Development Cycle Archive
Thread: IT 6-2: Chef Revamp
Jihadic wrote:
4) Drink containers resource/efficiency is skewed. As someone has pointed out, a small glass requires 10 resources and a large requires 100. However, a large glass only gets a 50% bonus quantity over a small glass. So 10 times the resources for just 50% better effect?
New assets:
Love the new art, I think I may be making some sales just for the decorative value. The aprons and hats look great, I'm hoping that they'll get a small change to allow a color other than white. Heck just stick with primary colors so we can really get into an "Iron Chef" mood. ![]()
Stomach:
I did some pretty comprehensive testing on this (my results are posted in the Chef Forum).The digestion time from 100% is 45 minutes, which may be acceptable (provided youdon't call this a bug and increase it to 60) considering the longer food durationssince digestion begins immediately after eating/drinking. The filling numbers on the food displays are much more useful than the "eat something on an empty stomach andestimate the bar growth"we've been using on Live. Used properly, filling can be a major limiting factor to reduce food unbalancing combat, crafting, etc. This appears to be what you've attempted, with large-effect items having a having a high filling-to-duration ratio.
Stomach bugs: The fill bars do not update until you've eaten/drunk something with the character sheet open. Also, it's always at 100% when I log in.
Food Effects:
Expanding chefs beyond stat buffs was a great idea, although I'm wondering whether you took it too far. Looking over the effects reported by TC chefs beyond my character's skill, it appears that there is one
Experimentation:
My favorite fix is the update to the stat percentages in the food schematics. Before, these were shown as 33%/33%/33% for Flavor/PE/OQ on every experimentable category, which definitely did not match up with the results from various quality resources. Although the addition of DR as a contributing statis going to require some shuffling of my Live character's resource stash.
The different categories should help for customization, although the filling and quanity categories seem to have very narrow ranges. This requires the use of 3-4 experimentation points to decrease the filling by 1 or raise the quantity by one, which I'm still unsure about. My TC character is still fairly low in chef, it's possible that I haven't seen the correct ranges on higher-level foods with my two experimentation points.
I am sad to see component experimentation got removed. This was one thing with the old system that truly separated the great chefs from the common Wastril-slinger. The BE additives should add something (especially since they are now available in all foods), but I haven't used them enough to comment. I think that components could be implemented using something along the lines of "mini-addtives". Take a light BE additive, cut it's min/max effects in half (maybe more), call that the highest level component, and scale down to carbosyrup.
Saepiroth wrote:
Jihadic wrote:
4) Drink containers resource/efficiency is skewed. As someone has pointed out, a small glass requires 10 resources and a large requires 100. However, a large glass only gets a 50% bonus quantity over a small glass. So 10 times the resources for just 50% better effect?
Jeez, the Adv. BEC requiresthree timesmore resources that areSPECIFIC instead of generic!Why would anyone go through ten times the trouble for only twice the effect?
People will buy things in your big containers. A small bonus in effect makes a big difference when there's a limit on what you can do with it, like the "filling" bar. I know I would!
1.) Ever since I went full master (instead of mix2-cook4 Sunburn boy) I have been really happy with chef. I am selling alot and actually selling several different foods and cant keep up with demand. That being said I am reallly looking forward to a revamp and expanded possibilites. I love the skill buff foods alot. I hope they all work.
2.) I know the stat buffs are supposedly going to make more since in the combat revamp, the problem is that they are not happening at the same time. The chefs and our customers need to know as soon as possible (even if its a guess) how long we will be living with new foods and old systems. Your combat people (read a heck of a lot of your paying customers) will be upset over this. Isolated, people would get over it. However, with the many problems that exist in every layer of the game, this is just another thing that will help send people over the edge.Letting us know what time frame will help us educate our customers.
3.) OK, If its only a month between the two patchs, then I can stock up on things to sell for that month. The only thing that worries me is that when the chef revamp went live onto TC, all pre-made crated food reverted to one-charge stacks in the crates. Another fear is that they will have the old buffs, but the new stomach decay, which makes them almost as useless as the new stat foods. It can not be stressed enough, that without information on this, people will have spent money on food that will be useless and there is NO reason for this. Changes for the better are one thing, but when you change things and break more, it tends to make people cranky.
4.) Im looking forward to this, but please either rebalance the timing/stomach system, wait to implement the chef revamp until the combat revamp, OR make SURE that the old stuff will continue to work perfectly without charge reductions in pre-made crates. Without this, its at least a month of gamebreaking gameplay NOT ONLY for the chefs (nobodies) but the combat-orientated people without whom you would all be flipping burgurs at McDonalds.
5.) On TC at least, my newbie character always "SHOWS" that it has a full stomach. This makes it completey impossible (some have found terribly insane ways around it.) to test how foods effect filling. If you can do something to help this it would be appreciated.
All and all I am hoping this will be a great patch. I havnt seen any numbers though on what the Bio-Additives do. I am assuming becuase there are not many BE's on TC. I could be wrong.
One overall suggestion I see is making a greater range between the lowest and highest possible results. THis make great resources, and full experimentation more rewarding and that makes it better.
The problem is we basicly had our good stat buffs taken from us and replaced with mediocre skill buffs. Sure this looks fun and appealing on the surface but essentially Chefs have lost thier primary focus and ability which is buffing substats and mind stats. This is what sold food. This is what made chefs usefull. This is why people bought food. To completely take every good stat buff away is complete rubbish.The ones we are left with have like 3 minute duration and 80% filling. So basicly for 3 minutes per hour you can have a decent stat buff...... come on.
The problem is we basicly had our good stat buffs taken from us and replaced with mediocre skill buffs. Sure this looks fun and appealing on the surface but essentially Chefs have lost thier primary focus and ability which is buffing substats and mind stats. This is what sold food. This is what made chefs usefull. This is why people bought food. To completely take every good stat buff away is complete rubbish.The ones we are left with have like 3 minute duration and 80% filling. So basicly for 3 minutes per hour you can have a decent stat buff...... come on.
Then add in the Hour stomach decay. This utterly hoses every single thing a chef can make new or old. The amount of downtime between buffs this creates is unreal.
Sorry about the post screwup... Continuing on.
Food Effects:
Expanding chefs beyond stat buffs was a great idea, although I'm wondering whether you took it too far. Looking over the effects reported by TC chefs beyond my character's skill, it appears that there is one food for each pool grouping (health/str/con, mind/focus/willpower, and my money says Accarragm is Action/quickness stamina), BoH for usage stats, and a dessert for each pools secondaries. Will this really be enough for combat characters looking for that extra boost over doc buffs?
The skill bonuses range from probably useful (Defense vs. Knockdown will likely be popular for PvPers going against TKAs) to special use(incap recovery bonus) to probably useless (what is +surveying supposed to affect?). I'm afraid it's a bit much right now to evaluate all of them, but I'll be doing my best on TC.
Milking:
I'm hoping that the milk yield improves and/or goes fasterwith more hunting skill (or using a +creature harvesting food). The milking time seems to be around 30-45s for 10-15 units. I haven't found any domesticated milk (although I've been spending most of my time crafting), and about 2-300 units of Wild milk over the course of an evening taking Ikopi misisons.
Any word on whether or not BE-created creatures will be milkable?
Drink Containers:
I don't think the quanitity bonuses are really sufficient for the resource requirements. Going from small to large glasses requires 10x resources for a 1.5x quantity increase. I'm not asking for ten times the drink doses, but is 2x for large, 3x for cask and 4 or 5x for barrel too much to ask? Or maybe make the containers above small glass experimentable, allowing for crafters to increase the multiplier byone or two.
The problem is we basicly had our good stat buffs taken from us and replaced with mediocre skill buffs. Sure this looks fun and appealing on the surface but essentially Chefs have lost thier primary focus and ability which is buffing substats and mind stats. This is what sold food. This is what made chefs usefull. This is why people bought food. To completely take every good stat buff away is complete rubbish.The ones we are left with have like 3 minute duration and 80% filling. So basicly for 3 minutes per hour you can have a decent stat buff...... come on.
How is the experimentation? GREAT! Before the revamp I could never get more than 50% success. Now I am getting 70% on a regular basis. You did a great job. I wish you could bring back experimentation on the sub components though.
What do you think of the new food items? I like the variety, and I think some of them are great. The stat buffs need to be higher, though. The ones that are high have times on them that are so low that they are useless. Won Won is a good example of this. The time should be increased, or the stats of some of the other buffs like Teltier noodles need to be increased.
Also, creature handles would prefer buffs to their pet's regen stats as opposed to the primary stats.
What are your feelings on the buff effects? Increase the effect of buffs in general and I think we would be good.
What do you think of the new Chef hats and aprons? Goofy, but then again chefs are, well, naturally goofy. I like them.
What are your experiences with the new player stomachs? This is the thing I don't like the most. I think it should be lowered to half an hour. I think this will be enough to make it challenging and prevent most buffs from stacking but still allow flexibility.
Did you notice the changes? Yes.
Did you experiment with the foods? Yes
What experiments did you do? What was the outcome? I was experimenting with all four stats. Got very good results.
Have you milked anything yet? Yes
How much Domestic Milk have you found? About 60 units after searching for about 2 or 3 hours on Naboo
How much Wild Milk have you found? About 200 units after searching for about 1 hour on Naboo
What containers were you able to make? Small and Large glasses I think the sizes are too small compared the resources that are required.