Chef Archive
Thread: Fan fest report
- Barrel bug will be fixed (although with the dreaded addition: "eventually").
- The design and development for BE's secret research data (the optional slot in the tissue schematic) is done and in the game files, but is not currently dropping. This is similar to what they did with the Mandalorian armor: it was "inthe game"but players had no ability to loot or craft it until the Death Watch bunker.
- Secret research data is intended to give something like a 300% boost to food. The details were sketchy on whether there's data for each category of tissue, or if it gives a flat multiplier to whatever bonus the tissue gives.
- It will be single use, so these will never have a factory run done. And even if you could gather several with the same serial number, you probably wouldn't want to waste one to make a schematic with a manufacturing limit of 5.
- Research data has the capability of being factional. So an Imperial BE can make "Imperial" nanonutrients, and an Imperial Chef can include that in Imperial Vercupti (or something) to be used only by overt Imperials. It's a little goofy if you're thinking about realism, but could make the dataa factional purchase, theoretically allowing for small factory runs (provided you have the FP to spend) if the purchased data always came out with the same serial.
- The "yellow calzone" we have for so many of our foods is actually the art team's default icon for any new item, so I guess that explains it's prevalence. Food appearence will be getting some small attention, either with new art assets, or shuffling around existing ones.
- One thing the art team can do is use existing NPC art for crafted items. With all their artists, some things have shown up in the game world that may not be known to the whole team. If you come across a neat looking food/drink in game that isn't associated with a food item, make a note of the location, and send me a PM with it. Maybe we'll set up a scavenger hunt for new art to use with food.
- Some old food graphics (fried ice cream and meatlumps comes to mind) aren't being used, it would probably be do-able to get those swapped in. I'm not sure how difficult it would be for existing food to get updated, though, since there may be technical details depending on how the art is associated with the item itself.
- Old foods may make a re-apperence, but not necessarily with the same effects. Tatooine Sunburn was mentioned specifically (although I still believe there was an extra zero typoed onto it's strength/stamina buff). Maybe we can get together a listing of ones with cool names or descriptions to put at the top of the list.
- An amazing success (although it wasn't specified whether this was during assembly or experimentation or both) apparently increases the percentage maximums above what you'd calculate from the resource stats. I was under the impression this was part of the "one-day" crafting revamp included then removed with publish 6. Has anyone noticed this? If true, it would theoretically be possible to recreate those +15 crafting tools (and other "enhanced" items) that we thought were only craftable that one day.
- For those who haven't seen it, the Mandalorian wine schematic dropping from DW NPCs (definitely from the random spawns topside, I'm not sure about in the bunker itself) does not have a schematic limit. It turns out those are actually easier to do, since the game doesn't have to track how many uses are on it, or worry about reducing the limitwhen an item is made. So I'm hoping that will be the norm for new food drops, since food is much more a consumable item than armor or weapons.
- Force experimentation is intended to give an additional two experimentation points to all crafters (provided they get up to +20 at "Force experimentation IV"). This will stack on top of skill tapes, allowing for 14 point crafters. It's still broken on TestCenter2, though.
- How damaging do you think those extra two points would be when comparing force sensitive crafters to non-FS crafters? Combined with the ability to do large factory runs (which is also being looked at) would it make chefs with +20 in tapes and +20 in FS experimentation too overpowering in the marketplace?
- Do you prefer the "Bespin Port" idea better, where the FS experimentation only improves the success rate(indicating a more subtle benefit to the FS character)? This would give FS crafters a slightly easier time for those players who try for the "all amazing" schematics, but the final product is achievable without those skills.
- What if the FS experimentation didn't stack on top of skill tapes? This would still increase the number of 12 point crafters (since players will have the option of tapes or force quests), but remove the possibility of 14 point crafters.
- What if it takes a month of hard core playing to get each force experimentation box? A week? Two weeks?
- Wookiees were not deliberately excluded from wearing Crafter's aprons, the devs just forgot about having to convert the art. The apron was "swiped" from existing artresources, but had only been done for the non-wookiee species. It will be fixed in some form: either allowing wookiees to wear the existing aprons, or adding some wookiee-only equivalent (possibly as a varient the tailor can pick when crafting the item). Again, I have to report that the word on this was "eventually", sorry.
- We can gang up with Dancers about getting restaurants. Apparently they're looking for date locations that aren't a sleazy cantina or a hotel (with "those" implications). And Panthu (the dancer correspondant) loved the idea of an outdoor patio section. We might be able to hammer out some additional options: perhaps player dancing while inside (but with no healing going on), buffet table type vendors, serving droids, drink animations (which are currently motion captured, just have to be added as a player emote), etc. Stay tuned.
- Jump to Lightspeed looks awesome, and it's got something like 5 or 6 months to get better (don't quote me on that, justmy vague impression on what a "fall 2004" release date means). I'll finally have a reason to dig my old joystick out of the closet. I hope JTL supports force feedback.

- The two species being added with JTL are.............not going to be announced until LucasArts marketing gives their ok.

- The devs don't like cross-server lot swaps. There were several ideas put forth to give some penalty to renting lots from a character who never logs into your server. I know with the variety of resource types required by chefs (plus factories plus cantinas plus houses for vendors) many chefs do lot swaps, so I tried to follow this closely. Things are very up in the air on this, I'll be keeping an eye on it and letting you know what comes up.
Some out-of-game stuff I learned:
- Despite being even more intellegent in person than on the boards, GreenMarine (the dev who handled the chef revamp, currently working on JTL) looks like a 16 year old punk.
Even more eerie: he looks very similar to my younger brother when he (my brother) was a 16 year old punk. - Thunderheart appears to have an internalfusion ion generator as a power source. I got tired just watching him talk to all the players.
- I will never again go away from home without some method to check the boards. I was going through withdrawal not knowing what was going on here. Next time I'll
swipeborrow a laptop from work. - For those of you who let me know in-person how well you think I'm doing, thanks. I'm glad my efforts are appreciated. Especially since I tried to remain covert, despite being flagged "correspondant overt" by NJ62 (the tailor corr) a few times.

- Airbrushing on makeup will set off a hotel's smoke alarm. I learned that from Tiaga (the entertainer corr) who had an awesome green Twilek costume.
- I heard a few people complain about "Kryat pearls" (as opposed to "Krayt"), soI'm debating making up a batch of blob candy named "Kryat pearls" and putting them on the bazaar for 100 credits. Am I evil for finding this funny?
As I go through some of my notes, and see if any more memories get dredged up, I'll be putting some more stuff in here. If any of you were at fan fest, feel free to add any tidbits you picked up.
Message Edited by sciguyCO on 06-07-2004 08:53 PM
sciguyCO wrote:
- I heard a few people complain about "Kryat pearls" (as opposed to "Krayt"), soI'm debating making up a batch of blob candy named "Kryat pearls" and putting them on the bazaar for 100 credits. Am I evil for finding this funny?
I would buy one ina second.....
Thanks Kriles
Bliznit wrote:
sciguyCO wrote:
- I heard a few people complain about "Kryat pearls" (as opposed to "Krayt"), soI'm debating making up a batch of blob candy named "Kryat pearls" and putting them on the bazaar for 100 credits. Am I evil for finding this funny?
I would buy one ina second.....
Thanks Kriles
If nothing else, I'd probably use them as decoration.
BTW, didn't you say you were going to be at FF? Or did I talk to you and miss your badge? I spent all weekend watching my back for rogue cream pies. ![]()
Glad you enjoyed the fanfest, from all accounts, it sounds like it was a lot of fun - I'm hoping htey do a UK/Euro one soon.
I wasn't expecting much on the Chef front, after all, we're in quite a good state compared to a lot of other professions, we just need some tweaking & small fixes here & there.
On barrels, I wouldn't be bothered if they were removed, I really don't see the need for 30+ stacks of drinks. I'd much rather have plates (yeah, yeah, I hated teh container idea at first & shouted & screamed it would ruin us
14 point crafters : I don't think this will make a massive impact on Chef - after all, the difference to us between 10 and 12 isn't that massive.
Sure it makes some difference, but not as much as compared to other crafts such as AS/WS.
I buy most of my armour & weaps from 10/11 pointers atm, and I don't see it being a massive problem, but, that may change.
I do find it suprising they added it though, after all, the devs kept going on about how crafters were making items far better than they should be able to, due to bugs in the experimentation system etc, and now they're adding a way to get even better. I suppose it's a way of keeping the high level crafters playing (we tend to play a lot more hours, and for a longer period of subscription due to the nature of levelling, learning and playing a good crafter).
I suppose I should start looking for a Mandalorian Wine schematic now
How damaging do you think those extra two points would be when comparing force sensitive crafters to non-FS crafters? Combined with the ability to do large factory runs (which is also being looked at) would it make chefs with +20 in tapes and +20 in FS experimentation too overpowering in the marketplace?
Do you prefer the "Bespin Port" idea better, where the FS experimentation only improves the success rate(indicating a more subtle benefit to the FS character)? This would give FS crafters a slightly easier time for those players who try for the "all amazing" schematics, but the final product is achievable without those skills.
What if the FS experimentation didn't stack on top of skill tapes? This would still increase the number of 12 point crafters (since players will have the option of tapes or force quests), but remove the possibility of 14 point crafters.
What if it takes a month of hard core playing to get each force experimentation box? A week? Two weeks?
I would be against making it something like bespin port. Maybe other people have had much better success than me with it, but I find it to be almost useless. It would be useful on things like krayt weapons or other loot made items. But for regular schematics I find it easier just to do 20ish tries if I want a schematic that good.
If the skills became just like bespin port I would have no reason to get them. I don't exactly have any room on my Chef char at the moment either. I would have switched somethings around for a bit to be able to get the boxes.
I am a 12 point crafter so I might be a little biased, but if you can believe me, I felt the same way before I started any crafting. I just feel that skill tapes are the one thing that crafters can do to make themselves stand out. I realize everyone can't purchase these. It took the profits from about a month for me to be able to buy them and I know I don't have that small of a business. Getting the tapes was one goal I had, I have completed it. The accomplishment would be lessened greatly if someone in a week can gain that same thing.
Honestly the professions I don't know if it would be the best for is those that don't need master to do some of the best things for a profession. BE and Arch come to mind. Arch can make all the harvs as a non master. BE does gain some nice schematics at master, but the bigest thing to me was the jump from 7 points to10exppoints.
Crafting to me needs something that a person if they work hard enough they can achieve something to make them better than the average crafter. Skill tapes right now do this. If everyone wants all crafters to be on equal ground with the exception of resources, I just thinks that takes some of the joy out of being the crafter. Someone can no longer strive to be the best, because the best is actually what everyone is.
The devs need to think of a very ingenious way of dealing with the cross server lot trades. I actually think this would hurt customers more than crafters. Harvestors I'm not too worried about. After hologrinding stops I actually see a decrease in resource price. I'm more concerned with factories, houses and cantinas. From the sound of it, this doesn't look like it will change in the near future, and it is only a concern at the moment, nothing game breaking(at least that was my impression).
sciguyCO wrote:Force experimentation is intended to give an additional two experimentation points to all crafters (provided they get up to +20 at "Force experimentation IV"). This will stack on top of skill tapes, allowing for 14 point crafters. It's still broken on TestCenter2, though.
- How damaging do you think those extra two points would be when comparing force sensitive crafters to non-FS crafters? Combined with the ability to do large factory runs (which is also being looked at) would it make chefs with +20 in tapes and +20 in FS experimentation too overpowering in the marketplace?
- Do you prefer the "Bespin Port" idea better, where the FS experimentation only improves the success rate (indicating a more subtle benefit to the FS character)? This would give FS crafters a slightly easier time for those players who try for the "all amazing" schematics, but the final product is achievable without those skills.
- What if the FS experimentation didn't stack on top of skill tapes? This would still increase the number of 12 point crafters (since players will have the option of tapes or force quests), but remove the possibility of 14 point crafters.
- What if it takes a month of hard core playing to get each force experimentation box? A week? Two weeks?
14 point ws...14 point armorsmith...16 point artisan...geez, and they think that some of the items currently be created by several of these professions are "too good"...and now they're giving players the possibility of getting more exp points...
the one extremely bad thing about implementing the fs crafting stuff is this:
some crafters...particularly the dedicated ones that have been a master of their profession for nearly a year now...couldn't spare the skill points to pursue jedi through holo-grinding. how is it fair to punish these crafters by instantly handicapping them once publish 10 comes out (yes they will be instantly handicapped unless they have already unlocked...you get a full selection of FS skills for free if you've already unlocked with your main...unless they changed it).
if they haven't done so already they should have seperate paths for getting the fs crafting boxes than the fs combat related boxes...a ws/merchant would have to pay several combat players to assist them in most of the quests in all likelyhoods...while a combat player would merely have to visit that ws's shop...and not wait for the ws to log on, and come with them every step of the way....not exactly fair.
theres also the players that took up the job of politician....nearly all of them sacrificed their chance to unlock just to run a city...shouldn't they be rewarded for "profession loyalty" or something like that? Jedi knights/masters should definately be only for the hardcore pvp'ers and such...but fs shouldn't have to be only for those with combat skills.
maybe they could make fs crafting xp for the fs crafting skills be based on amazing successes...i.e. 1 amazing success = 1 point...or 5 or 10...can't grind it too quickly...but existing dedicated crafters would still rack up xp just operating their buisiness...making a schem requires..maybe 10-20 attempts...and in those attempts maybe 1/4 of those would be amazing successes...so even with 10 points...thats 25-50 fs crafting points everytime you make a good schem (and thats with only 1 point per amazing success). or maybe make all master level items give force crafting xp...because giving the xp of that profession once you've hit master...except for artisan/medic/scout...serves no purpose.