Development Cycle Archive
Thread: Publish 6 Feedback: Chef Profession Revamp
Trying to extract an item fron an old crate of Dweezil made me lose my connection 3 times. Then I deleted it. Figure 3 times is enough to prove it was that crate.
Stomach was not emptying on death.
Stomach decay was over 30 min.
Milk rate seems too low for master scout
One thing that disturbs me: First try? Got two critfails during experimentation. I've heard 4% quoted as the 'expected' critfail rate. Once a BE makes the tissue, a chef has to turn it into an additive. Then has to use the additive in a meal (which may have two subcomponents at least in it).
That's up to 5 craft checks (and many of the craft checks also have up to ten experimentation checks). And for that matter, a minimum of three-five factory runs (which means if I have resources for 10 heavy additive tissues, it'll make 9 crated tissues, which will make 8 usable additives which will make 7 factory produced meals)... is this by DESIGN? Seems a little harsh.
Robbed wrote:
Stomach does not empty when you die. Didn't TH state that it should. This is a large bug. If we die and are cloned, do the clone the food in the stomach? If they do then why do we not have the buff : ).
correct.... AND, the indicators are still not working properly in the character sheet. if you shrink your character sheet as small as it goes, the indicators are draw off-screen and are not visible until one of the bars is at least 50%.
bug 2) if you eat two peices of identical food, back to back, you only get *one* icon in the new buff window, instead of 2 seperate icons for the two peices of food u ate.
I'll continue to stress that i think the dev's should squish more bugs before releasing updates than what they have done in the past. People were posting these bugs in the TC bug threads, and some of these are obvious and should have been caught by your QA team. Either the QA is incompitent, or one of the senior personnel is making judgment calls to push for deadline instead of quality.
Again: i vote quality over deadlines.
Without supplement.
Initial combine:
6% 30.8% knockdown resist
6% 9m27s duration
7% 46 filling
4% 1 use experimental quantity
Each great success (+7ish%) in experiment raised duration by 36s, effect by 2.4%. one great success did not increase quantity at all. One great success did decrease filling by 1 (both quantity and duration experiments were done with one trial, which filled the box, so it could be 1 filling per box, not per 7% experiment improvement... but quantity didn't budge with the first box filled/first great).
Final meal, after a critfail in nutrition (effect) and duration that wiped them to 0% 0 boxes (4% critfail rate my tookas):
30.8% KD resist
9m27s duration
45 filling (45% of the food bar filled per consumption?)
1 use
With a heavy supplement...
Tissue supplement combine and experiment yielded a heavy nutrition supplement with a rating of +110 nutrition, at 85% experimentation (9 boxes full, if I remember right? Didn't note it down)
(kinda cruel to use this notation here, but nowhere else in the chef process. Is it a %increase? probably, judging from results below)
Second combine, chef, which turned it from a tissue to a usable supplement has no experimentation phase. Rating went from +110 to +115.
Initial combine of the meal, with supplement:
8% filling 46
6% flavor 9m36s
5% nutrition 66.22% KD resist
4% quantity 1 use
After experimentation (4 boxes available in flavor and filling, 3 boxes available in nutrition and quantity. I was indeed using crap materials):
15% filling 45 filling (45% of the food bar per consumption?)
20% flavor 10m48s duration
29% nutrition 75.68% KD resist
23% quantity 2 uses
So even with craptastic resources, a 75% resistance to knockdown, if the displayed stats can be trusted, with the supplement. Same resources without a supplement yields a minimum of 30.8% resistance. So just over double the result with a heavy supplement which is pretty cool for 20 meat, 90 oats, and 20 water (and the potential for more yield if I had 'secret research data' to go into the tissue).
One thing noticed: Out of 5 combines (4 with 10 points of experimentation burned individually), I received 4 critfails and two 'failures'. so 4 critfails and 2 failures out of 45 clicks. WTH happened to 4% critfail rate? Shouldn't the critfail rate be significantly lower on assembly (or experimentation) with 4% overall, instead of the accentuated rate cumulative efforts for one item requires? For example, in this one item (a meal), I was 'required' to do 30 points of experimentation and three assembly checks. 33 checks per meal, each with (I'm told) 4% odds of a critfail at mastery, taken as a superset means that 100 meals are going to get me an average of 132 critfails, which could potentially make 'worthless' all 100 meals (worthless defined as at least one critfail in a given meal).
And that assumes the critfail rate IS only 4%. With my 4 in 45 rate in this example (though too small a sample for accurate statistics), I'm at what, double the supposed norm at 8%?
Arandmoor wrote:I'm a Master Artisan / 1/0/3/1 BE on ShadowFire and I couldn't get the Novice BE Food Additive to work with any of the artisan foods. Are they only suposed to work with chef foods or something?Other than that, I've already got a production run of about 500 Caf's and Athia going (making the glasses right now) and another hundred crispics to help me DNA Sample. The cripsics cut damage by 30-40 points a blow (15%) when I accidentially aggro pickets, and the Caf and Athia pump my mind a little bit. Not much, but the extra 45 points of will power really help. I've got the duration up to about 45 minuts per shot of "Wake-up Juce") (caf) so it sits in the stomach pretty goodOh, the ammounts of milk I pull from Pickets bouncing from mission to mission is excelent. Three hours of Sampling and I've got 1300 wild milk already. That's would be enough to do a run of Jaar to drop on the corellia baazar, but since I just ran out of meat to craft my clones it's kind of tied upEsod Ordo of Clan OrdoNovice Bio Engineer/Master Artisan/Novice MedicShadowFire
To fit in the additive slot in a schematic, it has to go through the second combine of heavy/medium/light additive. Light additive can be made out of light BE tissue additives at Domestic4, mediums and heavies are in the chef tree.
If you tried one after the into-food-combine (domestic/chef), and it wouldn't fit in the additive slot, that's a bug (example: Air cake is an artisan food that can take a light additive. To get a light additive, you need a light tissue (like a micronutrient supplement) combined in the domestic4 schematic for a light additive).
I haven't had a chance to try out the new foods.
However, I tried milking, and I love it! I milked gualamas and dappled gualamas on Naboo. Also I had a nice "Publish 6 experience", when a Master Artisan (all with new Chef hat) asked me for Camouflage because he wanted to go milking! He traded a 5 use Vehicle customization kit for me giving him camouflage. ![]()
I like the interdependency of Chefs and Rangers here: Rangers giving Camouflage to Chefs so that they can go milking. Thatmay actually give business to Rangers and make their Camo Kits more worthwile.
By the way: do Rangers get any bonuses for milking, like they do for harvesting? Would be a great addition to the Ranger profession (Outdoorsman). Is Milking tied to the Creature Harvesting skill?
As part of the Chef revamp, some other professions were effected as well, as a BE I can make new enhancers for use by Chefs. However the optional item needed to enhance the enhancers is an unknown item.
Just what is the "secret research data" we need and where/how do we find it or do we create it?