Artisan Archive

Thread: Artisan Top 5 Issues: New as of 6-10-04

Guruweaver
Thu Jun 10, 2004 5:12 pm
#1


Hello all,


Our recent Dev question/answer has made it clear to me that any fixes/enhancements/changes to Artisan are going to come out of our Top 5 issues, not our Dev question. As the last Top 5 thread (here) got choked with the harvester cert debate, I decided to make a clean break of it and start over. No suggested top 5 issues, just a clean blank slate for you to offer your opinion on what should be on the list.


Please post with:


- What you think should be on the list


- Details about it. Is it a bug? How do we repeat it? What is the suggested remedy? Is it an enhancment? How will this improve 'fun' or playability? What, in some detail, do you suggest?


Or Post with:


An endorsement of someone elses idea. A /vote, if you will.


I'll comment and collect the feedback as it shows up and create a new Top 5 list as part of this post here (I'll edit it). Thank you for your help and understanding.






EDIT: I've included a draft for four of the top five as of 6/16/04. Please comment on the draft and continue to converge on the fifth issue.






Artisan Top 5 Issues



  1. Resource harvesting Concerns: There is considerable debate on this issue, as such, any opinion here does not represent the whole community of Artisans[1]. We would like the Devs to have a good hard look at resource harvesting in general. Further, several areas need special attention:

    • Cross server lot trading: This allows an individual to control massive harvester farms, many in the mulitple hundreds, by utilizing 'paper' characters created on the server for the sole purpose of using their lots. Most feel that this practice is exploitive and should be curtailed. Some disagree with this position.

    • Artisans possess a unique skill tree in all of the professions of SWG: Surveying. This skill allows the artisan to look for resources on a planet and to 'hand-mine' or sample the resource for it's quality. Higher skill levels result in longer survey range and greater sample sizes. We would like to see some further benefit for this skill point expenditure. Given our unique knowledge of harvestable resources, we feel like some bonus to harvester yeilds should be added to the survey line. For example: Survey 1: +5%, Survey 2: +10%, Survey 3: +15%, Survey 4: +20%, Master Artisan: +25%

  2. Vehicle Fixes and Enhancements: Vehicles represent a unique product for Master Artisans. While these have been a boon to the game, there are a number of fixes and enhancements we would like to see with vehicles.

    • Autostoring/Storage failure: Currently vehicles will store themselves randomly. We would like to see this fixed. Further, from time to time, a vehicle will fail to store leaving a 'zombie' copy of itself in the game world. As these two are likely related, we'd like to see both fixed.

    • Repairs not "sticking": On occasion, when one repairs a vehicle at a garage, the repairs fail to stick. Meaning that when the vehicle is called later, it generates in the pre-repaired state. We would like this fixed.

    • Vehicle crafting/experimentation changes: Currently vehicle crafting lacks any subtlety or difficulty. One merely combines a large lump of ferrous and a large lump of non-ferrous metals together. We would like to see vehicles, arguably our most complex schematic, use components and more varied resources. Further, we would like to see those components (and the final assembly) be experimentable on more attributes than Durability (hitpoints). For example: A Swoop Bike might require: A Repulsor-lift unit, a thruster module, a nagivation computer. The components and/or final assembly could be experimentable for Speed, Terrain Negotiation, Armor(Resists), and/or Durability. Engineer it such that one cannot maximize all the lines, allowing for, say, a fast vehicle that breaks easily, or a slow one that can climb hills well, etc. This would make vehicle crafting more interesting and inject much needed variety into vehicle crafting allowing Artisans to distiguish their wares from other Artisans.

    • Additional Vehicle schematics: While the AV-21 lootable vehicle was a nice addition to the system, we would like to see further vehicle additions, not just in single use lootable schematics, but also in permenant schematics. Perhaps quest based (like the RIS Armor) or just simply as additional content.

    • Vehicle customization: While the recent change to double the lifetime of a vehicle's customization has helped, the market for customization kits is still very flat. Most players do not bother to customize their vehicles due to the still too short lifespan. It is the belief of many that vehicles should be customizable during crafting and that any customizations (during assembly or after the fact) should last the lifetime of the vehicle.

    • Vehicle Deeds: Currently, vehicles use the 'generic' deed used by installations and other items. We would like to see the vehicle deed reflect the vehicle itself in appearance, like droid deeds do now, and reflect the vital statistics of the vehicle. This would allow the shopper to recognize a quality vehicle from a low quality one and allow Artisans to make a 'show room' and display their crafting customizations.

  3. Weapon powerup crafting improvements: Currently there are one melee, one mine, six ranged, and two grenade powerups Artisans can craft. Looking at Ranged weapon powerups, the type of powerup (barrel, grip, etc) seems to have little to no effect on the resulting stats in the finished product. The quality of the resources and experimentation skill do factor into the number of stats and the value of those stats, however which stats are present is random. We would like to see a more deterministic system for powerup crafting. The type of powerup should factor into what stats it modifies on the weapon. For instance, barrels only effect range, damage, and recoil (speed), grips effect HAM costs, speed, and accuracy, etc. This would give us greater control over powerup crafting and allow us to more fully leverage what could be a much more lucrative market.

  4. Artisan Mission fixes/enhancements: Artisan mission provide much needed income to crafters just getting started. We would like to see some changes/fixes in them. First, currently Artisan missions difficulty level scales with combat ability, not crafter ability. This requires the crafter to either be good at combat or to group with someone good at combat to increase their mission payout. Artisan missions should scale on crafting skill. Second, crafting missions should require the crafter to make a real item, not a 'fake' item with 'fake' parts given by the NPC. The crafter could be required to make a crafting tool, for example, of at least 50% quality (just as one idea). The mission would only assign items that the crafter has schematics for, of course.

  5. ?






The [1] footnote in issue 1 is intended to be a pointer to a statement from the harvester cert proponents making their case in a paragraph which will be included with the Top 5 list as additional commentary.



Thanks,

Message Edited by Guruweaver on 06-16-2004 11:29 AM



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Aradia1
Fri Jun 11, 2004 4:20 pm
#2


these are what I can think of and in no particular order.


1. Keep/add dependance on MA components by other professions (except for the DE's they've got more than enough)


2. Enhancement of the Artisan Mission Terminals to scale to crafting abilities not combat abilities


3. Vehicle enhancement opportunities ( such as longer lasting/permanent paint kits, HP showing on Deed, etc.


4. Powerup enhancement possibilities ( being able to choose maybe one stat or something)


Can't think of anymore right now...

Message Edited by Aradia1 on 06-13-2004 12:46 PM



Aradia (Starsider)
Master Tailor
Master Artisan
Bri (Eclipse)
Master Dancer
Doctor in Training
HalasterTheBlack
Fri Jun 11, 2004 5:08 pm
#3

Artisan Top 5 Issues


  1. Improve our experience making powerups. As an artisan, powerups are the frequently the biggest selling items we make. But they are tedious - too much time wasted experimenting. For example, I once spent over 3 hours experimenting muzzles and only ONCE got a useful combination. Make it so that we can select at least the primary attribute. Also make it so that more than 10 can fit into a crate. 25 and 50 are good numbers.
  2. Improve our vehicle customization kits. Right now, very few people use these because (I think) they just don't last long enough. At least that's why *I* don't use 'em. Make them last some fixed period of time (5-7 days) or some number of "draws" from the datapad (double current), whichever is longer.
  3. Improve our experience with harvesters. This one is twofold. First, if the harvester will not be destroyed on re-deed, don't make us enter the code number. Second, give us a way to switch the resource being drawn and loot the hopper with "slash" commands.
  4. JUST SAY NO TO HARVESTER CERTIFICATIONS!!!
  5. That said, please find an intelligent way to eliminate cross-server harvester lot trading. Note that the most intelligent way to do this might be eliminating the "holo-grind" (eliminate the demand, eliminate the practice). Whatever you do, please don't make harvesters more tedious for those of us who rent lots from on-server characters or have multiple accounts.

Message Edited by HalasterTheBlack on 06-15-2004 07:51 PM




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

joined42904
Sat Jun 12, 2004 6:51 am
#4

Harvester certifications or at least a serious look everything related to resource extraction should definitely remain on the list. That should be obvious based on the amount of comment on that topic when Guruweaver initially started the most recent question thread and due to the fact that it appears to be an issue that will not die which has shown up in some of that prior Artisan questions.


Maybe not harvester certifications. But if not, certainly something else needs to be done about the large harvester farms and cross-server lot exchanges.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
MarcoRenaldi
Sat Jun 12, 2004 9:23 am
#5

Harvester certs are dead drop it already. The concept was defeated by a large majority. DO not argue this here though as this is not the place.


However dealing with cross-server lot trades needs to be done without nerfing those of us who are legit.



Goda

Mayor of Tuskens Bane
Creating the N7 spinoff Projecthoenix
CEO GodaPower All Power 1.5 cpu


POWER TO THE PEOPLE
Guruweaver
Sat Jun 12, 2004 2:14 pm
#6

Please don't turn this into a harvester cert thread.

Harvester certifications will not be a artisan Top 5. We discussed it, we voted on it, it is done.

Thanks,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
BiancaMinola
Sat Jun 12, 2004 4:04 pm
#7








Guruweaver wrote:


Harvester certifications will not be a artisan Top 5. We discussed it, we voted on it, it is done.






So harvester certification is dead because a few shrills who are afraid of a virtual depression (I still don't see the problem with inflation in an economy where you don't even have to eat) managed to create an overblown panic in the other boards, clearly influencing the vote?The majority of contributing members of our community havebeen pro harvester cert- or miner revival - for as long as I have read the boards.


Why don's we shake up the game a little bit. Why don't we campaign for a skill point seperation between artisan related skills and combat related skills?


Currently, an artisan is handicapped in combat by the skill points that must be investeed --- however when it comes to handicapping anyone economically to compensate for our combat handicap - they yell NERF, INFLATION, GREEDY CRAFTERS.


FINE, if the devs refuse to even discuss anything with us - just remove the wall that seperates us - seperate skill points into combat points available, and non-combat points available.


IF the devs want FULL TIME crafters, then we deserve the same dev time as the combat classes get.


Bianca Minola


MarcoRenaldi
Sat Jun 12, 2004 4:56 pm
#8

Guru sorry for cluttering this post and this will be my last in this thread.


Harvester cert good or bad....THis is not the thread to discuss it. Please look up one of the other debate threads and debate it there or post a new one if you dont like necro posting. Bottom line this is not the place to debate it.





anyway I better add a little constructive ideas


1. Powerups: need to be customizable and not random


2. Vehicle color being permanent: With vehicles decaying over time and the market having dropped out for 1 or 2 days worth of color I dont see this being a problem.


3. some type of harvester bonus of survey tree. THis could be improved extraction rate, decreased main/power consumption, or reduced pull up fees


4. Possibly a refinement skill to make all those crap resources better



thats all i got



Goda

Mayor of Tuskens Bane
Creating the N7 spinoff Projecthoenix
CEO GodaPower All Power 1.5 cpu


POWER TO THE PEOPLE
Bugbait
Sat Jun 12, 2004 9:29 pm
#9

Only one issue that really gets under my skin:


  1. Fix factories! Since release I think I've onlybeen able to successfully completeone full (1000) runof power ups. Generally experiencethe internal manufacturing error "7" at 200 to 600 power ups (500 is the most common). I run my power up factories 24/7 whenever I can. Usually there's a gap of several hours when they are not producing anything due to the above error. Very annoying and has been around for a LONG time. In fact I believe it only "appeared" to be fixed for 1 or 2 days.




Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
joined42904
Sun Jun 13, 2004 9:23 am
#10

Guruweaver,


You presently have a hard look at resource extraction as a top 5 issue without any direct reference to harvester certifications. I think that should stay.


I don't consider it a dead issue, however, until I receive some very direct commentary from the devs that it is a dead issue. Or have you received such comments and not shared them with us?


I think you should take a poll on nerfing 90% composite armor in the AS forum (or in any other forum). And then declare that nerf a dead issue when a large majority votes it down. That would be essentially the same thing you have done with the harvester certification issue.


If this thread involves harvester certifications, that can only be because the issue is important to the artisan community. Whatever the results of a poll in which I think everyone will conced only a small portion of the artisans in the SWG game voted. The sample size and potential bias of the poll...not to mention that Guruweaver has no way of making certain that the folks who vote there are even artisans and not people trying to fend off the demise of their ebay businesses.


This is the very first time I have seen anywhere on these boards where a Correspondant has attempted to declare closed a topic of importance to members of that Correspondant's community what was consistently discussed by the community in a "top 5 issues" thread.


Personally, I think Certifications should be in our top 5. But I would be satisfied if the hard look at resource extraction were there instead. Because the devs are aware of the certification discussions due to Guruweaver's bringing these thread to the devs' attention.


I actually thought we had settled that any issue (such as a look at resource acquisition) which is of concert to even a significant majority of artisans will go into the artisan top 5. Or did I get this wrong?


I think that artisans should discuss their top 5 issues in this thread, regardless of what those issues are. Do you disagree with this, Guruweaver?



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
joined42904
Sun Jun 13, 2004 9:29 am
#11

Regarding powerups,


I actually like the way they presently work just fine. Any "fix" will make it easier to make good powerups and thus simpler for a few artisans to dominate the market as happens in many other crafts.


The difficulty inherent in making good powerups even using good resources actually helps new players get an economic foothold in SWG. They are one of my top-selling items. And it takes a while for me to make nice 4-stat powerups with the right stats.


I don't want it to be easy. Because if it's easy, everyone will just make what they want and put it in their factory.


Time involved is a factor in pricing. Decreased time means a lower price and that it will be even harder for newer crafters to pay for harvs and harv maintenence.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
MarcoRenaldi
Sun Jun 13, 2004 10:30 am
#12

Alright I have said it before and will say it again OCCAMS RAZOR(sp?). Whatever is the most likely solution usually is.


Those gainst Harvester Certs: 221

Those for: 25

That is around 90% against and 10% for


I ask you which is more likely that most artisans and elite crafters do not want Harvester Cert? or that 91% of those that voted against certs were not artisans in some form or another?


BTW what about griefers who voted yes to wreck the economy?


Just because a handfull of people want havrester certs does not mean the community does. Just because you lost does not mean there is foul play. Look i would love to debate this issue with you till hell freezes over(which is when harvester certs will be put in game), but please move this to another thread.



Goda

Mayor of Tuskens Bane
Creating the N7 spinoff Projecthoenix
CEO GodaPower All Power 1.5 cpu


POWER TO THE PEOPLE
Srednii
Sun Jun 13, 2004 1:07 pm
#13

Didn't the correspondent ask us not to discuss harvester certs?


Anyways my top 5 kinda


1) Fix the artisan mission bugs (how combat class level determines reward/difficulty not artisan level)


2) Make powerups controllable. Nothing is more annoying then creating a billion powerups just to get the one combination you want.


3) New schematics! new stuff to build = new content.


4) alter vehicles in some way so that high quality ones are differentiated from low quality ones. The biggest reason vehicles sell for diddly is because there's no real difference between a grind quality vehicle and 950+ quality vehicles.


5) ...? I dunno



ps: Joined... there have been a fair number of disscussions about the upcoming armor nerf in the AS forum. From what I saw we were split pretty evenly about the issue. Some people were ranting about how they'll quit if it happens, and some were ranting and raving about how overpowered armor is and how needed this nerf is. But most of us were middle of the road. We agreed that armor is a little extreme right now with 90% stuff possible, but that we were also worried the devs would ruin our proffession in the nerfing. the "majority"havn't voted it down.



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
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