Development Cycle Archive

Thread: IT 6-2: Chef Revamp

kordeth2
Sat Jan 31, 2004 5:38 am
#79

i was also out milking various creatures and i have noticed that there is only wild milk out there even when i milked some domesticated gungan falumpesets and kaadu.....this certainly does not make any sense to me as the domesticated creatures should most definately give domesticated milks please check this out



Rhope Naber ---milkmaid

seeking chef/bioengineer

Keren or Kaadara Naboo ....im constantly traveling just send mail to one or the other ill get it

Test Center
Drackon41
Sat Jan 31, 2004 9:58 am
#80

Why should domesticated animals give domesticated milk? if you kill lizards on Dant you get avian meat. At least they are keeping thier logic the same LOL
Dnelle
Sat Jan 31, 2004 12:11 pm
#81

When does the chef revamp go live? anyone know?
Befishburger
Sun Feb 01, 2004 2:23 am
#82





There looks to be a realproblem with the resource totals neccesary for the BEs to make additives.


Read here:


http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=51355&page=2



The enormous boosts BE additives give food mean that they should not be easy to come by. However, with the resources currently neccesary, I fear thatBE food will simply cost too much to make it worth even the exceptional boosts that it grants.


Note the example given in the BE thread: current requirements would mean, in some additives*, as much as 90,000 units of meat for a single schematic of 1000 uses. (when someone in my guild brings me 2K of Domestic Meat, I throw a party) At a fair price of 10cr per unit, that is almost 1 mil credits, just for the meat, in a singlefactory runof BE additive. Passing even a small part of these costs along will mean unmarketable food, no matter how significantly the food is boosted.


Unless someone can point out where I'm missing something: I suggest a reduction of required resources where those resources can't be harvested normally.



* It looks like the bulk of this problem is to do with meat, and that the largest meat requirement is in adiitives that reduce filling.


(also posted to Chef and BE forums)



Hero



~





Everybody quiet, here comes the Sheriff!!
I mean ...Chef. Here comes the Chef.
Stryker75
Mon Feb 02, 2004 8:29 am
#83


I just have one request, and I know that it may not seem like it is totally in line with the revamp, but it is important to me as a roleplayer who enjoys playing a chef. I really need adifferent Cantina. I need a basement for myliving quartersand kitchen. I also need a couple of back rooms for my entertainers to change in, and for my patrons who wish to keep their affairs private.


Thank you,



Ainoi Laecydo
Raven's Bluff, Dantooine (Kettemoor)
Lobaca-Scylla
Mon Feb 02, 2004 8:46 am
#84



GadonThek wrote:
id just like to chime in on the containers issue. Ive not been on test myself so Ive no idea about the resource requirements, but I dont think its fair to force chefs to become master artisans just for componants. What the hell does engineering have to do with making beer or stew? Sod all.

The containers should NOT require componants, unless those componants can be made either in domestic arts or the chef profession. I have my character template all planned out, and it doesnt include taking stupid skills unrelated in any way to my main chosen profession. Also, by all accounts the resource requirements are far far too high. According to a post on the chef forum, to cover the cost of using casks a 20K crate of drinks would have to go up to 60K! For a pathetic bonus like +5 uses per item, and thats just totally unacceptable.

Lower the resource requirements, remove the componants or move them to the domestic arts/chef skilltrees and make them worth using by at least doubling the current bonuses they give, or else your going to find a hell of a lot of chefs using nothing but small glasses.




Have you looked at other elite artisan professions? I dont feel you have. DE requires MA components....architect requires MA componenets......armorsmithing required tailored componenets.....weaponsmithing requires MA componenets.....why should you be any different? You want the greatest and best you have to spend the skill points to do it or find someone to work with for schems that will let you do it.

Lo
Vodokar
Mon Feb 02, 2004 9:50 am
#85

Another update, for those that don't follow the chef forum and have the latest information.


It now takes only 30 minutes for the stomach to clear from 100% full.



Master Chef Shiskussi
The Fireside Cantina - Sanctuary Naboo
Arruna General Store - Arruna Dantoine
Naritus Server

Eat, Drink and be Merry tonight! For tommorow, dead men we shall surely be!
WizardTB
Mon Feb 02, 2004 3:07 pm
#86




Greetings all,

Normally I don't have anything to post because others are already stating similar opinions, but now I feel I need to chime in.


I personally think the new Chef changes are great. In the past, Chef food has been nothing more than a portable stat boost supply (at least for the small handful of items that were worth making). Who needs Doctor/Dancer/Musician buffs when a simple chomp-chomp would take care of the problem. Granted the Doctor/Entertainer buffs were higher power and longer duration, but food was easier and quick (no waiting 10 minutes watching a Dancer).


I play 7 accounts on Ahazi and have Master Doctor, Master Dancer, and Master Chef characters. Currently, the Chef is just gathering dust because everything he can do the Doctor and Dancer can do better.


I LOVE the fact that the new Chef boosts skills and abilities instead of just various Stat boosts (and yes, there are still food items that boost all of the stats). I am looking forward to actually being able to make something that no other profession can do.


Now for a little feedback...


How is the experimentation?
The 4 experimental attributes are fine...and balanced. You have the ability to experiment with stomach volume, stat/ability boost amount, duration, and quantity.


What do you think of the new food items?
I like it. The schematic list was fine tuned and trimmed a bit to not overwhelm us with items.


What are your feelings on the buff effects?
It is nice to have something other than just stat boosts. The new skills and abilities are diverse and span all of the professions.


What do you think of the new Chef hats and aprons?
Haven't seen them yet....or a tailor for that matter due to sparse character population.

What are your experiences with the new player stomachs?
The initial 1 hours was far to long...the new 30 minute timer is appropriate.


Did you notice the changes?
Heh...Yup

What new food effects were you able to create?
I was able to make all of the schematics except those requiring Tailor and items created from a factory. I do not currently have access to a Factory, but I am grinding in Architect to solve that problem. If there are any TC players on Tatooine who might be able to help me with a couple of small factory runs...please send Tell or email to Mordo.


What are your feelings about the changes?
See above.


Bio Engineers: Have you experimented with the food additives?
Nope...Have not been able to find a Bio Engineer.


Have you milked anything yet?
Yup. Milked Eoopie, Cu pa, Rogue Bantha, and Domestic Eoopie (all of which were then harvested for meat after their milk ran dry)


How much Domestic Milk have you found?
Domestic Eoopie yielded low 20's per milking (if I remember correctly)


How much Wild Milk have you found?
Eoopie and CuPa yielded in the 20's per milking. The Rogue Bantas were in the low 30's.


What containers were you able to make?
I was able to make all of the containers except the Cask (which requires Trim crafted by a Tailor)


In closing I would just like to say "Thank You" to the Devs and players on TestCenter for their innovative ideas in trying to upgrade the Chef profession.


Mordo Nimblefingers - Test Center (and Ahazi)
BlackWombat
Mon Feb 02, 2004 5:43 pm
#87

I don't acctualy have a Chef on Test Center, so take what I have to say with that in mind.


My overall opinion of the revamp is this; Why did you bother? Not to be insulting or anything, but... It seems like things will more or less end up the same. We'll find three or four things we can sell, and sell them, and get by as well as before. Perhaps we'll get some speical orders from rich PAs who want the mega-BE-Enhanced foods in bulk for their next big attack on their enemy PA, and we can run around in our spiffy new hats and aprons (Which look dorky enough that nobody BUT a chef would wear them).



Alena Kuraedar
Pilot ~ Master shipwight
Rising Star, Dant
Starsider
ErantiaPrym
Mon Feb 02, 2004 6:03 pm
#88




Just had a thought while playing last night -- it would be nice if Chefs could make some items with special effects like "Orange Juice"-- this would provide the immediate benefit of a weak Cure Disease (pack A probably) and would fill up the stomach as well.


I don't know what other effects you could add, but as a doctor I find myself suggesting people that they drink their orange juice when they have a disease or drink some water to get over the ill effects of a muon gold (I had one player asking an artisan to craft some water for them -- maybe we should consider creating bottled water so the chefs can charge outrageous prices for them?)

LordMalice_666
Mon Feb 02, 2004 6:06 pm
#89

I am not on the TC server but it seems that we now need components from various professions to stay in the business. Ok, dependancy on other professions is not a bad idea but I certainly hope I don't have to go and buy the components I need in crates of 25 items! My bank is full. My house is full. My backpack is full and inventory generally has about 10 empty slots. If I have to go and buy those items from some distant location I would have to run back and forth a lot to get components for a single factory run...

I would certainly be delighted to see crates of 100 items but even 50 would help a bit. Ofcourse one could just buy schematics but I don't think that any chef has too many spare lots available. I can't personally even dream about having a cantina with its high lot cost. Even a small house is a pain to have and I would not probably keep it if I had a choice but I really need that storage space and I'd need a lot more. There are so many different kind of resources a chef needs and so little space to store them. Having some furniture is out of the question. Larger crates would ease this problem quite a bit.



----------------------------------------------------------------------------------------------------------------------------------------

And the nick is Malice in the game...
Current profession: Triperation (don't ask)
Fishtank
Fri Feb 06, 2004 12:10 pm
#90

chef changes = very, very, very, very good. Anyone who is saying no isn't using their head to respond. Granted some things may need tweaking like the BE additives, but the results are a massive improvement over old food. Just wait until things settle down in a month and the new food is reaching max stats. No one will even remember what fishak is by then.
chazerwick
Mon Feb 09, 2004 9:18 am
#91

:/ usless crap i am a MD and the fishhak was the only thing helping me when geting eyeshot and head shot spamed at me. the new stat things are good but you just took the main sellling items away from chefs this is realy lame. no i am not a chef but i help there business alot and this will trun me away totaly sorry i dont like it.



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