Chef Archive

Thread: Chef bugs and issues, pass #1

sciguyCO
Mon Mar 22, 2004 8:02 pm
#1

Ok, since it's been a while since we've done one of these, and we've had a while to get oriented in the post-revamp world, let's do a list of chef issues. To keep things organized, I'm asking you format your replies like this:


Bugs: Listing of things that just don't work, or don't work the way we've been told about them. For at least the first pass, I'd prefer if you'd limit these to bugs you've personally experienced. Post the issue, the steps to recreate it, and the last time you tried.


Questions for Devs: this would be for things that you want clarification on intended behavior (like the stomach fullness remainingafter clone), purpose of chefs in the overall design, or Thunderheart's favorite color.


Balance: are there any effects that are too weak/strong? Anything out of whack with other professions' buffs?


Wishlist: This would be for things that would be nice to have, but aren't a priority. Quest schematics, new recipe ideas, chef contributions to GCW, etc.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
sciguyCO
Mon Mar 22, 2004 8:11 pm
#2

Here's a list of a few of my concerns.


Bugs:

Barrels either don't work at all, or are only flagged to work with particular drinks (and no one has discovered what those are). Tonight I made several brand new barrels, and used them to make Spiced Tea, Garrmorl, and Breath of Heaven. All three drinks came out with the same number of doses using a small glass and a barrel.


Questions for Devs:

After cloning, the stomache filling remains. Is this a bug or deliberate design choice, and if it's deliberate, why is food the only buff that has this limitation (doctor, entertainer, and spices can all be reapplied after dying).


How are the numbers on the "Defense vs. X" buffs supposed to be interpreted? Are they a flat percentage against the attack type succeeding? An "opposed check" where the player's buff skills are compared with the attacker's "X skill"?


Wishlist:

I'd like to see the return of the "advanced" alcohols (Solluston Gin, Kyllesian Fruit Distallate and Aludian pu-38). Perhaps each one could give a bonus to a particular experimentation category (Filling, Flavor, Nutrition)These could be quest schematics, although because of the consumable nature of drinks, if a manufacturing limit was imposed, it would have to be fairly large (500 at a minimum).





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
SaarK5
Mon Mar 22, 2004 8:47 pm
#3

Balance : While pie in the sky, I'd like to see the following recipes updated

Vercepti - it was designed with pets in mind, and the stats weren't updated when the pet restriction was removed...so at best it's a mediocre food that takes a lot of resources to make one use. I think quantity is the obvious choice to improve as it would make BE additives less of a waste and give you more value for the resources used while upgrading the filling/duration would likely make it too good. This being a Master Chef food which was recently changed, it'd be nice if they finished the job and made it a staple food for Master Chefs.

Garrmorl - Bone and Hide as the only resources with stats basically gates the Duration and Nutrition of the drink. Switching hide to a meat is a possible alternative.

Question for Dev:

Bespin Port - I'm not sure these work above the +25 cap for skill tapes. I use +9 charges, and don't really see a difference between using them and not using them. Can we get confirmation that this will stack on top of players who have their +25 skill cap?

Stomach Duration - We were told 30 minutes during the revamp, but in practice (and on TC currently) the stomach appears to be more around 40-45. The stat drinks always wear off before the stomach is empty, so this is very easy to verify. Was the 30 minutes mis-information, or is this a bug?

Wishlist:

Food Schematics for each publish - shouldn't be hard to add at least one per publish/dungeon

I'm running out of toolbar space for my foods and combat specials, could the new buff window also include icons for foods currently in inventory that can be clicked/hotkeyed?

Stomach bars including numbers so we can better determine the status of the stomach (e.g. how long to wait before your drink bar is 50% so you can drink another Accarragm. Right now I just keep trying to drink every 5-10 seconds until it works.)

Message Edited by SaarK5 on 03-22-2004 09:48 PM



-------------------------------------------------

Malikor Briseh, Master Chef - TestCenter
Breath of the Dragon Pub - Dragon's Call, Tatooine

Iron Chef TestCenter - Smallest Filling Award
SkyeDarkangel
Mon Mar 22, 2004 8:48 pm
#4

Bugs:


Smugglers Delight with 100% Downer Time Reduction doesn't work correctly, seems to give the full downer duration.


Questions for Devs:


Are Addtivites meant to be a standard? Because they've become one. I'm not sure if this was added to help the BE Profession make money or give them a new aspect, but it's gotten to the point where Chef foods are not particularly wanted unless it's with BE additives.


Wishlist:


I'd like to see Chef's doing all the Chef stuff. Armorsmiths need resources to make stuff from other professions (Hides) but so do Chef's. I understand that tailor is the same as Chef in the most (and basically only) really useful stuff is made BE parts. I'd just like to see the BE dependence go away and be optional again.





.-----------------------------------------------------.
| Skye Blueriver: |
| Master Droid Engineer & Master Weaponsmith |
| Lost City on Naboo, Lowca : Vendors at 3660 5667 |
'-----------------------------------------------------'

Numen
Mon Mar 22, 2004 9:31 pm
#5

Just some wishlist ones as the bugs I know of have been said.



An actual number should be listed for filling. This shouldn't be difficult to add. It is already measured in a graph, just list the number that graph is referencing.


Up the doses on almost all the master level foods. I understand they are somewhat powerful that they don't want them to be overpowering. But the combination of filling/duration/buff does this already. Certain things are still only 1 drink for 45 minutes because of the filling. I'm not asking to make them godly so everyone wants to use them. I just want people to buy a crate and maybe use it every now and then. At 1-2k a charge that gets very expensive, at 200-400c a charge people might try things out a lot more.


Even a boost to like 2-3 base and then maybe going up to 4 or something would be better than nothing.


New stat foods equivalent to Brandy that are something like Health/Action/Mind. or 1 each for the 2 sets of secondaries. I know there are foods close to these, but I would like some that would provide a buff similar to Brandy. +200ish for 45ish minutes for 50% expeimentation in both fields.



Plates. Honestly the only real reason for me requesting this is because of BEs and their need to charge 50-75k a crate for additives. They look at what a chef makes on a crate of brandy and seem to think that is what they should base the price off. Very few foods ever become BE food unless a chef knows a BE and can get schematics or can make their own. At 50-75k a crate that is normally doubleing or tripleing the price of a crate of food. Very few are ever worth that price.


At first I thought plates might be a bad thing. I wasn't too fond of Brandy at 18-21 charges. I've realized that BE food will still be the only ones that normally use plates. I still sell quite a bit of regular food(75% of my sales I would estimate). The cost must be very similar to casks though. A requirement from another profession is a must IMO.




Amandil Morier - Tempest - Master Chef
Dsabre
Mon Mar 22, 2004 10:02 pm
#6

bugs: barrels...as far as I know thats the only big one thats really left...the rest are fixed...to an extent.

pseudo bufs:

havla - mixed reports of it working the way it used to or not (used to reduce time between heals...)
dodge foods - has anyone done hardcore testing to see if these are really working or not?

questions for devs:

1) garmorl - if metals and such were removed so that foods wouldn't suffer from lack of stats issue...whats the deal with this one?

2) stomach filling - 45 minute actual digestion vs. 30 minute listed duration (patch notes publish 6)...whats the deal with this (haven't actually checked carefully yet...so may have been stealth fixed...tho I doubt it).

3) secret research data - yes this isn't a chef issue...but it is indirectly one since BE additives can use it...if anyone could ever find some. its been 2 publishes since this was listed...so whats the deal with this.

4) lost schematics - we were given less schematics with the understanding that more would be added with upcoming publishes...well give the number of schematics we lost...shouldn't we have gotten at least 1 back with publish 7? the art is already in game (I still have fishak, sunburns, etc. from pre-publish 6...and they are still useable).

wishlist:

1) grilled rancor toes - this one is more or less a personal question for me...the chef trainers advertise it...but we can't make it...give me rancor toes (note: rancor teeth/hide/bile aren't very good loot...only highly enhanced/exceptional padded segs are worth anything now, and those silly grenades and armor are a joke...rancors need some better loot anyway) as for the art part of the rancor toes...just use the same art used for peko feathers/rancor hide/hide/etc...

2) regen stat emergency food...similar to BoH/vercuppti...but for the 3 regen stats...can have same filling/duration ranges, and buff range...but should be a food (most of the emergency stuff is food anyway).

3) counterattack food...theres ones for dodge, and block...but no counterattack. how is this fair as neither heavy swordsmen, nor carbineers are really so powerful that getting a counterattack buff would make them invincible.

4) creature knowledge food...this one is to help BE/chef relations...many BE's despise being forced to take master scout just to be able to see the cl of a creature in examine (as do many CH's)...being able to have a buff to creature knowledge would be very useful to them...but not very overpowering (oh no, we can't have BE's and CH's seeing cl's without spending a ton more skill points...)

5) advanced components - not just limited to the old alchohols...but improved versions of dough, etc.

6) slicing food - this would work similar to bespin port/pyollian cake, improvement on the roll for slicing perhaps just by improving the slicing skill of the smuggler

7) new chef subcomps needed for cm's (can experiment on these)
reasoning for this:

1) food poisoning (need I say more...spoiled food, undercooked food, etc.)
2) chili powder (if anyone has ever gotten some into their eye....ouch)

could list a bunch of other reasons...but no need for them. its the only dependency I could think of for chefs that makes sense.

balance:

1) poison resistance is a joke...the numbers need to be about 3-4x as high for people to seriously consider using it. most cm made poisons are 120%+ potency...with BE'd version maxing out at a little over 20...well theres absolutely no point in having a 100% vs. 120% chance of getting poisoned.

2) tilla til - ummm this is just sooooo completely useless...maybe if they made it 1:1....(after BE enhancement)...maybe.

3) BoH - buff power is simply not good enough...with the randomness taken out of doc buffs...and the filling/duration of BoH, it just isn't even decent...perhaps if it were 700-1000 non BE and had a duration of 10-25 minutes this would be a viable product (given the resources and subcomps involved)...short of that I don't see this selling much...if at all (and for a master level drink...that requires the largest amount of alchohols...thats just pathetic)

4) bivoli tempari - this was good before the doc buff change...now its only marginally decent (200ish improvement in buff power as opposed to almost 1000 increase at the high end extreme pre-publish 7)...perhaps if bivoli's power was doubled it would be back to good (400ish as opposed to 200ish)...still not overpowered, but better than only a marginal difference.
DialUp
Tue Mar 23, 2004 12:37 am
#7

Wishlist/Bug


How about adding comments to the schematics so we know what the food and drinks do? Right now, I have to search the web to find out what they do...
Eaca
Tue Mar 23, 2004 3:14 am
#8

Not a chef but I'm throwin in my 2k


Bug: 45 minute stomach vs stated 30 minute (others list this as a question, I say its a bug until pub 6 patchnotes get updated.)


Bug: Eating repeatedly causes digestion to stop. Eating to often (10 seconds is too often) can halt digestion entirely


Bug: Stomach bars get all goofy when you re-size your character stat window. Can never re-size right to get it to display properly. Hard to tell % digested before changin size, impossible after (eg my bar starts at about 30% and goes out to like 130% give or take)


fatgit
Tue Mar 23, 2004 3:47 am
#9

Bugs :
  • Barrels not working.
  • Stomache decay at 45mins instead of 50
  • Items requiring PE/Fl but the ingredients not having those stats, therefor makingit impossible to experiment on properly
  • Food placed on display in houses, PA halls, Cantina's etc can be eaten by anyone - simply target and /eat

    Questions :
  • Whilst the revamp lowered our item creation time in a factory, it also added additional steps, by requiring container, and additive creation. This has slowed down the overall time to produce an item in a factory by a fair amount. I suggest a further lowering of the complexity of casks, and the removal of the Chef stage of additives - allow us to put the BE products in directly, or massively reduce the complexity.


    Wishlist:
  • Could we please have component and final product crate sizes increased ? Chef is a high volume business, and it would also decrease db loads by lowering the number of items

  • Cantina's take 5 lots. The Chef requires large quantities of flora, gemstones etc plus multiple factories in order to make the profession profitable. With a Cantina and 3 factories, that leaves us with 2 lots for harvesters.
    Please, either reduce cantina lots (med center and theater only cost 3) or add in something like a Garden Cafe (there's a garden like this with chairs etc but you can't sit on the chairs or place vendors etc in it)

    Balance:
    I'm still playing and testing, so I think it's too early to say what is over/underpowered at the moment. I also think we need to see the combat changes go live, as this will impact massively on the use of food combinations

    I'm sure I will think of more

    Message Edited by fatgit on 03-23-2004 10:55 AM

  • MikaelGueck
    Tue Mar 23, 2004 4:48 am
    #10

    Questions for devs: as there are so many unknowns, could we together plan ahead by assigning a few pre-determined graphics team workdays, developer workdays and planning workdays to the chef challenges?

    Edit: yeah, I'm a process guy.

    I.e. we don't yet know which new foods we will propose, but we estimate that we'll propose, through sciguyCO, 5-10 new foods in 2Q2004. Could we go ahead and assign workdays for the implementation of those, and deadlines for our submissions, so that the people involved feel they have plenty of advance preparation time for their work?

    Message Edited by MikaelGueck on 03-23-2004 01:51 PM



    [email protected] - Master Chef
    500m from the Theed Palace, /waypoint -5695 5333
    +401 / 45m30s Vasarian Brandy, stocked 2004-04-11
    J2xC
    Tue Mar 23, 2004 7:01 am
    #11

    bugwise, the stomach filling 45 minutes instead of what the devs said it'd be(30 minutes).

    In addition to that, broken barrels are annoying me.


    Improvement wise, like others have said, we need something like plates, because without them we can't pay the prices the BE's are charging for their additives and actually turna profit on foods.


    Some stuff also has prohibitevely high filling for a low duration(70 filling for 8 minutes) making them a "waste" of stomach space, because with other foods that space can be put to far better use, and the single use foods are also silly. None of them are powerful enough to justify using the resources to make them with only a single use, if we then choose to try and make them with BE enhancers to give them a good power the price per charge comes to about 3k just in production.


    Finally, experimentation isn't balanced. For the vast majority of foods you want to experiment nutrition, and use nutrition enhancers since the payoff for experimenting other lines just isn't good enough. Currently if you stick say 5 points in nutrition, and compare it to a product with 5 in filling, the nutrition may have improved by 30%, but the filling will only be down by about 15%. Considering that choosing fillingover nutrition forces you to use more of the same buff to get an equal total, it should be more powerful.


    As a result of the current balancing of the experimentation powers, for the vast majority of organics I always look for PE, then OQ, then Fl and finally, of DR.



    Kyris Iwo - Swordsman extraordinaire
    Xabbu Iwo - Retired MBH, Master Chef
    Sarly
    Tue Mar 23, 2004 9:53 am
    #12

    Stomach not emptying atcloningis my #1 issue.


    As for my wish list would love to see food and drinks at the master level that would set us apart.



    Sarly Shaloo
    Master Chef Extraordinaire
    Owner of The Burning Rose Cantina
    Citizen Of Mos Nova

    MuttonJedi
    Tue Mar 23, 2004 11:59 am
    #13

    Bug: Some of the experimentation percentages listed are incorrect. I know that with Karkan Ribenes the filling is actually 75% DR + 25% OQ, while the quantity is 25% DR + 75% PE. I believe others are wrong also.
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