Artisan Archive
Thread: Artisan #1 Issue
Thanks Sintrosi for filling in.
I need to post our #1 issue in the Correspondent forum. I will do so tomorrow.
Currently,I'm inclined to post the Waypoint sticking bug.
1. It seems to be the #1 bug complaint now that the Harvesters are getting settled a bit.
2. It is specific, definitely a bug, and shouldn't require a sweeping change to any system in order to fix.
3. It is not controversial. Noone is going to yell nerf.
This isn't a 'big picture' issue, but one that I believe everyone would like to see gone.
I will check back with this thread before I post. Please comment here if you disagree.
Bianca Minola
The waypoint bug is fine for a quick one to fix, although I really don't think anyone considers it a game breaker.
My personal number one issue is that I want some concrete repair tool info. I'm not even wanting a fix, just info on what works and what doesn't. Just my 2 cents worth.
No offense but the waypoint bug should be near the bottem of the list. It is annoying, but that is it.
My personal list.
1) Crafting Tools - Does higher rating mean anything on tools. Currently the systems seems bugged. There are times that the tools give you no critical failures and great successes, other times you can not to anything right. This to me sounds like a mismatched variable problem where at some point the tool variable changes from one type to another causing an error. The bug handler defaults the tool to the lowest possible rating giving people a string of crit failures and bad experimentation. This is my personal thought on it, however it is clear this is bugged. The reason this is #1 and not anything else is simple, it affects every profession that uses a crafting tool from a BioE to a Combat Medic or even a Ranger. Artisans make these tools, therefore the problem resides with this profession. This is also the case with crafting stations and the crafting stations may in fact cause this bug to happen more often.
2) Repair Tools - Optional components do not affect final rating. Do they affect the success rate or are they completely worthless? Simple question that can be answered. Does the rating of the repair tool affect the success of the repair when used, if not, can it? Again simple question to be answered and maybe a bug to be repaired. Many people uses these tools in the game, and the affect is more wide spreed than a waypoint annoyance.
3) Vendors - This is here or merchant, should be address either way. Items can not be listed for more than a week cause items need to be relisted. I understand the need of this from a DB space perspective, however can this be change from one week to anything longer, say two weeks or even one month. This is far more annoying for those that have a vendor than a waypoint, however maybe more limited in scope than the waypoint.
4) Remote Harvester Status - This may belong here or architect, but architects have far more issues than artisans and all classes can make use of harvesters. Artisan are the ones that start building these structures so I would put this here. A remote status screen accessable from the datapad showing harvester location, current power and maintance and if the harvester is currently on or off. Checking the harvester status may need to force the harvester to load on which ever subserver is resides on, so this could be tricky. However it is a function that is needed by anyone how uses these structures.
The first one is just a bug that affects most players andneeds to be looked into. The second maybe bugged or incomplete code, not sure but we could use info on this. The 3rd is a play issue easially changed (20 minutes to change one variable). The 4th is a much harder design issue and function but much needed.
Those are my issues 1, 2, 3 and 4. Th waypoint thing should be dealt with, but I personally don't have a problem. I just follow the map on the survey tool and that works excellently for me. If there is a good in game work around, lets make other things more imporant until we run out of other problems.
I think they want it simple enough that they can quickly investigate and push out a fix with the Player Cities update.
I think 1,2, and 3 are sweeping changes and hard to debug & QA, but I agree that 4 would be *VERY* nice.
However, you might argue that 1 and 2 are completely broken, so of course they're going to be hard to QA... and you would have a valid point, but that means that we have to wait a few more days (maybe a week) for player cities.
If that is considered too "big" or "sweeping" then the waypoint deal is next on the list.
Pulling Resources/power out of harvesters has got to be the #1 annoying thing for me.
Second on my list is the 4000 waypints in my 'waypoint monitor' list. It should filter to the planet you are on.
I think that is about it. But iit's late here. I'll think of somthing else in like 3 mins I'm sure.
My number 1 bug:
No reason to be a Master Artisan
Number 2: Cancelling a crafting session requires me to click ok. Sometimes I'll get attacked and accidentally hit my crafting tool, whether I'm on the wrong tab or whatever, the critical couple seconds it takes me to hit esc, then click on ok is life or death.
* Artisan missions gain in difficulty as combat experience increases.
* Warn players before destroying ALL vendor stock items by email, and include helpful text saying how long an item in the stockroom has before it is lost.
I believe these are the only issues I have that satisfies your requirements.
The warning email problem is simple, but for artisan missions difficulty should be directly related to the assembly skills they have.
On starter planets
+100 general assembly -> difficulty 10 artisan missions
+100 general and +100 of any elite craft -> difficulty 20 artisan missions
On remote planets +10 difficulty (if the recent fix hasn't changed that drastically)
This idea can be refined in the future.
--- ideas for the future below ---
Artisan missions should have a risk of failure. You should be able to take a mission that is more difficult and face increased possablity of critical-failing your assembly.
There should be a credit cost to get the components (like BH cost for informants and tracker droids). The payouts could then increase proportional to the risk. Some artisan missions could require generic resources or factory assembly. Missions could pay bonuses for well-experimented items.
Most of all you should be able to get a high-paying in-town mission if you have enough assembly risk! Artisan "delivery" missions are nice features, but we shouldn't be required to travel.
These are also very important issues. I will post for the majority, but we need a consensus by tomorrow.
All of these issues will be brought up, I promise. However I need 1 right now.
Bianca Minola
I've never had any issues with the pulling resources out of the harvester. I have problems if my inventory is full, of course, or if I hit the wrong button becauseI am not paying attention.
The way point not updating is cause by people moving while surveying and the character position changes as it generates a waypoint 320m from the charactor moving. This generates an error in the code and to deal with this error, it simply shuts down the waypoint generation. I don't see this one being an easy fix.
I spend a couple hours tonight looking for a radioactive source with the bugged waypoint, didn't stop me from playing one bit. I could follow theresource gradient just fine from the tool map. The waypoint is simply not needed, althought nice.
Later tonight I was making some schematics for electronics. My tools got the bug, lots of crit fails and I couldn't get a good experimentation. Tried several times and was just wasting resources. I'll have to try again in the morning when my tools/station isn't bugged. This was a game stopper, the waypoint was not. It is clear to at least me which one is more important.