Chef Archive

Thread: Tiggs answered a question. Looky

imlost19
Thu May 26, 2005 8:32 pm
#1

[PM to Tiggs] Chefs foods were reported to be non-stacking .. Is this intended


Tiggs: Yes imlost19 that is as designed



Heh... now I have no clue if she really knew what I meant.. but... hey its progress.



Rylem Diwestic
Relim Diwestic
Wizza
WMD Weapons of Mass Deliciousness Chef Foods/Drinks
Currently outside Coronet, WP: 84, -5540

wittyalias
Thu May 26, 2005 8:42 pm
#2

oh no



Sukarb's Snacks
12 point chef
Restuss 5356 6603


Eerif
Thu May 26, 2005 8:48 pm
#3

*sigh*


It is truly a dark time for the chefs...





<~| Eerif Runningtide |~>
12 Point Chef
Vendor at (-795, 2851) D
antooine
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sciguyCO
Thu May 26, 2005 9:37 pm
#4

With all due respect for Tiggs....she might've misunderstood the question. Or just been wrong.


1) She might've meant not being able to stack the same food multiple times (which I think we've decided we can live with).

2) She might've gotten food confused with spices. It's understandable, they both go into the same bazaar category.

3) Stack limitations may only apply to multiple foods affecting the Health stat, you may still be able to take both Vas Brandy and Accaragm. (if the servers would ever come back I was planning on checking that out tonight).


I think the CU threw out any balance our menu got with the chef revamp. With the current setup, having foods affecting the same stat not stack is horrible, since there are so many foods affecting a pretty similar mix. With only four stats to deal with (Health + Health/action/mind regen) there aren't many food variations the devs can work with. And since the primary "bonus" of chef foods is the ability to boost multiple stats with a single dose of food, non-stacking ends up giving lower-level foods much more flexibility (even leaving out their longer duration and lower filling).


I'm afraid what we really need is another revamp. Decide once and for all whether or not different foods are going to stack. If not, convert HAM buffs to something else (more skill bonuses, more special-use items like synthsteak, etc) and make it useful. If so, put in some balance to keep stat buffs in line. Health is probably the primary one to watch, I think it's fair to say that 6-10k Health (which was do-able with the various buffs out there) is too out of whack. It's my understanding that the regen stats already have a "diminishing returns" limitation, so limiting buff stacking on those stats may be less critical.


The downside (as it almost always is) is the limit on developer time. Is a chef menu revamp more important than a smuggler revamp? Than fixing the multitude of combat bugs?


My suggestion: have the devs tell us their design parameters for food buffs. Stacking: yes/no. Max buff size and duration. How duration/filling should trade-off for buff size. What stats, skills, and special abilities are in the "buff space". Then let us come up with a menu. With 19 skill boxes to fill (including the dom arts tree and novice artisan) and 3-4 schems per box that's a lot of space to fill. First we could lay out general guidelines for various levels (low level could be medium power, medium duration, low fill; high level high power, medium-low duration, high fill; etc) then start filling in actual schematics.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
SpottyGekko
Fri May 27, 2005 12:08 pm
#5

I suspect that the non-stacking is intentional, and here to stay.


With doc buffs being limited to 10% (long term) and 20% (short term) of player health, the Dev's are clearly trying to limit the health range of characters. I suppose this is understandable, as it becomes very difficult to "balance" the rest of the game if player max health varies too widely.


As a developer, how do u decide the difficulty of a mob if player A has an unmodded health of 3000 and player B has just eaten3 Kiwik's and drank 5 Caf'sand has a health of 5900 ?Set the mob difficulty to reflect the 5900 health of player B, and player A gets massacred. That would just take us back to "mandatory" buffs again, the old pre-CU problem all over again.


The fact that we ended up with 17 foods affecting HAM in one way or another is probably because it was a quick-fix due to time constraints on what could be changed with the CU. A better solution would be to change half of those foods to buff the various new abilities that the combat professions have received, such as making the KDspecial movefor carbineers more likely to succeed against higher level mobs, etc., or having the the food do a temporaray upgrade of a special from the "improved" version to the "advanced" version. This will be a great help to template dabblers and people that are grinding up a profession tree.Perhaps even have foods that grant a player the temporary use of a special from another profession ?






Rankh Xholo (Master Chef)

**If I can have more than one account for SWG, can I also get a second account for LIFE ?
I_Zombi
Fri May 27, 2005 12:14 pm
#6

but a we couldn't stack anything the day the cu went live. they patched all this food/drink/spicestacking into the game a few days afterward and now they're just taking it all away again. just doesn't make much sense to me.



Little Horn, 100 badges, 32 masteries, Jedi Padawan
Aye Zombi, Master Chef/Bio-Engineer
who will survive and what will be left of them?
apocalyptic dreams bring the ordinary madness

I_Zombi
Fri May 27, 2005 12:15 pm
#7

btw, if they do decide to keep anything from stacking they should really change the functions of a lot of our stuff again because a vast majority of the stuff we make will be completely obsolete



Little Horn, 100 badges, 32 masteries, Jedi Padawan
Aye Zombi, Master Chef/Bio-Engineer
who will survive and what will be left of them?
apocalyptic dreams bring the ordinary madness

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