Chef Archive
Thread: I want my additives!
I just thought of this. Not sure if it has been mentioned, but with all the changes, I am starting to wonder whether there will be food additives at all.
Anyone (who can say so
ChefVomit wrote:
Are we certain that food additives will even exist in their current form after the CU?
I just thought of this. Not sure if it has been mentioned, but with all the changes, I am starting to wonder whether there will be food additives at all.
Anyone (who can say so) know about this? By "know", I mean "has seen an actual announcement from a Dev/Admin on the subject".
Well, I've seen the BE skill tree changes. These were preliminary, still subject to change, and were blank except for the new medical items being added to that prof. The blank boxes were for unchanged skills.
That being said, I can't say that I "know" the status of tissues. But TC-EP3 (the CU beta server galaxy) should be going up soon (last communication from Tiggs said they were aiming for today), so you'll be able to get on and check all the skill trees. Well, other than Jedi, but I'm sure no one here cares about them, right? ![]()
Although here's another thought:
- Buffs are going to percentage-based system.
- Buffs are going to have a max of 20% buff, which will probably be with additive.
- So let's say an unenhanced health buff has a range of 7.5 - 10.5%. A medium additive bumps that to 13.8 - 19.4%.
- Do you think the smaller "difference" between a 10% buff food and a 19% buff would make the lower one a viable sale if priced competitively? It's not as glaring a difference as you see between a +225 brandy and a +416 brandy. Or would customers just stick with the "higher buff 4 teh win" mentality?
Good questions Kriles. I dont know. But if we are hardcapped at 20% for buffs, then they better change the resource requirements for additives BIG TIME. 20k of high quality meat and 70k+ of High quality flora so I can make a run of +19% Garrmorl ISNT GONNA HAPPEN. LOL. Struggling to remain relevant is one thing, still using a ton of resources to produce LESS effective food is another.
As Dr. Evil from Austin Powers might say to the SWGDevs:
"THROW ME A FRICKEN BONE HERE! IM A CHEF! NEED THE INFO!"
LOL.
Thanks for the info though Kriles, good to know. I cant wait until TC opens up.
audioslaves wrote:
Just a thought..
Seems to me like BE's are going to have too much to craft so why not give food additive crafting to chefs?
It seems silly to me for one profession to be able to craft:
All pets
All pet meds
All meds
All food additives
All tailor additives
Anyways, just something that popped into my head.
CH is currently a non desired profession. They don't seem to be getting many changes or improvements with the CU. On top of that CHs do not like BE pets all that much, they perferr to tame their own. Currently the only thing BEs have of any worth are tissues. Clothing does decay so the only renewable income is food tissues.
Medicines are not required nor will they have a big impact (supposely). They will also be long duration, one pack lasted two play sessions is what I believe was stated. With that said med sales aren't going to be huge like they are now.
Meds are a boost to BE for sure, but I am not sure to what degree. I am thinking a minor boost that will allow BEs to directly sale some products to the community at large.
BTW if we are looking at 10% unenhanced boost, then a 89 additive won't be boosting 10% by much more than 81 addive, whatI currently make with recycled meat.
Meplorium wrote:
CH is currently a non desired profession. They don't seem to be getting many changes or improvements with the CU. On top of that CHs do not like BE pets all that much, they perferr to tame their own. Currently the only thing BEs have of any worth are tissues. Clothing does decay so the only renewable income is food tissues.
Medicines are not required nor will they have a big impact (supposely). They will also be long duration, one pack lasted two play sessions is what I believe was stated. With that said med sales aren't going to be huge like they are now.
Meds are a boost to BE for sure, but I am not sure to what degree. I am thinking a minor boost that will allow BEs to directly sale some products to the community at large.
BTW if we are looking at 10% unenhanced boost, then a 89 additive won't be boosting 10% by much more than 81 addive, whatI currently make with recycled meat.
I have to disagree - CH is a highly desirable profession, however it is currently combat ineffective. Back when SWG started it was THE desired profession (anyone remember 2x Graul Maulers?), and using *effective* pets is a blast in combat and for RP. Furthermore, other than some "purist" CHs that think BE-ing is an aberation of nature, CHs by and large PREFER BE pets with the owner's specific needs (creature level combos, specials, HAMs) accomodated. I know this because I was a MCH who addedMBE forthe expressed purpose of making my own pets, and seeing the fruits of my labors in action in the field. SUPER FUN!
Now as to whether CH will be effective after CU - I expect it will have it's niche. Depending on how the armor/max dam/specials (states) work out, consider that 2 CL35 cats or just one CL60-70 cat (fastest skin IG?) with say some combo of stun/dizzy/intim/poison/kd states are excellent tools for both single combat and crowd control, and who of the lowliest, squishiest crafters have not taken along a pet on their harv runs for defensive purposes? There is plenty of potential for the CU changes to make CH a viable PvE or PvP combat profession again.
My point is this: let's not jump to any conclusions about what will/won't be useful until we've got some concrete info. If it turns out that we are supporting CHs, Chefs, Tailors AND Docs now, then what you would likely see is specialization in a couple products - and that's a plus in my eyes because you wont see one or two BEs on a server monopolizing product and resource pricing, etc.
I think I had something else to expound, but h*** with it - it's lunchtime. ![]()
vez001 wrote:
My point is this: let's not jump to any conclusions about what will/won't be useful until we've got some concrete info. If it turns out that we (sorry - I'm writing as a BE) are supporting CHs, Chefs, Tailors AND Docs now, then what you would likely see is specialization in a couple products - and that's a plus in my eyes because you wont see one or two BEs on a server monopolizing product and resource pricing, etc.
I think I had something else to expound, but h*** with it - it's lunchtime.
Ok after lunch i re-read this and had to add...
The start-point of this thread suggested that Chefs should have the additive schems, I assume so they dont have any dependence on BEs, or shall we just continue the thought-progression to Tailor items (trim) as well?
Personally I disagree. The game status "working as intended" intends group interaction and interdependence of professions. Like it or lump it, the apparent shortcomings of the current system are there to ENCOURAGE interdependence and interaction - a healthy economy depends on it. So does a healthy game experience depend on it - peeps with multiple (self-serving) accts are the ones polluting the experience and inflating the economy.
Discuss!!! Feel free to throw in your own interpretation/definition of MMPORPG.
vez001 wrote:
Ok after lunch i re-read this and had to add...
The start-point of this thread suggested that Chefs should have the additive schems, I assume so they dont have any dependence on BEs, or shall we just continue the thought-progression to Tailor items (trim) as well?
Personally I disagree. The game status "working as intended" intends group interaction and interdependence of professions. Like it or lump it, the apparent shortcomings of the current system are there to ENCOURAGE interdependence and interaction - a healthy economy depends on it. So does a healthy game experience depend on it - peeps with multiple (self-serving) accts are the ones polluting the experience and inflating the economy.
Discuss!!! Feel free to throw in your own interpretation/definition of MMPORPG.
Message Edited by audioslaves on 04-02-2005 06:45 AM
ChefVomit wrote:
Good questions Kriles. I dont know. But if we are hardcapped at 20% for buffs, then they better change the resource requirements for additives BIG TIME. 20k of high quality meat and 70k+ of High quality flora so I can make a run of +19% Garrmorl ISNT GONNA HAPPEN. LOL. Struggling to remain relevant is one thing, still using a ton of resources to produce LESS effective food is another.
As Dr. Evil from Austin Powers might say to the SWGDevs:
"THROW ME A FRICKEN BONE HERE! IM A CHEF! NEED THE INFO!"
LOL.
Thanks for the info though Kriles, good to know. I cant wait until TC opens up.
Don't forget about the 30k of bone and 30k of freaking SCALEY HIDE for one run of garrmorl.