Chef Archive

Thread: Your Wishlist

SirVimes
Sun Sep 21, 2003 8:17 pm
#1

Hey there,


I want to get a wishlist going. These are things that we want that are not already in the game...as opposed to things that are in the game but are broken or you want working differently.


In a few days I am going to write up a summary and make sure the chef developer sees it.

Saitek
Sun Sep 21, 2003 10:31 pm
#2

I want food to be easily placed on furniture


I was some kind of food cart/vendor that I can take with me


I would like the ability to do something useful other than cooking food. Some other talent I can rely on as a chef.


Someone mentioned chefs being able to make Herbal Rememdies, that sounds good


Chef hats


Replace some of the 100 recipes we have with things more useful, most are repeats, or just crappier versions of other foods.


Drunken state.




Shop Smart, Shop S-Mart :: www.swgchef.com
::Voted Best Chef on Nartius NUNA's 2004::
Master Chef / Mayor of Mos Quito

:: Proud Member of RAID::

Zefross
Mon Sep 22, 2003 1:18 am
#3

Lots of embellishing! I've mentioned these before, but I'll say it again for posterity.


- Chef animations and emotes! Drink mixing animations (shaken or stirred?), cooking animations, and eating animations.


- Let's see the food! When food gets dropped, let's see it! (see buffet table below) Fish isan example of something that has a visibile, physical component. More of this kind of stuff.


- Large scale visible chef abilities: If scouts can make camps, there's no reason that a chef can't do a buffet, with large quantities of food for everybody to pick from. Make the wedding cake a big deal... make it big and visible, and let everybody take a whack at it. SWG weddings are big deals, and the cake should reflect it too. Have a big BBQ with an animal roasting over an open flame! Have a big cauldron of soup! Candle lit tables for restaurants! (See note about unrecognizable chefs below.)


-Radial menus for food menus. Particularly for the Merchant/Chef restauranteur or bartender.


-Chef hats... of course. Chef tools that make cheffing better, even if temporarily! Knives! Pots! If musicians get their instruments on display, chefs should too! Chefs NEED to be recognizable, particularly when doing chef activities. Otherwise we're merely a faceless profession.


- Socketed chef food, for forageditems. This would bea way to get uber food, and help the scouts out too! This would be a fairly easy mod, I would suspect, since it isn't too different from other crafting with sockets already established. SOE took a step in the right direction, albeit a confusing one, when they linked us to Bio Engineers.


- Ranching ability! Milking ability! Ranching could again be coordinated with CH or BE characters. Ranching nunas and milking Banthas! WE gotta get our milk somehwhere!


-And, the big controversial item: Make food essential. Long stretches without food may cause hunger and a slight decrease in abilities. No starvation or health loss, but perhaps a reduction of action pool. That will likely anger some, but it would make a huge difference in chef demand. It would get us off the margins, and into the mainstream. AND you wouldn't need to mess with everyone else's buffs. Food isn't a drug, it's nourishment.


(And... work on the buffs issue... but I know that's not the point of this post!)


Zefross
Mon Sep 22, 2003 1:21 am
#4

Oh I almost forgot!


Reactions to eating would be nice, particularly if it's based on flavor.


A happy reaction for good flavor, and a gaggy reaction for really bad flavor. Just an embellishment, not a real game changer, in any event.

Unitarius
Mon Sep 22, 2003 3:44 am
#5

Before My list, I want to say, again, to the devs, Scouts harvest nerf wasunnerfed in a week. It's been four since chef food/drinks have been bugged. Please give all of your customers regardless of thier chosen professions density in the playerbase equal support and service. We don't just need un-nerfing. You broke us, let our cries go unresponded, and it still goes on a month later?


These ideas are in no particular order, and i've been writing this junk down in a steno pad for a while as I sat and couldn't do anything but apologize for broken food.






1. Food Delivery


For now we have 2 ways we can serve our food. Individual Stacks, or factory crates. /yawn. It's already cumbersome enough for everyone to understand what food can do for them, without making it more difficult for them to consume the meal you've created. Here's several ways food delivery can be cured.


a. Chef Specific 'Container' Objects.


I've mentioned this in another post, and have seen other people with the idea. One just here in this thread by Zefross. " there's no reason that a chef can't do a buffet". All devs would need to do is make containers with low resource costs that could 'combine' an entree and a drink, or whatever, and that's what gets used when the player double clicks.


Very similar to the Artisan schematic for the 'Fireworks Show', except that you load it with food and drink, and maybe some spice, or medicine! Instead of like a fireworks show loaded with 20 fireworks, that goes off all at once when you click it, simply make the item consume a food item and drink item that was added to the chef container when it was crafted. You could range these in size from anywhere to small'A Plate' or 'A Meal' to large 'A Buffet', 'A Grill'or 'A Bar' that could be dropped in camps, cantinas, hotels, and even hospitals. (If you go out into the real world, you find food at all of these places. *cough cough*) Your own 'portable vendor'! (Thanks, Ookoi) Simply making bags (travel packs = 50 fiberplast! eww) for throwing various crates and stacks of food in gets cumbersome to both the chef, and the end user.


b. Filter stats of food toitem name display in vendor/bazaar listings.


C'mon, if we can count how many are in a stack, you can go ahead and parse our buffs and duration down to be listed in that field as well. Its usually not that much information, and people want to know what it is that the food does in the first place.


c. Ability to mark establishments as 'Manned' as Dancers and Musicians.


Hey, they are players for other players. So are we. Why should we NOT get this feature?



2. Visual Chef Definitions


I already see in these posts here the desire to be SEEN as a chef, not just another playerrace32872. Whatprofession are you? No visual drunkenn

Unitarius
Mon Sep 22, 2003 4:13 am
#6

ACK! SirVimes....moderator, someone? HEPL! I've misposted and can't edit/delete?



Hehehe I am reposting my un-FUBARED post below, please delete the one above and this one.


/shames himself

Unitarius
Mon Sep 22, 2003 4:21 am
#7

Before My list, I want to say, again, to the devs, Scouts harvest nerf was unnerfed in a week. It's been four since chef food/drinks have been bugged. Please give all of your customers regardless of thier chosen professions density in the playerbase equal support and service. We don't just need un-nerfing. You broke us, let our cries go unresponded, and it still goes on a month later?



These ideas are in no particular order, and i've been writing this junk down in a steno pad for a while as I sat and couldn't do anything but apologize for broken food.







1. Food Delivery
For now we have 2 ways we can serve our food. Individual Stacks, or factory crates. /yawn. It's already cumbersome enough for everyone to understand what food can do for them, without making it more difficult for them to consume the meal you've created. Here's several ways food delivery can be cured.


a. Chef Specific 'Container' Objects.
I've mentioned this in another post, and have seen other people with the idea. One just here in this thread by Zefross. " there's no reason that a chef can't do a buffet". All devs would need to do is make containers with low resource costs that could 'combine' an entree and a drink, or whatever, and that's what gets used when the player double clicks.
Very similar to the Artisan schematic for the 'Fireworks Show', except that you load it with food and drink, and maybe some spice, or medicine! Instead of like a fireworks show loaded with 20 fireworks, that goes off all at once when you click it, simply make the item consume a food item and drink item that was added to the chef container when it was crafted. You could range these in size from anywhere to small 'A Plate' or 'A Meal' to large 'A Buffet', 'A Grill' or 'A Bar' that could be dropped in camps, cantinas, hotels, and even hospitals. (If you go out into the real world, you find food at all of these places. *cough cough*) Your own 'portable vendor'! (Thanks, Ookoi) Simply making bags (travel packs = 50 fiberplast! eww) for throwing various crates and stacks of food in gets cumbersome to both the chef, and the end user.


b. Filter stats of food to item name display in vendor/bazaar listings.
C'mon, if we can count how many are in a stack, you can go ahead and parse our buffs and duration down to be listed in that field as well. Its usually not that much information, and people want to know what it is that the food does in the first place.


c. Ability to mark establishments as 'Manned' as Dancers and Musicians.
Hey, they are players for other players. So are we. Why should we NOT get this feature?

2. Visual Chef Definitions
I already see in these posts here the desire to be SEEN as a chef, not just another playerrace32872. What profession are you? No visual drunkenness effects like a green hue over everything before you barf? Or the swaying of the room once you've had far too many corellian ales? Some food/drink effects just for fun, that have NOTHING to do with buffing or using food out in the field. (No one wants holes in thier Chef Hat anyway, while trying to run K-18's to all the folks in a particular battlefield.)


a. Clothes
Apparel is a must. A chef with no hat, apron, oven mitts or some visually defining stimuli is just a blob of pixels that looks like every other one of it's race with the chef skill.
**Yes!! The Chef Hats!! But does anyone remember Aprons? My chef is a Wookiee. He needs a hair-net.
**Mitts
**Utensil Belt


b. Props
Not having items like 'A Keg' and 'A Blender', or that bloody knife on a cutting board really cuts visual definition of the class. (the combats have guns, scouts have thier camps, CH's have thier pets)
**Pass system messages to other players that see you eat/drink? i.e. You see Darth Vader eat a plate ofTeltier Noodles and drink two Ice Blasters! (you might wanna haul ass)
** AUDIO for drinking sounds JUST LIKE EATING to me! LoL. The only visual/audio from food or drink being consumed is eating noise. /blows really hard on a kazoo.
**Props! Cutting Boards, Cleavers, Headless Nunas, Kegs, Grills, Bar, Shelves with Bottles ON EM. For behind the bar…ETC ETC.. Make em artisan/architect makable. Who cares? =P


c. Animations!!!!!
Not having things like "Drink mixing animations (shaken or stirred?), cooking animations, and eating animations. " (thx again Zefross) really bite too. Hell, you can even tell when a fisherman is fishing, and that’s not even a profession. It’s a pastime.
**All eating and drinking should have animations.
**All Alchoholic beverages should have a 'side-effect' visual (rooom spinning, or warped), physical (stumbling, or slowness), or whatever, when you've gluttonized on it. (drink it til full 4x in a row or something)
**Animations for cooking/baking/mixing drinks while standing near a crafting station (or if you go for the 'droppable vendor' ideal, near a buffet, spit, or a bar.)


3. More Scout, Ranger, Creature Handler, Biochemist Interaction with the Chef Class and MORE ways to harvest meat, milk, and eggs.


Face it, CH’ers only need us for massive amounts of pet food. We need them? Not really other than their cheery attitudes, and constant need for overpriced bofa treats. How about let them bring us farm animals!? Live catches that we buy from them and throw in the ‘biosphere’, if you will, and let them do their work for us. Let the biochemists use some of our alchohols and such in their medicines. Give us the ability to make ‘bait’ for CH’s, fishermen, and even scouts, for nasty traps.


1. Almost Machine Harvested Organics such as milk, eggs, or meat.
*Make a harvester line called ‘farm’ or ‘biosphere’…whatever,
*Allow for creatures of certain types to be ‘inserted’ into the ‘farm’
*pay maintenance, set end result, BOOM. No more BS.
*MAKE MEAT A MINOR production of the biosphere. If you wanted meat, you would run it on another setting, then destroy all creatures within, which would result in meat.
*Instead of depositing power, you deposit a cereal and water + maintenance.


2. More recipes that can optionally use biochem components! (or other medicine/spices?)
3. Allow Chef food buffs to affect creatures (a little?)! (after you balance the recipes!)
*Then the CH’ers and their customers would REALLY love us.
4. More situations where other classes need our components specifically for a high quality version of ‘soandso schematic’ they have.
*More Spices that can use chef components for an optional ingredient.
*Upgrades for traps in an optional ‘bait’ slot to power up traps.






Anyway, theres a few of my musings, sorry for the first one being messed up.


Thanks, and great job so far guys, very Inspirational!



Jonzun
Mon Sep 22, 2003 4:31 am
#8

The stack bug has to get fixed very soon.


I'm a Chef/Merchant. I make food for other players and I sell food to other players. With this stack bug, most of my regular customers have stopped buying food... they're tired of the hassle. Food buffs just aren't all that great to where they have to put up with it. Thus, I have plenty of food in inventory so I have no need to make food and am getting very little satisfaction selling whatever food I do sell as it invariably turns into another "let me tell you about the workaround" conversation.


I'm beginning to feel a bit like a used car salesman pawning off a lemon on an unsuspecting customer... not fun. Players don't understand the magnitude of the bug until they've accumulated a dozen or so inedible stacks in their inventory with no way of knowing which is which while being forced to leave their hunting area and go "home" (if they have one) to fix the problem.


When your entire SWG experience revolves around one specific thing, the making and selling of food, that one thing better actually work... else, why even play? (Yes, I've started the "fed-up clock" ticking.)


Cheers,


Kaizen Jonzun


Proprietor of The Drunken Jester and very frustrated Master Chef


Radiant - Keren 23280 3819

Killtacular
Mon Sep 22, 2003 7:37 am
#9


  • Buff icons for food you are currently under the effect of (with duration on mouseover), possibly have them blink when they are close to wearing off

  • Re-engineer the Food/Drink "full" bars (at least give numeric values), and makea small draggable window like the WP monitor

  • The ability to radial and "feed" a person with their consent (ie. buffing without the d.amn trade window)

  • The ability to AE "feed" (buff) a group

  • Stat on food/drink that affects how "full" it makes you (experimentable)

  • Food that affects more than just stats (ie. burst run delay,weapon speed,etc.)

I have mroe, but those are the top ones.



Cyene


Killtacular
Mon Sep 22, 2003 7:39 am
#10

Oh....


And it its not obvious, I really would like to see Chef a buffing classas much as a crafting class.


Cyene

Oddler82
Mon Sep 22, 2003 8:08 am
#11

*** Allow chefs to choose the number of items per crate in a factory schematic.



Oddler the Master Chef (retired)

"if they fix us it's only because all the creature tamers got holocrons that say "become chef" and they are finding out how sucktacular we are"
- Moltar
lqwight
Mon Sep 22, 2003 8:22 am
#12


With out repeating too much that has already been suggested, adding milk as a component instead of a resource is what I would like to see. I would also except milk being scout harvested from some creatures, but I would prefer this


This is and Idea I posted under the last correspondent thread. Found on page 3


I have attempted to look to see if this idea has been presented before, but did not find it among the limitless where do I find milk posts.


I suggest that milk be removed from schematics as a resources. In its place, use milk as a component.


I suggest that basic milk schematic be added somewhere in the domestic arts line and give chefs a planet specific milk. I feel this is a possible solution because it would eliminate finding a small amount of milk randomly from a lair or in a looted from of an NPC, it would keep what can be harvested off of a creatures the same, and I think that it would open a market for domestic artists and chefs with bio-engineers, who I believe require milk for some schematics.


The basic milk should be in domestic arts 2 or 3 so that the artisan can use the component with their drinks. I would suggest that it take 5 water, 5 mineral, and 5 flora foods.


The chefs then would be able to produce better types of milk that are planet specific, an example might be Bantha milk. These planet specific milks should be able to take the place where milk is needed, similar to what can be done with alcohol. Of course these milks would require planet specific resource, and resources in a higher amount. The benefits of these would be a better enhancement to the result of the product. This way any other profession that needs milk would have a choice.


As I understand it, bio-engineers and chefs can make use of eggs in their schematics (just not sure about bio-engineers) as one goes out to look for eggs, there is a chance to get a small amount of them. In my opinion, this is a difficult way to retrieve a resource. If milk is added in a similar fashion, the foods that would require it would still have low use. The random amount from an NPC would fall under this as well.


If milk is an option for a scout to retrieve off of some creatures, I could understand this a bit more; however, this means the scout is not collecting meat , hides or bones that several professions require to construct different products. I do not wish to take away any business from scouts but I feel they have a large market with what they can harvest. I also would question why scouts could harvest something they could not put a use to.


This could open up a new area of trade for chefs. As I understand it, Bio-engineers need milk for their schematics. If the biological components enhance the buff or duration of a food/drink, then the bio-engineers are providing a good service to the chef, who then can sell their product for a higher amount. If the chefs /domestic artist could make milk, then perhaps and exchange of goods could occur. And possible help reduce the amount of credit’s the consumer has to pay in order to purchase the food/drink.


Anyways this is just an idea, and I apologize for the length and if this has been presented before.

Saitek
Mon Sep 22, 2003 8:24 am
#13

I want the ability to make poisened food.



Shop Smart, Shop S-Mart :: www.swgchef.com
::Voted Best Chef on Nartius NUNA's 2004::
Master Chef / Mayor of Mos Quito

:: Proud Member of RAID::

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