Chef Archive

Thread: Chef top 20 issues; April 9, 2004

sciguyCO
Fri Apr 09, 2004 6:26 pm
#1





These issues were gathered from the chef community, and then voted on for priority order.



1 Barrels do not increase drink stack size (Bug)


The "Barrel" drink container results in the drink having a stack size identical as when a Small Glass is used. This has been tested on drinks of several starting quantities: Spiced Tea (stack size 3), Vasarian Brandy (stack size 6), Breath of Heaven (stack size 2).


To reproduce this bug, craft a drink using a small glass. Craft the drink with a cask, and the stack size will be three times as large. Craft the drink with a barrel and the stack size will be the same as when using a small glass.


2 Stomach filling remains after cloning, even though food effects do not. (Gameplay Request)


After a player gets a deathblow and clones, whatever filling he/she had remains, but the food's effects are eliminated. This means that a player may not be able to rebuff immediately after cloning, which differs from the other buff methods in the game (doctor buffs, entertainer buffs, and spices).


The options put forth generally break down into two main categories: 1) After cloning, keep the food's effects. While this would also be different from every other buff method, it would be consistent with the player having paid the "cost" of the stomach filling, so they would also have the benefit. 2) After cloning, clear the food's effects, but also clear the stomach filling. This would allow the player to rebuff without having to wait the 30 or 45 minutes for their stomach to empty. If resetting the player to 0 filling is too unbalancing, at least some reduction to the current filling would be fair. Perhaps 50% of the current filling (so after dying with a stomach 80% full, the character would come out of the cloning center with a 40% full stomach).


3 Remove serial number requirements for components and/or increase component crate size. (Gameplay Request)


The new drink containers have a feature where any serial number may be used in a factory run of the final drink. This has been very popular with chefs, and we would like something similar to be done with other food components: carbosyrup, dough, soypro, etc. With the chef revamp in publish 6 components no longer have any effect on the final food, so you wouldn't have to worry about mixed-stat components.


Food additives would have to be an exception, since different tissues have a different effect on the final food. It wouldn't make sense to mix +80 Broad Spectrum Nutrients with +86 BSNs.


In addition, since mass production is the standard in the chef profession, it would also be preferable for the components to come out of a factory with crate sizes larger than 25. Some items in other professions already come in crates of 50 which would be good, but if larger quantities would work in the current factory system, the bigger the better. Since crates can be split into whatever size is required, having components come out in a single crate of 1000 should not cause any problems for players.


This would also have the benefit of reducing the number of individual items tracked in the game database.


4 Add a numeric display to the filling bars. (Gameplay Request)


The filling bars are difficult to read (especially with a current bug that causes them to be misaligned in the character sheet). High-end players tend to keep as much food/drink in their stomach as they can, and it is hard to tell when there is enough room for that next bite. Even casual players would like to be able to easily see if they have enough free space in their stomach for an emergency food, or if they should retreat.


We would like a numeric display added to the stomach filling section of the character sheet. This could either replace the existing bar graph display, or sit along side. It's much easier to note that your filling is "51" rather than squinting to see if the colored bar has dropped below halfway.


5 Some food/drinks need adjustment to power, duration, filling or stack size to really be useful. (Gameplay Request)


Many chefs feel that most of the high-level foods, especially at Master, do not provide enough utility to justify reaching that level. Either the stack size is incredibly low (all Master level foods come out in stacks of one or two), or the filling to duration ratio is seen as too high, even taking into account the power of the buff.


When the new menu was released on Test Center, the developers said that they would be monitoring the new foods to see if any tweaking needed to be done. Chefs and our customers feel that these high-level foods need that adjustment. Not necessarily to the buff size, but at least longer durations and (for foods that cannot benefit from a container multiplier) larger stack sizes.


Some suggestions put forth by the chef community:



  • Increase Vercupti's buff size and/or duration and/or reduce filling a bit.

  • General increase to buff size of "defense vs. X" foods. For example, Cho-no-hoola's bonus doesn't appear to be useful against CMs with 100 potency poisons. Deuterium Pyro's Defense vs. Intimidate appears not to work (or is an insignificant increase).

  • Vayerbok's "+block" appears to have no effect (may be bug with block)

  • Increase T'illa T'ill's food filling decrease (at least equal to the filling it adds to drink)

  • Increase Bivoli's power. A BE-enhanced Bivoli (+24 wound treatment) seems to make only 200ish difference now that the doc's buff randomness has been removed.

  • Increase stack size of Smuggler's delight to be more in line with the resource requirements. After using up 100 resources (40 of it milk) it's frustrating to only end up with a single dose.


6 Garrmorl and Durindfire have gated stats due to required resources lacking Flavor and Potential Energy (Bug)


One of the goals of the chef revamp was to remove or update recipes that had a large dependence on inorganic resources. A food's buff size depends mainly on Potential Energy, and its duration depends mainly on Flavor. These stats are only found in organic resources. For the most part this was successful, except for the two drinks Garrmorl and Durindfire.


Garrmorl's resources are Bone and Scaly Hide. Durindfire's are Reactive Gas and Crystalline Gemstones. Because of the stats contributing to Flavor (buff duration) and Nutrition (buff size), these drinks can only be experimented up to 33% even if every stat on the resources used were 1000.


The theoretical range (buff/duration value at 0% and 100% experimentation) for Garrmorl is identical to Vasarian Brandy and Accaragm. These three drinks buff the player's Pool/Usage/Regen stats for one of the three HAM categories. The theoretical range for Durindfire is identical to other "Defense vs. X" food and drinks. So unless there was a design reason for Health buffs or Defense vs. Stun to be gated, there needs to be some change. Here are the options I see:



  • Change the recipes to include at least one resource that has Flavor and Potential Energy. ·

  • Change the buff/duration ranges so that the value at 33% experimentation for these two matches the 100% value for drinks with similar effects.

  • Change the experimental stat weightings so that buff and duration depend on something other than PE and flavor (perhaps Decay Resistance or Shock Resist).

7 Add an optional "plate" component to foods that allow the chef to increase the stack size, similar to containers for drinks. (Feature Request)


The new container component for drinks has worked out very well. It allows for more variety in what chefs can offer to customers, and the larger containers allows us to maximize the use the Bioengineer additives. We would like to see something similar with food items. Suggested names are "plate", "platter", and "tray".


However, we would prefer that these be an optional component. If the plate were not used, the stack size would be what we see now. If the plate component were used, the stack size would increase (with the cost being that more resources are required). Leaving the component optional would keep the foods at an acceptable level of complexity for chefs either grinding for experience or who just want to offer a cheap alternative.


8 Stomach digestion is 45 minutes (Bug)


All developer communication regarding the Publish 6 chef revamp stated that a stomach would digest at the rate of 100 filling units (a full stomach) in 30 minutes. This was the number stated in the Publish 6 patch notes. However, testing indicates that the actual digestion rate is 100 units in 45 minutes.


Steps to recreate:



  1. Eat enough food or drink to get to 100 filling. This has been tested with Vasarian Brandy (two drinks of 50 filling each) and Blob candy (ten bites of 10 filling each). Call this time 0.

  2. At time 30 * {filling} / 100 minutes attempt to eat/drink another dose. So if testing with 50 filling Brandy, wait 15 minutes. If using Blob Candy, wait 3 minutes.

  3. You will get the "You are too full" message.

  4. At time 45 * {filling} / 100, attempt to eat another dose.

  5. You will now be able to eat/drink an additional dose. At any time before step 4, you receive the "too full" message.

9 Add new food schematics. (Feature Request)


When details of the revamp's reduced menu were released it was said that new food/drink schematics would be added in future publishes and expansions. We would like to start seeing some of these. They can either be added to skill boxes as new draft schematics, looted from NPCs, or rewards from doing quests.


Looted or rewarded schematics would be a great way to bring back some "old favorites" from before the revamp, like Tatooine Sunburn or Ryshcate. It might also be a balanced way to introduce advanced components (item #12).


Keep in mind that food and drinks are mass-produced consumable items. So for looted or rewarded schematics, they should not require any components like the "Heavy Leather" component used in crafter's aprons that must be looted from NPCs.


Some suggestions for new recipes from the chef community:



  • +Constitution/Stamina/Willpower (equivalent to Vercupti or BoH)

  • Some cross-stat food/drinks with Brandy's duration (30-60m), maybe lower-power version of BoH or vercupti

  • +Counterattack food (only defensive skill that appears to be missing)

  • +Creature knowledge

  • +Slicing (improves a smuggler's slice roll or skill)

  • Food that reduces drink stomach filling

  • Wedding cake (with an appropriate graphic)

  • Foods requiring seafood.

  • +Force regeneration for Jedi

  • +Melee damage and +ranged damage to go with the existing +unarmed damage.

  • Food/drink to increase repair roll (similar to Bespin Ports increase of experiment roll)

  • +Speed (1-handed, 2-handed, pistol, rifle, etc).

  • +Experimentation skill (not like Bespin Port, actually adding to the skill to allow additional experimentation points)

  • Grilled Rancor Toes (mentioned in the conversation with chef trainers, yet we've never seen them).

10 Non-stat buffs remain on the player after cloning, but the icons are removed from the buff UI. (Bug)


It is assumed that non-stat buffs (increased defense, damage reduction, increased dodge, +skill, etc) are supposed to be cleared from the player after cloning. While the icons are removed from the buff UI, the player still sees the "you are already under the effect of this food" message if they try to rebuff. Also, for effects that show up in the skill modifiers list (+sample, +Defense), the buffed value is what is displayed. The effect continues until the original timer or number of triggers has expired.


Steps to recreate:



  1. Eat/drink something that buffs something other than a stat.

  2. Examine the skill modifiers list to see the buffed value.

  3. Clone before the timer or trigger takes effect.

  4. Try to eat another dose of the same item. You will get the "already under the effect" message.

  5. Examine the skill modifiers list to see that the buffed value is still there. For something like synthsteak have something attack you and note that the "damage has been reduced by defensive buffs" message still appears in the combat spam.

11Buff UI updates the timer on an existing stat buff when you take a second, overwriting the time remaining. (Bug)


The buff UI shows you the buff's remaining time when you mouse over the icon. However, a stat buff appears only once in the UI, even if you have taken multiple doses over a period of time, and the time remaining is only for the last one taken.


Steps to recreate



  1. Eat/drink a stat buff.

  2. Mouse over the icon in the buff UI to see the countdown timer.

  3. Wait a few minutes, and the timer will decrease.

  4. Take a second dose of the same food/drink. The icon in the buff UI will update to show the new timeout, losing the information from the first dose.

This may require that each dose gets its own icon in the buff UI (which would get crowded with low-filling items like Bofa Treats or Blob candy). Or perhaps a new icon is created only if the new dose's timer is off by some period of time (30s or so).


12 Add advanced components to increase the power/duration of the final food. (Feature Request)


Pre-revamp, the different levels of alcohol allowed for a large variety of drinks to be made, aiming at different price levels. We would like to see something similar added back in, along the same lines as the "advanced" components used by doctors and medics in stims, wound packs, and buff packs. This doesn't have to be limited to just drinks, there could be advanced versions of carbosyrup, soypro, and bantha butter.


13 Remove collision detection on the cantina's bar and shelves. (Gameplay Request)


With the addition of the "/move up" and "/move down" commands, many chefs attempted to decorate the bar and shelves of player cantinas. However, they ran into the problem that these structures are collidable, which means that nothing can be placed in that horizontal area, even if the item is higher than the upper surface. Attempting to move an item over the bar or on the back shelves gives an "invalid location" error.


The simplest solution would be to remove the collision detection on this furniture completely. Another option would be to keep them solid, but only within a particular height above the floor.


14 Add a second additive slot to Master-level foods. (Feature Request)


One option to increase the variety and usefulness of Master level foods would be to include a second BE additive slot. This would also reward chefs who Master their profession. The second slot probably shouldn't be another "Heavy additive" to keep the foods from becoming too unbalanced (a small may be enough). If necessary, it might also be acceptable to prohibit "doubling up" on additives (cannot have two Nutrition additives).


15 Bazaar Organization (Gameplay Request)


Give food and drink their own main category in the bazaar, and move spices somewhere more appropriate than "Food". List factory crates in category appropriate for contained items.


Chefs would like to see Food and Drink moved somewhere other than "Misc" in the bazaar hierarchy. Perhaps a main category of "buff" with food, drink, doctor buff packs as subcategories. Also, we feel that it is inappropriate for spices to be categorized as "Food". Finally, we would like for factory crates to be listed in the same category as their contents, rather than in a completely separate area.


16 Display a system message to indicate when a food effect has triggered, and what that effect was. (Feature Request)


Many foods are difficult to see when they are working. Synthsteak shows a message in the combat spam letting the player know how much damage it has blocked. We would like to see something similar for when a food caused you to dodge, resist a state attack, etc.


17 Displayed experimental percentages are incorrect for some recipes. (Bug)


The experimental percentages for all foods seem to stick to 66% PE / 33% OQ for Nutrition and 66% Flavor / 33% OQ for duration, even when the displayed percentages during crafting are something different. Filling, Flavor, and Quantity also seem to stick to the most common percentages.



  • Karkan Ribenes displays filling = 25%DR + 75%PE, testing indicates filling = 75%DR + 25%OQ

  • Karkan Ribenes displays Quantity = 33%OQ + 66%FL, testing indicates Quantity = 25%DR + 75%PE

  • Blue Milk displays Nutrition = 50%DR+50%OQ, testing indicates Nutrition = 66%PE + 33%OQ

  • Cavaellian Creams displays Nutrition = 50%DR+50%OQ, testing indicates Nutrition = 66%PE + 33%OQ

  • Bespin Port displays Nutrition = 50%DR + 50%OQ, testing indicates Nutrition = 66%PE + 33%OQ.

  • Pyollean Cake displays Nutrition = 50%DR + 50%OQ, testing indicates Nutrition = 66%PE + 33%OQ.

These were all tested using the maximum possible experimental percentage as a function of the resource stats.


18Increase the variety of the food's art, there are too many recycled icons. (Feature Request)


The new food art included in the revamp was certainly welcomed. However, it did not seem to go far enough. There are still many food items using recycled art, especially in the desserts schematics. Almost half of those use the same "Yellow canape" graphic.


19 Havla and Ruby Bliel do not appear to give much (if any) reduction to heal recovery time. (Bug)


It is unclear what kind of an effect the "Reduce heal recovery time" food/drink are supposed to have. Doctors and medics who have tested these have seen little or no decrease in how long they have to wait before getting "you are now ready to heal" messages. Is the bonus supposed to be a percentage decrease? An equivalent to +injury treatment speed and +wound treatment speed? And is there some minimum time that will always be in effect, no matter how large the buff is?


20 Filling bars get misaligned when the character sheet is resized. (Bug)


The colored bars in the filling section of the character sheet do not always sync up with the containing boxes. It seems that if the player resizes the character sheet horizontally, the "origin" of the colored bars gets shifted relative to the rectangles that are supposed to show the min and max limits.


Message Edited by sciguyCO on 09-21-2004 12:22 PM





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
sciguyCO
Fri Apr 09, 2004 6:28 pm
#2

As issues get taken care of ( ::crosses fingers:: ) I'll be adding updates to this list.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
FelNuruodo
Fri Apr 09, 2004 7:02 pm
#3

::crosses fingers::


anxiosly awaiting a red name to say "we will have it all done in next publish"


don't worry, I won't hold my breath



Jagged Nuruodo, 12 PT Chef 13 PT Artisan
FelNu Chef Goods: 2575 5300 Aartan Ridge, Tatooine
Imperial Second Lieutenant

Soontir Fel, Smuggler, Commando, Pilot
Will fly for free. Imperial FP 125/unit, Slice Price varies
Imperial Colonel
SiNiSon
Fri Apr 09, 2004 11:19 pm
#4

Looks awesome.. great work... only concern



  • +Experimentation skill (not like Bespin Port, actually adding to the skill to allow additional experimentation points)

  • Ill eat my chef's hat if they ever make this happen.. dev's wont do it.. you watch.



    SiNiSon

    shikuwa
    Sat Apr 10, 2004 3:25 am
    #5

    im agreeing with sinison ill eat my wookiee armor if they do half of those things



    FoolyCooly



    Hated wookie of Bria


    gOoSe4567
    Sat Apr 10, 2004 4:13 am
    #6

    on #3, make sure they make trim one of them components because with makin casks its gettin really annoying
    nvoigt
    Sat Apr 10, 2004 4:45 pm
    #7

    After a player gets a deathblow and clones, whatever filling he/she had remains, but the food's effects are eliminated. This means that a player may not be able to rebuff immediately after cloning, which differs from the other buff methods in the game (doctor buffs, entertainer buffs, and spices).




    As far as I know, entertainer buffs timer will not clear on death but prevent any re-buffing for the duration of the original buff ( 2h max). I'd like to be clear on whether this is a bug or intended, but we haven't seen a red name over in the dancer/musicians forum for ages, so I can't even tell if the devlopers know this.


    RekeshiOtame
    Thu Apr 15, 2004 11:30 am
    #8

    Heh this is an excellent list, and everything here is true , its so sad to think that probably none, or maybe some of the smaller ones, will ever get done.


    Kurtlmak
    Thu Apr 15, 2004 5:27 pm
    #9

    Excellent, excellent work Sci...this is clear and unambiguous, and presented very well with positive feedback and things to consider, as well as accurate synopses of the requests made by the community.


    /crossfingers





    kerel has gone away. bye!
    JediBohemian
    Fri Apr 16, 2004 4:59 am
    #10

    Great list! When you get a chance, please mention the fact that wookiees cannot wear the +5 experimentation/assembly aprons. This needs to be fixed asap.



    *sig edited by admin*
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    Gizmarke
    Fri Apr 16, 2004 11:02 am
    #11

    Sums up all of the issues I have with the chef profession as it is now. Great job. I especially agree with #'s 5, 6, 9, 13, 15, 18 & 19. Fixing all of those aspects would leave me with nothing to complain with...for now. One thing I'd like to add though...





    sciguyCO wrote:


    These issues were gathered from the chef community, and then voted on for priority order.




    9 Add new food schematics. (Feature Request)


    When details of the revamp's reduced menu were released it was said that new food/drink schematics would be added in future publishes and expansions. We would like to start seeing some of these. They can either be added to skill boxes as new draft schematics, looted from NPCs, or rewards from doing quests.


    Looted or rewarded schematics would be a great way to bring back some "old favorites" from before the revamp, like Tatooine Sunburn or Ryshcate. It might also be a balanced way to introduce advanced components (item #12).


    Keep in mind that food and drinks are mass-produced consumable items. So for looted or rewarded schematics, they should not require any components like the "Heavy Leather" component used in crafter's aprons that must be looted from NPCs.




    Thank you for pointing out that we rely on mass producing our products. So if this were to be implemented I would ask that it would be like the shellfish harvesting tool. Meaning No limit on how many uses for the schematic. Unlimited uses. You do the quest, get the schematic, and you get to use it for as many times as you want for as long as you have the required skill. If there is a limit I would rather it not be implemented at all. And please don't add some funky rare item ingredientlike petrified avian eggs or...padawan braids or something else equally as annoying...


    Thank sciguy, make sure to let us knowhow TH and the devs respond.





    -Castin Donn
    ...has mastered the Pilot profession
    DiceDuP
    Sun Apr 18, 2004 4:56 pm
    #12

    Still no news from TC on resolving any of these issues?



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    sciguyCO
    Sun Apr 18, 2004 8:11 pm
    #13






    DiceDuP wrote:
    Still no news from TC on resolving any of these issues?




    Sadly, all the "Bugs" on this list are still active as of about a week ago. I wasn't able to completely pin down the 45m digestion time (the server was having some stability problems and crashed before my final test) but after drinking 2 50 filling brandies, I got the "you are too full" message after 20m.





    Kriles Ch'artoff , Chilastra server
    Master Chef (retired)
    Currently doing....stuff
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