Development Cycle Archive

Thread: Publish 6 Feedback: Chef Profession Revamp

SiliconSmiley
Thu Feb 12, 2004 11:13 am
#40






GeminiMoon wrote:

If you read the Chef foum you can see a lot of people aren't happy, yet they have high hopes and their mouths all lubed up to complain so some changes get in.


In my opinion, these are the problems right now:


  • 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




As much as I wish they would have had more time to make me some fishak, I can't say that I'm sorry they didn't have more time to take sell crates for millions of credits. The economies in these games are always whack.


I'm a big fan of the requirements for components created by other professions. Get out there and make some business contacts. I'll make everything I can for a chef for some good food in return.





Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Georb79
Thu Feb 12, 2004 11:59 am
#41






apulieus wrote:
I know some people are complaining about failure rates, but i'm having no problems. I am crafting in research center with a plus 48 crafting station. In fact pretty much every experimentation is great with a decent amazings. Only one crit failure after making about 20 items versus 5 amazings.






My problem is not failing my problem is the 0 factor. I dont mind failing I have myself +14 kits and 48 crafting station. Its the failing to 0 no matter from what % you are at. Should be a fixed lossor gain.


Also Can we have the unadjustable stats removed from experimenting. I dont know what can be adjusted soo I have to test everything. Yes I know that is the fun of it. Its notfun when you need to 7 factory runs.



Georb



Georb
Master Chef
Tarquinas
The Tradersguild -2171 -6220 Tatooine
www.Tradersguild.net
Robbed
Thu Feb 12, 2004 12:12 pm
#42

Food that doesn't work:


T'ssolok- Does not reduce ent. Buff time. Still hit a cap at 10m, even if both buffer and buffie take.





Starshine Surprise- Does not reduce incap time (I've timed with watch) Still takes 104s from max incap time


Cavaellian Creams- Same as above






Smuggler's Delight- Does not reduce a downer, still takes 2 mins, even when experimented to 91%



feel free to add more




-------------------------------
Bounty Hunters Killed- 11
Dark Jedi Incapped- 1
Runs from a fight- 37
I became a jedi soley for the purpose of killing bounty hunters.
daltonj001
Thu Feb 12, 2004 12:58 pm
#43

I hate to be negative too, but I can't believe they took out Tat Sunburn. I loved that drink. Maybe it was too stong... I didn't think so since it only lasted like 360 seconds or so. But I can tell you I'm not planning to try and use any chef products for stat enhancement. A couple hundred increase is hardly noticeable from my point of view. Maybe with BE enhancements they'd be worth trying, but I doubt they'll be worth the cost compared to just getting a Doctor buff and using spices.


The only Chef products I think may use are some of the skill mods, and I'll only use those because I've got a friend grinding to Master Chef.



ZARX - TKM and Master Doctor

Now a Master BuffBot
Talus Port - Arador


Vendor: Coronet 157 -5700
Ex-Hologrinder - Merchant, Scout, Dancer, Doctor, Artisan, Brawler, Entertainer, Marksman, Medic, Combat Medic, Image Designer, Musician, Weaponsmith, TKM
sciguyCO
Thu Feb 12, 2004 1:25 pm
#44

TH, I think we really need some clarification on the stomach digestion rate.


Your post states:


Player Stomach: The stomach meters for food and drink now decay over a period of one hour.

The patch notes state:


Player Stomach: The stomach meters for food and drink now decay over a period of 30 minutes.

Testing seems to indicate a decay time of 45m. Since people are going to want to cram as much down their throat as they can, sohaving a definitive answer to how long their current filling is going to last is a must. And is it too much to ask for a numeric display either next to the food/drink bars or as a mouseover? Plus, the colored bars tend to drift to one side or another relative to the containing box, which makes it even harder to determine how much room you have.


The new hats and aprons look cool, although having a least a little coloration available would be nice.


The new effects are going to take some time to analyze. The stat buffs are definitely lower in size than pre-publish, although I'm optimistic about the longer duration. The stat buffs are also much more organized, falling into some nice groupings (3 drinks that buff all three stats of a HAM category, 9 foods that buff a single stat, three desserts that each buff usage/regen of a HAM category, Breath of Heaven for all usage stats). Any chance we can get a Health/Action/Mind food and a Constitution/Stamina/Willpower drink?


The skill buffs all look interesting, although I'm not sure how useful some of them will be (what exactly will +surveying help?). The "special effect" foods have a lot of potential, especially damage reduction.


The reaction to the pet buffs have been pretty negative, it seems that HAM bonuses are much less useful than buffs to secondaries. Although these may be intended more for the non-CH CL10 pets.


The food experimentation is much improved, mostly because there was no way the 33%OQ/33%PE/33%Flavor shown on pre-publish schematics was even close to reality. The addition of DR as a required stat has done some shifting on the quality of my hoarded resources, but nothing I can't deal with. Having four categories to work with definitely makes food more customizable, although I'm not sure how important that is given food's natural "bulk consumable" status.


Haven't played with additives on Live yet, but some stuff I saw on TC looked good. I just hope these aren't intended to be required to make foods usable. A non-enhanced food should still be seen as a worthy purchase, even if you'd rather have an enhanced one.


Drink containers are an interesting twist, although I would've prefered having them be optional (removing the small glass entirely). Casks seem to be the most bang-for-your-buck, even with the Trim requirement. The large glass's 1.5x multiplier makes the quantity experimentation a little screwy, since you round the quantity down based on the experimental percentage, and if it's odd, the .5 gets rounded down again. This leads to situations where going from 25% to 50% gains you 1 dose, and going from 50% to 75% gets you 2.


Barrels are still broken. If there are drinks that don't receive the container multiplier (T'illa T'ill seems to be designed as a single-dose drink), that information should either be noted in the schematic, or containers above small glass shouldn't even be allowed to be used.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Arandmoor
Thu Feb 12, 2004 1:31 pm
#45

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 good


Oh, the ammounts of milk I pull from Pickets bouncing from mission to mission is excelent. Three hours of Sampling and I'vegot1300 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 up


Esod Ordo of Clan Ordo

Novice Bio Engineer/Master Artisan/Novice Medic

ShadowFire
Manamar
Thu Feb 12, 2004 4:14 pm
#46


I don't know if it's just me but playing on Europe-Chimaera I have 3 of the schematics currently available to me (I'm 2121 in Chef) which do not recognise the Fruit resources which they need. I've tried 4 different fruit resources but none are usable in the fruit slot in the schematic. The affected ones are Bantha Butter, Won-Won and Chandad. Other schematics requiring fruits works fine.


Harvesting milk is fine although so far I have only gotten wild milk having tackled Bolle Bols & Famba on Naboo.


The overall improvements in the schematics are good in terms of the new effects and the boosts available from BE components. I'd like to see longer durations on some of the chef foods to bring them in line with equivalent doctor buffs.


For those of you complaining that you don't have high xp gain "grindables" (ack! hate that word as it summons images of legions of holo-chefs but I digress...), try Ithorian Mist in Mixology 2 - 240 chef xp per shot (not including the 40 you get from making the alcohol resources) or 252 in chef xp in practice mode! Compare that with the 140 chef xp from pre-patch and I think you should be very happy.


Regarding the Tatooine Sunburn issue, I too used to enjoy those as they were my main seller on my vendor. Suspecting they would disappear I made factory schematics prior to patch so I should be able to keep producing them as long as my resources hold out. I seem to recall reading somewhere that we had in excess of 100 schematics pre-patch and that they were not going to be able to convert them all over to the new system, which is fair enough. During later publishes and patches we *may* be getting some of these back, so who knows.... perhaps Tatooine Sunburns may rise once again the SWG universe!


One final note on schematics, is the lack of BE additive intentional in the Ormachek schematic or an oversight? Considering it grants an XP boost for non-crafting skills I suspect that it is the former but an official answer would be nice


Iro (2121 Chef on Europe-Chimaera, citizen of Aexon Beach on Naboo)
KzinKiller
Thu Feb 12, 2004 5:30 pm
#47


Um, where is the "Publish 6 Feedback: Bugs" thread? It's quite obvious after one day that it would be the busiest thread on this forum, and the most useful in providing real feedback to the developers to address customer concerns.


Where is 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
apulieus
Thu Feb 12, 2004 6:34 pm
#48

I'm not happy when a crit drops a stat to zero or causes me to lose some components, but it doesn't really affect me to much its pretty minor since its mostly time. Its not like were architects combining thousands of resources at once or weaponsmiths using krayt tissues.



This doesn't really have anything to do with the patch though it was how it was prepatch. I just wanted to say my success rate is still the same.



I do miss pate and ryshcate though.


JURIAS
Thu Feb 12, 2004 7:08 pm
#49

I Loveit Love it Love it!! Finally I have a reason to make food. Granted I only have domestic arts IV but the buffs and time duration are a welcome sight indeed. I believe this gives the chef profession New life and lets any artisan be more self sufficient not only in commerce but in combat. Thank you DEV Thank you!!!
Saitek
Thu Feb 12, 2004 10:17 pm
#50


  • many resource requirements do not justify the outcome, or are overwhelmingly high for something that is consumed so quickly

  • resource requirements for BE components are very high for animal resources, I cannot ever imagine a BE even remotely catching up to demand

  • Overall I do not mind working with other professions, but the resource costs are a killer.

  • Barrels do not work

  • Ithorian Mist & Casks seems bugged. With other drinks I get a stack size of +11 or 12, however with this drink, a casks only yields 6

  • Various foods and drinks including Breath of Heaven and Thakitillo have bugged quanitities, I am unable to experiment on quantity and have any kind of effect

  • Till Till - This drink is supposed to help with digestion, but in and of itself takes up 70 to 90 percent of your stomach? For what you are getting, it's not worth it.

  • Factory times are speedy, which is much appreciated

  • New Graphics are great, I look forward to even more in the future

  • New Pet Foods target the wrong pools to be valuable, secondaries are more important

  • Chef clothes are great

  • I notice an increase in critical failure rates

  • Extra steps with BE components are annoying and time consuming. This just seems more of a step that was added to "keep us busy", I wouldn't mind however if at this step it let me add my own ingredient to improve the BE comp further.





Shop Smart, Shop S-Mart :: www.swgchef.com
::Voted Best Chef on Nartius NUNA's 2004::
Master Chef / Mayor of Mos Quito

:: Proud Member of RAID::

Ragnaat
Thu Feb 12, 2004 11:37 pm
#51

I guess this would be the best place to report it (already /bug'ed and noted on the tailor boards) but there's a graphical glitch with the new Chef's Apron where my hands dissapear completely when wearing both the Chef's Apron and Wookie Arm Wraps (don't know about other wook handwear).



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Dridstar
Fri Feb 13, 2004 12:29 am
#52

BE resource requirements are insane. 40 domestic meat?! 40 milk?! Does the food even take this much? Pointless. Also..kinda OT, but It's starting to get rather annoying that one must be darn near a Math Genius to play this game lately.



DRIDSTAR
Master Tailor/Master Bio-Engineer
Nu'Maoi/Naboo/Eclipse
BE Clothes/Chef Supplies Vendor
ALWAYS STOCKED
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