Chef Archive
Thread: Top 5 issues?
I'd have to say what tops my list right now is that during experimentation, I can't see the number of uses of my final product.
A quick second is that there are missing stats on final products of subcomponents. Alcohol for example?
And I do have to say that whether or not Tat Sunburns were intended to have the affect that they do, it's the only profession that I know of that has a schematic that a low end crafter can make that can still sell well in comparison to what masters can make. As a novice chef with Mixology 2 only, I am able to make a 3 use sunburn with 1500's and 289 duration. No, it's not as good as master, but I can make enough selling them even at this point in the game that im making a _little_ profit off of them.
The lack of stats on subcomponents doesn't bother me much, as once you've been doing chef for a while you get familiar with where to put the points and what the result will be, especially on Aludiums which I use constantly.
Agreed on the no stack size on drink schematics or crates. That annoys the heck out of me. But my number one peeve is the truly depressing success rates on our schematics. I only make food with all "great" or "amazing" experimental results - if I get "good" or below I toss it out and start over. It takes me ages to get an acceptable result. In foods containing a subcomponent it's not so bad, but for subcomponents themselves and foods without them it is brutal. 10, 20, sometimes even 30 minutes sitting in front of the crafting station trying to make something. I have 6 factories, and it seems like most of my time is spent just making the schematics.
I have been a master artisan, and have dabbled in architect as well (making crafting stations), and was astonished that almost all my experiments succeeded on the first try. When I gave up master artisan, I tried getting a DE/MA friend to make a dough schematic for me. He went through nearly 600 wheat, failing every time, then finally threw up his hands and said, "You win! Chefs ARE more broken than DE's!" *laughs*
Well, here's some fixes I'm hoping gets included with the revamp:
1) Subcomponent stats. This may be especially important if the components are going to affect things like skill mods.
2) "Uses remaining" on drinks not showing up on crates or during experimentation. It's a little rough experimenting on quantity on not knowing what I'm going to end up with. And having to break a crate just to find out how many uses are on my Fishaks is a little silly.
3) The stat percentages in the schematics. 33/33/33 is so wrong it's silly. This will surely get taken care of, since they're adding a whole new Experimental Filling category, taking it out of Flavor and Texture. So of course they'd notice the wrong values displayed there.Right?
4) Long factory times. I know this is getting reduced with the revamp, just trying to pad the list. ![]()
5) The atrociously long time between resource shifts of Domesticated Insect Meat and Lokian Herbivore water. I've been stuck with a 25 OQ water for months, and the DomInsect meat . ![]()
The biggest revamp I want is the removal of planet-specificity from floral foods...which increases the complexity of surveying and harvesting 10X(for every planet). No other crafting profession has to put up with this.
And mean we'd be putting out Ryshcate and Boh about as often as T-21s show up for weaponsmiths.
No thank you ![]()
Organics/water also have the luxury of *always* being around, shifting rather than depleting like gas/minerals/chems, and having them different on each planet magnifies the chance that several will be good quality. My server hasn't spawned good radioactive or reactive gas in ages, let's just say that's crimping my Fishak style.
If you mean though, planet-specific resources like what's needed for Bespin Port, I completely agree. It's nonsensical next to the majority of our schems.