Development Cycle Archive
Thread: Publish 6 Feedback: Chef Profession Revamp
With the new “chef revamp, there are many items we would like to hear from you on. For the Chefs out there who are on, or visit the Test Center, please post your opinions and comments. You can find more details about the Chef changes in the Chef Friday Featureffice
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Chef Profession Revamp: The Chef profession has been completely revised in this patch. Chef food items now have a more interesting and powerful set of effects and buffs and more flexibility in experimentation.
- How is the experimentation?
- What do you think of the new food items?
- What are your feelings on the buff effects?
New Chef Assets: Several food items now have custom art. There are also two new Chef hats and one new Chef apron creatable by Tailors.
- What do you think of the new Chef hats and aprons?
Player Stomach: The stomach meters for food and drink now decay over a period of one hour. Each food item takes up a % of stomach space that may be determined by examining the item.
- What are your experiences with the new player stomachs?
- Did you notice the changes?
Food Effects: Food effects are no longer limited to stat modifiers. Food created by Chefs can now enhance skills, give new protections and enhance combat abilities. There are even foods for medics, entertainers, and crafters. Examining a food item will display what it does. Food created before the patch will be unchanged. We encourage all players to seek out and try the new foods!
- What new food effects were you able to create?
- What are your feelings about the changes?
Food Experimentation: Chef experimentation on food has been reworked. Chefs now experiment on four unique attributes: filling, flavor, nutrition, and quantity. Filling affects the stomach usage of the food, flavor affects the duration of the food’s effect, nutrition affects the effectiveness of the food, and quantity affects how many of the food the crafting attempt will yield.
- Did you experiment with the foods?
- What experiments did you do? What was the outcome?
- What were your food crafting experiences?
Bio-Engineered Food Additives: The set of Bio-Engineered food components have been revised. Bio-Engineers can now create 3 intensities of component for each of the 4 experimental attributes (12 total). A Chef can then use these components in his recipes through the additive slot. For example: a Bio-Engineer could make a “light nutrition component” and sell it to a Chef who uses it to enhance the effectiveness of one of their recipes. The impact of Bio-Engineered food components has been greatly increased.
- Bio Engineers: Have you experimented with the food additives?
- What did your experiments yield?
Milking: Players can now milk certain herbivores. A “milk” option will show up on their radial menu. You must be scent masked or concealed to milk. You’ll have to figure out on your own what can be milked.
- Have you milked anything yet?
- How much Domestic Milk have you found?
- How much Wild Milk have you found?
Drink Containers: Drink recipes now require a separately crafted container. As a Chef increases in skill, they will earn the ability to create new types of containers. The larger the container, the greater the yield of drink created in a single crafting attempt.
- What containers were you able to make?
- What container sizes were you able to make?
- Too reliant on a lot of other professions (Master Artisans, BE's, Tailors)
- Too reliant on creature resources for all the components, and too many components in themselves
- Barrels not working still
And I'm sure there are others. Good intents gone wrong for now, yet hopefully things get figured out.
PS - a lot of chefs are peed because they thought they had another day to create older, "better" food as they saw
Posted this under the imperial crack down thread, thought there was only going to be one for the whole publish. Will repost here.
Barrels do not work. Their base is the same as a small glass. This bug was reported weeks ago and was never fixed. Better late than wrong. Very disappointed this wasn't fixed as I had faith it would be. When will this be hot fixed?
The new art works is awsome, specially the drinks.
Only made Breath of Heaven with the heavy BE additive so far. By far better than what could be made before patch, however the duration is very short, only 10 minutes, compared to the filling, 66% or 30 minutes. This would be nice to have as a continous buff, was only ~840, and in line with musician buffs and much lower than doctor buffs, ie not over powered. 2/3 down time seems rather harsh and very weak. Haven't tried out the other stuff as of it, but I'll voice my opinion on those.
BUT IS THE CARBINEER REVAMP READY YET?
BUT IS THE CARBINEER REVAMP READY YET?
I am reasonably pleased with the Skill mod foods, I am utterly disgusted at the stat mod foods.
Chefs ONLY make buffs, it is our reason for being, yet we have the weakest buffs in the game.
A Master Doctor can buff 6 stats for 2500-3000 for up to 4 hours, aswell as heal, cure, res, sell stimpacks, etc.
A Chef can make +250 /2 use at a time, which can give MFW HSC or AQS buffs, not all at once, or 2 at once, for 30-40mins.
Yes, food and drink are more convenient, but even with heavy additives, if you are lucky, you MAY get a 900ish buff - assuming you can find a BE with enough Domestic meat.
The Pet HAM buffs are utterly useless. Vercupti gave me +395 pet HAM for 8mins (one use per 60mins) as a MASTER Chef item
Blap Biscuits give 757 for 36mins at NOVICE... something is wrong there, and not just the fact that no CH in teh game will use it.
+800 HAM on a 12k HAM Rancor wont be much use - neither will +800 on a 900 HAM CL10 pet, it's the secondaries on pets that are important. One pet stim does the job of those foods, and you can use one every 14 seconds.
Barrels give absolutely no bonus whatsoever to a drink. This bug was repeatedly posted on the forums and /bug on TC, and by Sir Vimes over a week ago.
Chefs will now rely on BE's to make items using the rarest meat in the Galaxy to make additives.
This will double the price of food stacks, as these additives are essential just to get stat food/drink up to pre-patch levels.
There aren't that many BE's about, and they're already snowed under with tissue and pet stim orders, without Chefs adding to it - I recently dropped BE and I never had a spare moment to play the game. I couldnt keep up with the demand for pet stims. Theres no way I could supply chefs too.
Basically, yes, there are some nice skill mod items, but you removed our best selling items, and replaced them with below par ones, making us rely on BE's just to get us up to pre-patch levels.
We have cried out for months for an increase in our buff levels, and some skill foods. We got the skill foods and you totally destroyes our stat market.
We only make buffs, yet make some of the weakest buffs in the game.
Milking : Pickets (all kinds on Dantooine) give Wild milk. From 2 missions, I got 800 milk - thumbs up there.
Containers : Cask gives 3* modifier to quantity (nice for cost), barrels do nothing.
Experimentation : After a fail on experimentation, I get Amazing Successes that act as fails.
Fillings on pre-patch food is way too high. Vercupti gives 400 focus for 12mins, and cant take another for about another 12mins after that ends as an example.
This may fit in with the new stat buff levels, which are pitiful.
I'll be honest, I dont care if you make it so Chef buffs dont stack with doctor buffs (though Neutron Picie does & gives a wedge of health), but PLEASE make them worth using.
The Chef buffs should be at the same level as doctors of the same skill, modified slightly for the convenience of Chef food.
I can understand Mind stat buffs being lower, but Health, Con, Str, Stam, Qui and Action should rival Doctor buffs - after all we ONLY make buffs.
HA!
Haruspex77 wrote:
Is usage experience working well enough to be an additional benefit?
Starshine suprise Does not work. Stats say: Reduce incap recovery time 36 next incap;
what it does: nothing
I hit my freind down to one heal with a CDEF Rifle then did a strafe shot with a T-21;
First time (no Starshine) : 103 seconds incap time. Timed it took 103 seconds.
Second time (with starshine before incap) : 103 second incap time: Timed it took 103 seconds.
It isnt consumable during an incap either? I assume its broken