Development Cycle Archive

Thread: IT 6-2: Chef Revamp

Saepiroth
Mon Jan 26, 2004 2:45 pm
#14

I REALLY LOVE the new Chef System. A slowly decaying bar that would go from full to empty over an hour is really nice: all the new things that last for half an hour or so and fill 10% mean you can stuff your face with them for big boosts, or refresh tme constantly since a single one would wear off in 10 minutes.


Vasarian Brandy simply looks plain awesome; even with the crappy resources and experimentation on test, it still came out as +140 mind/focus/willpower, and 40 minutes for 40% filling. If that doesn't end up somewhere around +200/60min 30%, I'll be surprised. I know I'll be buying Barrels of that in crate upon crate!



Sapp O'Rath:
Booty Hunter, Imperial Colonel, Grand High Procurator of Dongs
Sapp's Postulate: SOE is a corporate experiment in just how hard you can piss in someone's eye and still have them pay you for the privilege.
Jerecki
Mon Jan 26, 2004 2:50 pm
#15

Please, if you aren't going to address serious chef issues, don't post here. We need to get some word through to the Devs about this patch.


Fist off I'd like to thank the Dev's for actually taking a little of their attention from combat and other issues to the Chef's. I'm another that was not willing to grind chef through again on Test. I didn't have the time or the resources. I have however seen the results and I have ver mixed feelings. Right now (in a vote on the chef forums) every chef has voted not to go through w/ the chef aspects of the patch [except milk and clothing]. I like this new stuff but I do agree that there needs to be some improvement? Higher numbers to be specific. Since the food time is limited, why not give us higher numbers: not just on stat buffs [which may not be needed w/ new HAM system] but w/ skill buffs too. Since we are purely a crafting profession, we need something that makes us more than just mildly usable. We need to be important to people. Combat professions can't just kill a player base by themselves, they need SPECIFIC professions to carry out different operations, they are vital. We need the same sort of thing that makes our food worthwhile. We have yet to see how the BE components make our food better [it'll have to be massive to make much of a difference], but I think a lot of chefs are worried that this will make people pass us by for spice vendors (even when they are outlawed). Please, make this profession stand out above smuggler spice and doctor buffs.


Issues:

1. Stomach Filling and Times

2. Pre-Patch food bugged

3.Chef Hat Certification for the two higher hats? Please?

4. Higher Stat and Skill buffs. Don't decrease times, they seem ok.

5. Lost some of our most requested items. [Fishak, BoH, Glazed Glucose Pate]

6. Higher Containers need better multipliers or fewer resources.


I'm not petitioning to become the Godly Uber Profession, but I just want to see chefs and our customers happy to play the game as a chef.





--------------------------------------------------------------
Letting non-PvPers kill factioned NPC's without consequences will prove disasterous! Report immediately to the JTLS forums and express your opinion! Six or Seven people are deciding the future of the expansion, let your opinion be heard!
Saepiroth
Mon Jan 26, 2004 2:55 pm
#16






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!



Sapp O'Rath:
Booty Hunter, Imperial Colonel, Grand High Procurator of Dongs
Sapp's Postulate: SOE is a corporate experiment in just how hard you can piss in someone's eye and still have them pay you for the privilege.
sciguyCO
Mon Jan 26, 2004 3:05 pm
#17


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.







Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Jihadic
Mon Jan 26, 2004 3:06 pm
#18






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!






Um... there is no bonus in effect like with Adv. BECs(even badly made adv BECs will blow the non-advanced ones out of the water). The bonus is to quantity. And the bonus does NOT correspond with the amount of materials used. Why make a barrel that requires MA subcomponents and 30 times the resources of a small glass when it only gives 5 times as much and CANNOT be experimented on(Adv. BECs experimentation makes a huge difference). If the bonus was to effect in terms of times 2/3/or 5, then yes, it may be worth it to actually condense the resources and sell at a high price. From what I hear from TC though, it isn't worth it.



Jobarra
Master Chef
Visit my vendors in the Falconcrest Mall in Falconcrest, Corellia.
Looking to buy Food Exp and Food Assembly Clothing Attachments. +4 at LEAST please.
Magicman_33
Mon Jan 26, 2004 3:07 pm
#19

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.




smw356
Mon Jan 26, 2004 3:15 pm
#20

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.







------------------------------------
Dolemite - "Goon Squad" - (Bol: 1 - Miyuki: 0)
Snitch - Master Chef / Master Weaponsmith
Militia Food and Weapons (-3119, 976) City of Fate, Naboo
Militia Food (-2556 , -4477) Tatooine (South of Bestine)
smw356
Mon Jan 26, 2004 3:17 pm
#21


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.






------------------------------------
Dolemite - "Goon Squad" - (Bol: 1 - Miyuki: 0)
Snitch - Master Chef / Master Weaponsmith
Militia Food and Weapons (-3119, 976) City of Fate, Naboo
Militia Food (-2556 , -4477) Tatooine (South of Bestine)
smw356
Mon Jan 26, 2004 3:18 pm
#22

sorry for the triple post. Maybe soe could give up "revamping" chef and revamp the forums to properly work instead.



------------------------------------
Dolemite - "Goon Squad" - (Bol: 1 - Miyuki: 0)
Snitch - Master Chef / Master Weaponsmith
Militia Food and Weapons (-3119, 976) City of Fate, Naboo
Militia Food (-2556 , -4477) Tatooine (South of Bestine)
sciguyCO
Mon Jan 26, 2004 3:21 pm
#23

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.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
KzinKiller
Mon Jan 26, 2004 3:23 pm
#24


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.


As someone who spends 50-100K per week on food, let me echo this LOUDLY. If you take away good mind/seconeary buffs from foods & drinks BEFORE you make the HAM system changes, you might as well just march all the chefs to the Coronet Bankruptcy Court, because you will be killing their business with a single blow.


JUST DON'T DO IT




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Meplorium
Mon Jan 26, 2004 3:55 pm
#25

Drink Containers:


Just some simple math. A small house takes ~3500 resources. I barrel takes ~300 resources. So for a create of 25 drinks made with barrels it would take ~7500 resources or over 2 houses worth. This is rather an insane about of resources. The optional components don't bother me however, just means more factory work, but means less competition 'IF' the barrels and other drink containers happen to be cost effective. If not, what is the point in putting something in the game that will not be used?


BE Components:


Second the meat for the BE supplements. It seems from early testing that food really needs the BE supplements to be effective. Again the optional components means less competition on the higher end market with the trade off of more factory time/resources. This is a fair trade off. However meat is hard to come by in high quantities, even with paying a good amount for it. Maybe relax the meat requirements for the BE supplements and raise the floral requirements. This is still a lot of resources often doubling the required amount of resources, and makes it impossible to do in any quantity with the current meat requirements. This may be intended to make 'decent' food both rare and expensive, however it is just food and should be more accessible. The 'secret' ingredients are fine for making rare food. As it is getting a BE/Chef team together to make food will be rare enough without the added burden of the meat requirement.


Milking:


It has been reported that (baby) animals can be milked. I believe this is illegel in most states where as milking a bull rancor isn't. Maybe this can be looked into?



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SirVimes
Mon Jan 26, 2004 4:05 pm
#26

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.

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