Chef Archive
Thread: No Starvation in SWG?
Ok, I realize that this is science fiction and all, but, how can there be no starvation (or, lack of food consumption)?
You are given food and drink when you start your character, but after those are consumed, there is no need for anyone to go out of their way and buy stocks of food and drink in order to survive.
Doesn't it make sense, if you have professions that deal with making food and drink, to, supply them with a suitable way of maintaining themselves in the economy? Sure, many will argue that they have a strong consumer base, and do very well with business. But there are many of us that struggle to sell anything, even with getting word of mouth.
As of right now, there is no dependancy for our profession to rely upon. No, creature handlers don't really count as a dependancy, because if you take Chef out of the profession loop, they can still forage their own food for their pets.
Players should be dependant on food and drink to survive. If they don't have any food or drink to consume, they should, over time, acrue wounds until they begin to consume food and drink again. Or, to even worsen the penalty of not consuming food, instead of acruing wounds, make your secondary stats weaken over time, only to increase if you consume food and drink.
Weapon and Armor smiths have a dependancy from their consumers because their items decay over time. Droid Engineers have a dependancy from their consumers as well, not only from Bounty Hunters, but from others as well. We are the only Elite Artisan profession that I see as not having any sort of dependancy to keep consumers comming back for more. Sure, our buffs are nice and all, and hopefully they will be nicer soon, but, it's not a dependant part of the game for people to eat and drink.
I hope something like this would be implemented. Maybe not in the near future, but, hopefully soon.
We are the only Elite Artisan profession that I see as not having any sort of dependancy to keep consumers comming back for more.
Tailor and architect products do not decay currently, so once everyone gets their house and clothes they really don't need anymore.
Clothes are not essential to any game mechanic, there are no penalties for running around naked. People buy clothes primarily becaues they like how they look, and secondarily because they have slots for buffs (buffs being something you seem to think people don't depend on).
Food buffs cannot be reused. If people liked buffs they would come back for more when they went through their stock, and pay good money for them. There are plenty of reasons people would think of buffs as being essential if they are good enough, I mean in most MMPGs a huge percentage of players will pay real-life money for second accounts so they can have "buffbots" justfor buffing.
There are too many problems with requiring food to survive to make this a practical solution. But this has been discussed to death in other threads, just wanted to point out your misconception above.
I didn't think about Tailors, but, clothes should be decaying soon, from what I've been reading.
I'm not sure about furniture and that stuff, but, those probably should decay as well.
And yeah, I understand if someone would have a hard time finding a chef or an artisan to fulfill their food/drink needs, but, isn't that what the bazaar is for?
I'm sorry if this topic has already been discussed to death, I'm new to the profession.
To summarize more why nots.. I think people in general would find it very annoying to have to constantly keep eating to survive; in games where this is the case it tends to be seen as a negative more than a fun part of the game. It is even more annoying because of the limits to inventory space (and Sony's database).
More importantly (to me), is I want to be a successful class but not an obscenely successful class. If food was actually required, the number of chefs would explode to gigantic numbers, and people would probably resent chefs if they held back food or raised prices too high. There are no classes where if you don't use them you die.. even a medic is not required to heal, if you sit in the med center long enough you get better. (you might say the entertainer is required, I guess, since I can't get mind wounds healed any other way).
I like the idea of chefs being somewhat of a rarity catering to the serious adventurers and roleplayers, and I think that is the case with a lot of us. We just want our utility to be raised in both areas - cooler roleplaying potential for food/drink, and better buffs for adventurers.
just make food buffs a very useful part of the game and it would have the same impact
if food buffs made you preform 150% beter then not using food then people would use food