and Mandalorian Wine.
- +Creature Knowledge
- A Food that reduces Drink filling (along the same lines as T'illa T'ill)
- Wedding Cake (with appropriate graphic)
- +Force regeneration for Jedi.
- Food/drink granting bonus to repair roll.
- Grilled Rancor Toes (mentioned in conversation with Chef trainer)
All of the above
Gameplay Request: Remove identical serial number requirement for subcomponents that do not affect final item stats. This functionality already exists for drink container components (small glasses, large glasses, and casks). Since food components have no effect on the final food (they act solely as a resource / factory time sink), there is no real benefit to be gained from using components from different factory runs, other than allowing us to use up "orphan" crates.
This is a must
Feature Request: Modify food art to add more variety to look of food. Many art assets were lost during the chef revamp that can be brought back: old Bivoli, old Deuterium Pyro, Meatlumps, Corellian Fried Ice cream, and Fried Endwa. Also, after the change, pre-revamp Ice Blasters were changed to a graphic not used for any craftable drinks.
This change I would really like to see happen
Feature Request: Modify food art to add more variety to look of food. Many art assets were lost during the chef revamp that can be brought back: old Bivoli, old Deuterium Pyro, Meatlumps, Corellian Fried Ice cream, and Fried Endwa. Also, after the change, pre-revamp Ice Blasters were changed to a graphic not used for any craftable drinks.
This change I would really like to see happen
I agree 100%. Bring back the old designs and names! The variety is what makes SWG awesome and we need more variety not less. Thoseold designs were allcreative andwell designed. I think no two foods or drinks should look alike anyway; at least in color, they could all differ.