Chef Archive

Thread: I want my additives!

audioslaves
Thu Mar 31, 2005 7:12 am
#1

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.



Lark

Lark's Heavenly Food and Drink
-108 -5530 Coronet and -3899 4890 Theed
Current Menu: Semi-stocked
HEXCORP Stims Weapons Clothes Armor etc
"I don't know where bin Laden is. I have no idea and really don't care. It's not that important. It's not our priority." - GWB

ChefVomit
Thu Mar 31, 2005 7:25 am
#2

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".



Zemzam Zeman
__________________________________________________________________________
The crafter formerly known as Chef Vomit
New Profession: PURPLE PEOPLE EATER!
PLEASE DROP OFF ALL WINNINGS AT 3079,3154 Revenance, Lok

Kryxal
Thu Mar 31, 2005 8:19 am
#3

As a side note, crafting all meds won't be a big thing, it appears ... they're making the healing an ability not requiring any consumables except for stim use (think potions, any can use) and "enhancers" (a bonus, but NOTHING like the difference between healdamage and tenddamage). At first I thought BE would be MUCH improved, but it looks more like something of a nudge now ... though additives won't be theonly moneymaker anymore.



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
sciguyCO
Thu Mar 31, 2005 9:43 am
#4






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:



  1. Buffs are going to percentage-based system.

  2. Buffs are going to have a max of 20% buff, which will probably be with additive.

  3. 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%.

  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?





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
ChefVomit
Thu Mar 31, 2005 10:10 am
#5


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.




Zemzam Zeman
__________________________________________________________________________
The crafter formerly known as Chef Vomit
New Profession: PURPLE PEOPLE EATER!
PLEASE DROP OFF ALL WINNINGS AT 3079,3154 Revenance, Lok

sciguyCO
Thu Mar 31, 2005 10:34 am
#6

Well, there's also the changes to Health coming, too. Look at it this way:


New character has 1000 Health. A 10% buff is +100. A 20% buff is +200. Is another 100 Health worth the extra 2-3k credits cost per stack? I don't know right now, it'll depend on how much damage mobs are going to be doing post-CU.


A character with a double combat mastery has 3000 health. A 10% buff is +300. A 20% buff is +600. The unenhanced buff is about where enhanced Garrmorl sits right now. The enhanced buff is better than even the current Brandy (which doesn't have Garrmorl's resource stat cap). Of course, I doubt Garrmorl (a mid-level drink) will be at the top end of buffs, 20% buffs may be the realm of short duration foods like Vercupti.


A smart customer will look at the cost/benefit of their food purchases. With a percentage based buff system, unenhanced foods may actually be a better buy for non-combat players (who may want an extra buffer if they're trying to visit harvesters, for example). Pure combat players will probably want enhanced foods, since they get a larger absolute benefit due to their higher base stats. Combat/other hybrids with only a single elite combat prof (let's say they get 2000 Health) may get either depending on their needs.


All that being said, I'm also waiting for the bone to get thrown. Otherwise I may have to look into engineering sharks with friggen "lasers" on their heads...





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Meplorium
Thu Mar 31, 2005 12:43 pm
#7






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.




- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
audioslaves
Thu Mar 31, 2005 4:59 pm
#8

Fineee. Ruin my idea with all this logic. Pft.


(On a side note I have like 20+ runs of additives made soo if they end up completely worthless I'm going to be a tad miffed but then I guess I should just get in line)



Lark

Lark's Heavenly Food and Drink
-108 -5530 Coronet and -3899 4890 Theed
Current Menu: Semi-stocked
HEXCORP Stims Weapons Clothes Armor etc
"I don't know where bin Laden is. I have no idea and really don't care. It's not that important. It's not our priority." - GWB

vez001
Fri Apr 01, 2005 12:27 pm
#9






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.







IGN: Vez
IPC Guild Officer, Imperial 6th Wing (BlackFlight) Officer
Vendor location at -4733 -2749 outside the Dantooine Imperial Outpost

"When you're swervin' on Life's Highway, you're running someone off the road..."
Imperial 6th Wing

vez001
Sat Apr 02, 2005 3:43 am
#10






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.





IGN: Vez
IPC Guild Officer, Imperial 6th Wing (BlackFlight) Officer
Vendor location at -4733 -2749 outside the Dantooine Imperial Outpost

"When you're swervin' on Life's Highway, you're running someone off the road..."
Imperial 6th Wing

audioslaves
Sat Apr 02, 2005 5:59 am
#11






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.








No. I didn't say I didn't want to have any "dependence" on other people, as I don't anyways exactly. I have no BE but I buy all the meat and gather all the flora for making the schems and then I sign onto a friends BE and make myself schematics. I also have enough of the tailor to make my own trim, but even if I didn't I wouldn't mind paying a tailor to make me trim.


My point wasn't that I don't want to be dependent on people - but I do think that it's a littlemuch to have so many things be in just one crafting profession. Tailors need all the business they can get, let's be honest, so making trim is a great thing for them to have. BE's already have a lot to craft and they're going to have quite a bit more assuming they keep everything and get all meds added.


To be honest probably the smarter thing to do would let BE's keep additives and let tailors craft the tissues for clothing. Tailors probably need more love than chefs, though we may be about on par with them after CU.


Anyways, I'm pretty well past the point of caring what happens to chef with the CU, which would make me sad since I love chef so much.. but how can I be sad if I don't care? /shrug

Message Edited by audioslaves on 04-02-2005 06:45 AM



Lark

Lark's Heavenly Food and Drink
-108 -5530 Coronet and -3899 4890 Theed
Current Menu: Semi-stocked
HEXCORP Stims Weapons Clothes Armor etc
"I don't know where bin Laden is. I have no idea and really don't care. It's not that important. It's not our priority." - GWB

audioslaves
Sat Apr 02, 2005 6:01 am
#12






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.



Lark

Lark's Heavenly Food and Drink
-108 -5530 Coronet and -3899 4890 Theed
Current Menu: Semi-stocked
HEXCORP Stims Weapons Clothes Armor etc
"I don't know where bin Laden is. I have no idea and really don't care. It's not that important. It's not our priority." - GWB

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