Chef Archive
Thread: Chef Correspondent Report On Revamp #1
- The decay time is too long. I think if this was lowered to an half an hour, that would be fine. So far, EVERYBODY agrees with this, chefs and customers alike. It is probably the only thing that everybody does agree on. Somebody, I forget who, brought up the point that buffs are addictive. That once you are buffed you want to stay buffed. Well, too many of our buffs are instant effects and most of the ones I have seen are in the 15 minute to 20 minute range. There are some that last longer than half an hour, but they are either relatively weak or very filling and do not stack well anyway. But having a filling, instant effect and then waiting an hour before you can try it again limits the usefullness of the buffs. I can understand why you made it an hour, but I think the cons outweight the pros.
- Bug: Old Foods not working properly. I am getting some conflicting reports about this, but it seems that pre-patch foods are not working properly. From what I understand, any pre-patch foods in crates do not have any buffs or modifiers and do nothing when you consume them. Food out of crates seem to be ok. We were told that pre-patch foods will remain as they were, and if this goes to live a lot of chefs will be unhappy.
- Containers. Reaction to the containers for drinks is a very mixed bag, so I am not sure of the over all reaction to them. One thing that is common, though, is that if they require so many resources (and the higher up ones require a lot) then the results should be pretty darned amazing. I remember the numbers that Greenmarine gave me about the multipliers...and I must say that compared to the resource requirements they are not worth it. Either reduce the resource requirements or increase the multipliers.
- Effects of crashing. Vandessa's computer crashed while she was testing drinks and food. When she logged back on, the effects of the buffs were gone, but she was still full. Can we have on or the other? Either remove effects and filling, or keep both. (Although, I admit...I could see some possible exploits with it. Although if we reduce the time to 30 minutes, I don't see the exploits being that bad.)
- Bring back wedding cakes. It is a small thing, but it is small things that make us happy. One of the more fun things a chef gets to do is cater weddings ingame. It is fun role playing and it is different. To do this, we need wedding cakes which has been removed. Please bring back the wedding cake. I don't care what the buff is...or even if there is not one. If it is a worthless novelty item we only do for weddings, fine. But we would like this back (although...I admit, with writing this...we could always just rename aircake. Hmmmm.....)
- Bug: Buff window.In the options menu, when I click on (and sorry if I don't get this right, the game is not in front of me) "Show buff window" the buff window disappears. When I uncheck it, it comes back.
I gotta run to a meeting now. Darn my real life (and darn the fact I can't say d'amn on these boards.) I will write up another report on monday of stuff we found over the weekend.
"It is a small thing, but it is small things that make us happy."
Please, no comments from the peanut gallery. ![]()
Forgot one:
Won-Won: Won Won Strength and Con +505 for 3m 45s Filling: 83. What the heck is up with this buff? This is the most useless buff I have seen so far. It only works for 3 minutes and after taking it you can barely eat anything else? Either raise the duration or lower the filling. I think lowering the filling would be best, making this an emergency buff.
In the case of spice, you can take one 13mins after another - 3 mins unbuffed. One hour after a 14min buff is totally unacceptable.
I would suggest 5mins max, or no one will bother with food
Containers :
If the resource costs are 3 times the cost of teh base item, I damned well want it to at least triple the amount in the stack (ie: a 5 stack becomes a 20 stack)
If not, remove them, theyre totally useless.
Ideally there should be a bonus ontop of that
Does anyone have figures on the multipliers yet ?
From a fighter's point of view (and my wife is a chef) any buff to health/con/str/action/quick/stamina is useless unless it's a large buff for a considerable amount of time. With doc buffs, there is no need for me to focus more buffing on these attributes when the mind is left so weak. I do keep a few neutron pixies on me for extreme emergencies (like if I get flamed), but I use 1-2 pixies a week maybe. The majority of people in my guild fight the same way...crates of muon, fishak and pate with a few pixies or flameout for emergencies.
This timer thing is way too long. I don't mind a little down time when I can't buff, but potentially having to wait 30-40 minutes to reset the buff is way too long. Doc buffs can be reset immediately. Spice buffs get 10 minutes on and 3 minutes off. Chefs get 20 minutes on, 40 minutes off?!?
Is there any other crafting class that has to rely on more than 1 other to make their goods? I've been an armorsmith and a droid engineer... armorsmiths need tailors... droid engineers need artisans... not sure about the others. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!
Sounds to me like chefs are getting the shaft.
No. None of this other stuff is REQUIRED. you can make all your chef stuff just by being a chef. These professions add modifiers to make our stuff better, but if we don't have them we can still make all our stuff.
Matatodos wrote:
. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!
Matatodos wrote:
Is there any other crafting class that has to rely on more than 1 other to make their goods? I've been an armorsmith and a droid engineer... armorsmiths need tailors... droid engineers need artisans... not sure about the others. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!
Sounds to me like chefs are getting the shaft.
Armorsmiths rely on master artisans and tailors for required components, plus bio-engineers for optional components.I think the problem isn't necessarily interdependence in general, but the volume that chefs deal with and the fact that these changes are problematicfor chefs who have already allocated all their skill points.
fatgit wrote:
bah I hate these forums
Containers :
If the resource costs are 3 times the cost of teh base item, I damned well want it to at least triple the amount in the stack (ie: a 5 stack becomes a 20 stack)
If not, remove them, theyre totally useless.
Ideally there should be a bonus ontop of that
Does anyone have figures on the multipliers yet ?
I have made Blue Milk with a Small Glass (10 Gemstone) and a Large Glass (100 Gemstone).
Small Glass: 5 uses
Large Glass: 7 uses
It's somewhere around 1.5-2, not worth 10x the resources.
Akane wrote:
Matatodos wrote:Is there any other crafting class that has to rely on more than 1 other to make their goods? I've been an armorsmith and a droid engineer... armorsmiths need tailors... droid engineers need artisans... not sure about the others. Chefs have to rely on artisans, tailors AND bio-engineers to make their goods?!?!
Sounds to me like chefs are getting the shaft.
Armorsmiths rely on master artisans and tailors for required components, plus bio-engineers for optional components. I think the problem isn't necessarily interdependence in general, but the volume that chefs deal with and the fact that these changes are problematic for chefs who have already allocated all their skill points.
Spot on Akane. I cant think of another pure craft profession that has to output the volume we do.
The idea of lowering item complexity was to speed up our crafting process, which happened - however, we all know everyone will want casks/barrels - especially those of us supplying mainly powergamers - and will thus be required to spent ages gettign MA/Tailor parts.
Personally, due to the impossibility of getting a regular supply of MA parts, it means I have to drop most of merchant & take MA, and possibly the rest to get Formalwear I for trims - hardly making me dependant on another class,