Artisan Archive
Thread: FILLING in. Whats your number one issue?
I have not officially been asked to do this but I see the Doctor Correspondent fill in for the Medic until they get one, and the Scout filled in before they replaced the Ranger.
Since I am a Master Artisan as well I will fill in until SOE replaces your previous corerspondent. I think this is important because already on the new correspondent board they are calling for our top issue.
If you dont want me here let me know and I will scoot
If you do post your number one issues here. try and come to a concensus. I will represent you as I do my DE community, to the best of my ability.
Thanks!
Great, thank you for offering to fill in! My own personal pet peeve issue is one which other artisans may or may not care about. I would really like some details on repair tools. Specifically, do the optional components increase chance of success, and likewise with the effectiveness. All I want is an answer, I'm not even clamoring to get them fixed. I just want to know if I should be wasting time/material crafting the best possible item, if it's not even making a difference.
#1 factories should extract and use items from factory crates
huuuuge
#2 crafting station & tool quality doesn't affect crafting/experimentation or the effects are reversed (-14 is better than +41)
#3 some experimented "success" reduce item stats
#4 experimentation is very inconsistant, 1-2 points == don't bother experimenting
#5 artisan missions gain in difficulty as combat experience increases
#6 waypoints stop updating if you survey rapidly while running
#7 Warn players before destroying ALL vendor stock items.
Send players a warning email one day before items in their vendor's stock rooms are destroyed. Send player emailis warning them that factories, harvesters, and houses are going to be destroyed. CSRs should reimburse players if they are not sent this email and they lose a structure or vendor.
#8 ability to turn off "offer ability" on merchant or let you have "entrance" and "ban" lists for your vendors (so either you have a list of players you only accept offers from, and/or lists you always refuse offers from)
#9 Non-combat artisans are at a disadventage in the game. The crafting-only playstyle does not seem to be a valid path to an enjoyable game.
#10 More artisan craftable items. The top two new items that should be added: craftable in-house signs and non-wearable containers (a toolchest/armoire etc that holds things? most of these are architect space, but give us at least one craftable non-wearable container)
Thanks for filling in, Sintrosi.
I'm not really concernedwith existing skills -- honestly, they're all working pretty well (especially compared to the skills of other professions).
My #1 top Artisan concern is that there is too little to DO with Artisan skills. Unless you go on to an elite crafting profession, the Artisan skills are nearly worthless (with the exception of Surveying, and if that gets moved to a new Miner profession...).
Artisans need missions, and "battlefields," and POIs, and theme parks, and equivalents of every kind to the great content coming online for combat-oriented players. I'm happy for these folks; I'm not jealous in the least that they're gettingattention from the developers -- fighters are an important part of the "Star Wars" experience. But I think it would be appropriate for the crafters and medics and entertainers, who alsoplay roles in this universe,to get some attention now.
--Flatfingers
OK, Sin I'll bite. You seem to be doing a good job with the DEs.
My number one issue is that Artisans (and I mean the broader artisan group - including the Elites) have little to no role in the GCW, other than supplying the combat types.
I honestly would rather play an artisan than a BH, but I want to do something StarWarsy here. I tried the PvE battlefield - dead in under 30 seconds. Going factional? Not a chance -am I gonna pay a group to follow me to my harvs every day? Deliver missions? I'm a Master Artisan/Master Architect not a postal employee.
I guess that DEs get to make R2s and the like, OK that's star warsish. Maybe we'll get to make vehicles that appear in the movies at some point. But other than that what do we have?
I used to gripe about the bugs - they'll get fixed. Now I want to know what the Devs plan on doing to include the artisans in the Star Wars part of the game.
Bianca Minola
Master artisan's should be able to tell how long a resource has been available and/or how much longer the resource will be around before it depletes.
Hordin
Most hated bug:
Waypoint bug. Waypoints become non-functioning when surveying while moving.
Didn't you read the Dev responces? The waypointbug was fixed a month ago.
/sarcasm off
Bianca Minola
My main wish:
MAKE THE RESOURCE SHIFTS MORE REALISTIC!!!
I don't mind resource shifts if they're more realistic (ie. gradual change). Take steel. If on day 1 it's at 90% density, have the density decrease over the next two weeks, and vice-versa. This crap about it being 90% for 5 days and completely GONE the 6th day is total BS. Make it more realistic. A resource shift SHOULD NOT BE a resource teleport.
That is my only real gripe right now. The Artisan is a crafter, so I expect to be bored (to me it's exciting) while mining and crafting. Another small issue would be to let players know when their harvesters run out of resources/power/credits.
Droid Repair tools don't work. Oh wait! you knew that ![]()
ok seriously, besides the craziness with the repair tools I'd have to say that I would like a better reason to be a Master Artisan than the fact that I pretty much have to have it to make droids.