Artisan Archive

Thread: Focus Thread: Enhancement Requests (Since Publish 7)

Guruweaver
Sun Apr 11, 2004 10:49 am
#1

Hey all,

I've created this thread as a forum for enhancements to the Artisan profession. Please post here. The summary of this thread and the bug focus thread will be sent as the quarterly Artisan report.

Take care!

Message Edited by Guruweaver on 04-11-2004 01:52 PM



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
AxlerTwinblade
Mon Apr 12, 2004 12:24 am
#2

I recently posted this but will post it here in brief so it can be considered.



  1. Fix the vihicle repair exploit that everyone is using in the game, this will force people to use the garages and also make them seek out new bikes from us Artisans. it will also help player city raise funds via taxes.

  2. vehical customization kits are complex to make meaning, you need to be Master Artisan and have Novice Droid Engeneer in order to make them by yourself. but Why make them??? no one usues them because they dont last long enough and there is no way to make them permanant. I say either drop the droid storage compartment down to just the Master Artisan rank, OR (this i would like more) Make it so that when a artisan crafts a Vehicle he can use a Vehicle customization kit durring the crafting stage and set a color permanently. This would have everyone looking for a new ride in thier color's, colored bikes could become guild markers meaning if you have a black and silver ride means your most likly a <Raiders> guild member. Artisans would then have a reason to make alot more bikes and could make more money!! We spend tons of money paying for maintenence on mining rigs it would be nice to get that replaced with sales.

  3. At any market the most i can sell something for is 6000 credits Why????? when Artisans do sell bikes i see them being sold for 15-30k, if i cant sell this in the market at a price where i get a return on the 6600 Steel and 1600 Copper i had to sink into it, then why bother. increasing this limit i think would get ALOT more people to use the market rather then setting up thier own shops. i do see how this would hurt the incentive for setting up your own shop but i would think there could be other incentives given for those that do. And if a market is in a player city and is used by all that cities individual residence to sell items, it would give non resident players one place to look in that city to find what they need. this i also think would help artisans sell thier wares.

  4. When surveying for ore's of anything for that matter, i get no surveying XP when i am running around using the device to look for resources. WHY?? i am surveying... I am finding the highest concentration. i get off my bike survey and jump back on and run to the next spot and repeat... I travel the whole planet surveying but get no surveying XP... UNLESS i "get Sample" and even then i dont get any XP unless i am Successful...... this is agrivating. I think i should get XP for surveying itself. even if that means the amount of XP needed to get the next level goes up.

  5. its Tedious.. make it possible for us to Script the whole building process right now we can get close by scripting everything except when you have to put materials in the boxes... Click ---Drag---Drop.. or Double Click .... Double click.. for your basic items this isnt a problem. but for a Artisan who does not have a factory this is murder when it comes to making complex items by hand such as weapons, houses... items that need 6 diffrent ores to make 1 componant of a gun and you need 3 complex parts to make 1 gun.. by the time you get done with one gun you have spent a hour and you get jacked on XP considering all the time it took to Click...drag...drop.....ect... make a scriptable command such as "/insert <specific meterial name>" ---- something....

ok those are all suggestions. i am curious what other aspiring artisans think on these. as well as thier recommendations.



--Axler


ruehs
Mon Apr 12, 2004 5:34 pm
#3

make a scriptable command such as "/insert <specific meterial name>" ---- something....


why so it is even more easily grindable. with that command it would make grinding the profession an afk task(with out 3rd party app's that some people use). I don't see that as helping the game play of this game at all.


Macross Starchaser, Eclipse, Phoenix Reborn



Macross//Ashrak
On 7/2/04: Virrago said... On 6/23/04 Jeassa said: Now see....
owako
Mon Apr 12, 2004 9:14 pm
#4

Make master artisan worth more than a badge. The bigger range on surveying would be nice, something useful.

Message Edited by owako on 04-12-2004 09:15 PM



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
LostGod
Mon Apr 12, 2004 10:10 pm
#5

Some Ideas to make powerups easier on artisans to produce, and allow more of a variety without making only certain powerups usefull.


Give all powerups A total of 5 areas to be experamented on.


1. Charges - Determines the total # of uses, Minimum is 100, Maximum is 250.

2. Efficeincy - Reduces overall HAM costs as a percentage of costs Min of -10% , Max 33%.

3. Attack Speed - Increases attack speed, Min is -10%, Max is 33%.

4. Max Damage - Increases Maximum Damge, Min -10%, Max is 33%.

5. Min Damage - Increases Minimum Damage, Min -10%, Max is 33%


With this new setup Powerups will have either a positive or slightly negative effect on all enhancements. This will give them a bit of a tradeoff, and make the decision a little tougher for the end user. Aswell, it removes the Random system we currently have that we all hate.


Have the different Powerups work for different weapon types.


Scope - Rifles

Stock - Carbines

Grip - Pistols

Coupler - Laser Rifle

Muzzle - Flame Thrower

Barrel - Acid Rifle

Wiring Kit - Grenades

Melee Grip - One Hand Melee weapons

Melee Blade Enhancer - Two Hand Melee Weapons

Melee Balnce Kit - Polearms


This will remove the one powerups fits all we have with current ranged weapons, and Give Melee people some better powerups. The Names I listed are just for Exapmple, and More than one type of powerups could be made for each weapon type, Higher LVL, or rare powerups could be made that would work with more than one weapon type, or that could go above the 33% max. The ability for crafters to be able to make these High lvl powerups would have to be limited to protect the economy and combat balancing. The Resources used for powerups could be modified, so that different resource attribute could effect different stats, not just OQ.


Beyond what was listed here, Other powerups could be made.

Some Examples

Vehichle powerups to increace speed or resistances, or decrease decay.

Droid powerups to reduce power consuptions, increase damage, or increase resistances

Armor powerups to lower incumbrance, and enhance resistances.


These are my Ideas, let me know what you think. I know these would be some big changes and would require a good bit of work, so I understand if these only get the Idea for future update status.

LostGod
Mon Apr 12, 2004 10:26 pm
#6

Vehichels need to show there hitpoints aswell, and perhaps decay rate and resists could be effected by resource quality and experamentation.


It is good to see the shuttle bike repair bug is gonna be fixed.


seamus121
Tue Apr 13, 2004 2:57 pm
#7

I would like to see Master Artisan getting a bonus to placing harvesters. Alow us to place harvesters on more uneven land than others can. An increade to surveying range at Master level would also give people a reason to go to master. As it stands right now, vehicles are the only incentive to Master.



Ahazi:Master Shipwright & Pistoleer
Radioactives Sales: Vendor at -1554 364 on Dantooine
In Game Contact Di-Chen
Javac
Wed Apr 14, 2004 8:31 am
#8

Make crates of electronic parts (GP, MM, Sensor Suites and Control Units) at least size 50 if not 100. Medical components, medicines, armor segments all come in crates of 50.



Calis Exud - Droid Engineer Extrodianre - Retired
taloncard
Wed Apr 14, 2004 1:36 pm
#9

well I have been seeing a lot on how minerals ans such are flooding the market makeing them worthless. Anyone can just plob down a heave harv and get 300k of it.

I know it has been said before but how about certs for the medium and heave harvestors.

survey 1 or 2 for meduim and survey 3 or 4 for heavy.

Yes it would make resources rarer but actually give a purpose to the survey tree (other than increased range, which if you learn patterns all it takes is 2 scans with novice artisan to get the highest conc)




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


Perelay
Fri Apr 16, 2004 3:09 pm
#10

This is more of a 'why not?' post. The surveying tree stops at lvl 4. I have noticed on the mineral survey device that I got for novice artisan (yes, I still have it) as well as the high end units I made, all have a 6pt - 384m range setting on them. Why can't I select that range? The tool can do it, but, I cannot select that range to survey. I would have expected that I would be able to use that when I reached Master Artisan.


The improved gradient idea is also appealing. If the devs think that too unbalancing then let the MAs make a 'leveling tool' that temporarily (5 mins?) levels an area and allows a harvester to be placed. There could even be different template sized tools for the different harvesters. Once the harvester is picked up hte terrain reverts. I KNOW this can be coded because they do it for tents. They can almost drop anywhere and they 'level' the ground where they drop. Once the tent pops the terrain reverts. The tool could be resource heavy to make it more expensive and encourage frugalness. Another option is that it could increase the maintenance cost of the harvester on that spot, kind of like taxes do. There are several options open for this type of an idea.


Something to consider


Spryte <Haven> - Haven - Corellia - Scylla


Master Artisan - Master Architect


Scout 4/0/4/0 - Creature Handler 0/3/0/4


Marksman 4/0/0/0 - Novice Rifleman


Phosho
Sun Apr 18, 2004 1:06 pm
#11






taloncard wrote:
well I have been seeing a lot on how minerals ans such are flooding the market makeing them worthless. Anyone can just plob down a heave harv and get 300k of it.

I know it has been said before but how about certs for the medium and heave harvestors.

survey 1 or 2 for meduim and survey 3 or 4 for heavy.

Yes it would make resources rarer but actually give a purpose to the survey tree (other than increased range, which if you learn patterns all it takes is 2 scans with novice artisan to get the highest conc)





I really like this idea.



phosho delka
"type like I am intellegent? hmm you mena like this- would you like a
cup of tea? it was made by jolly good blends." - neurosis888

Naufragus
Sun Apr 18, 2004 3:35 pm
#12






Phosho wrote:





taloncard wrote:
well I have been seeing a lot on how minerals ans such are flooding the market makeing them worthless. Anyone can just plob down a heave harv and get 300k of it.

I know it has been said before but how about certs for the medium and heave harvestors.

survey 1 or 2 for meduim and survey 3 or 4 for heavy.

Yes it would make resources rarer but actually give a purpose to the survey tree (other than increased range, which if you learn patterns all it takes is 2 scans with novice artisan to get the highest conc)





I really like this idea.



why should the survet tree have purpose? personally i think it should be removed all together
AxlerTwinblade
Tue Apr 20, 2004 10:46 am
#13

I recently have become frustrated with another problem with not so much artisan, but because i am artisan i notice it.


After crafting a survey tool, a crafting tool and even vehicles.. when i craft a tool i get to see the tool's total efectiveness but after i make the tool this information is no longer visible to me. as well as the items durrability. this becomes even more frustrating when i die i see that the tools i have on me are down to 35% after my death.. but this is the only way i know of to find out what the durrabilty is on these items.


they really need to make this information visable to everyone. Also i think as a master Artisan i should be given the ability to repair these items.. i can make them from day one as a novice artisan.. i think as a master artisan i could repair them....


just a thought


--Axler
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