Artisan Archive
Thread: Artisan Issues Designer Responses
Big thanks to Jasarina for compiling these issues. Here are the designers’ responses to the top 5 issues (optional 6th is the Correspondent’s pet issue). Our next publish focuses heavily on overall profession issues. We also should be hiring an assistant community manager soon to be in more frequent and direct contact with you.
ffice
ffice" />
1) Broken Artisan Schematics and Experimentation Bugs –
a) There are several schematics that only allow 1 experimentation point regardless of the level of the crafter.
i) Bone Armor Segments
ii) Casual Pants
iii) Casual Shoes
iv) Maiden’s Dress
v) Simple Shirt
b) Experimentation does not seem to follow any set pattern. Often one succeeds at an experiment to see stats on an item reduced or not change at all. Other noted problems include:
i) Not being able to examine items for quality before or after an experiment.
ii) The single experimentation point (see A) has a fail percentage of 60%.
iii) Clothes do not decay, which makes experimentation useless on them.
iv) Success rates on experimentation should relate to quality of material and experience.
v) Harvesters can only be experimented on to change hopper size.
vi) No image appears for necklaces until you equip them making it difficult to make the one you want, or market them in any way.
This is something we’d like to do more with. Overall we’d like to add additional experimental value to the crafting system and relevant items down the road. Unfortunately no ETA on when we can get to it.
2) Harvester Construction and Problems:
a) Harvesters are granting structure exp rather than generic crafting exp.
We are going to change this back to generic.
b) Resource shifting is too unpredictable, and should be able to be predicted in some manner.
This is a larger issue. It might have something to do with the way time works in the game, but we’ll have to research it further.
c) Harvesters are being buried by POI and Lair spawns.
We have seen reports of this and are looking into a solution. If you have information that could help us track it down more consistently, such as areas where you see this happen more often than others, we would be grateful. Please use /bug.
d) Players would like to see a way of tracking harvester and structure maintenance rather than having to go to the particular structure all the time.
We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?
e) Maintenance fees are not currently returned when the deed is reclaimed.
This is something we’re going to be looking into. We have to solve where the money comes from and goes when you end up redeeding the structure.
f) Reports of disconnects from the game when accessing harvesters.
Should be fixed in the last patch. J
Whoops there's more:
3) Too Many Clicks – Crafters feel that there are too many clicks associated with making items and would like to see more keyboard shortcuts.
ffice
ffice" />
We’d like to redo the crafting UI at some point. What types of keyboard shortcuts would you like to see? What would they be connected to?
4) Survey Bugs –
a) Waypoints seem to get stuck while attempting to run down the highest concentrations on a resource, and at times point in the wrong direction.
b) Players are unable to hand sample for a period of time after a resource shift.
c) Build zones should be visible through a tool or on the radar to make placing deeds more efficient.
d) Survey missions appear to be bugged.
These bugs should be fixed as of the last patch.
5) Bazaar –
a) Better filtering on the Bazaar would be useful.
b) A search engine is requested for the Bazaar.
c) Weapons, resource containers, and clothing should sort into more detailed categories.
d) An item should list its original name somewhere in the description to prevent griefing.
e) Average price listing of items located in the bazaar somewhere.
We agree completely. J This is something that we’ll end up doing a complete UI rework with. These suggestions are great!
6) Useful Items – Artisans need more items that players must have and decay on general items such as crafting kits and survey tools. Droid batteries are given as an example.
We’d be open to suggestions on this topic. What kinds of things would you like to see?
Q-3PO wrote:
d) Players would like to see a way of tracking harvester and structure maintenance rather than having to go to the particular structure all the time.
We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?
There are several requests that this be a droid function.
The waypoints sticking in the datapad is still an issue, the past 2 days alone after the patch this has been happening when surveying for resources. Each time I need to log and re-log to get them cleared and working again. ![]()
The bazaar sorting seems to be in effect BUT! it was NOT in the patch notes! I was curious as to why none of my usual items that were on the bazaar were not selling. I found out that the clothing catagories were in place and all of my items placed on the bazaar previous to the patch now had "Unknown Object Type" in the description. I had to withdraw all 25 sales and re-sell them. So basically I was out $500 credits for lack of patch notes on the bazaar changes.
We’d like to redo the crafting UI at some point. What types of keyboard shortcuts would you like to see? What would they be connected to?
One thing I'd like to see is to have the Enter key default to "next" during the crafting process. As it is right now, I can use the Enter key to bypass any "OK" or "Are you Sure" messages but that's about it. I have to use the mouse for everything else.
As far as new items go, I would love to see "deep core survey tools" that give all percentages of the type of resource surveyed for. Basically, it would give you a list with percentages just like harvesters do when you use the change resource button. There could be one tool per general type of resource. Perhaps they could have limited uses or decay so that they would need to be replaced to create turnover for their sales.
_Posli on Talus near Daeric: Gunsmith:Expert Weaponsmith - Firearms4:Tech4
Master Scout/ Miner/ Pistoleer and CH someday
Shop opening on Talus near Daeric very soon (Intrepid)
Okay here Is an idea, make chance cube and dice rolls visible to other players, tat way we can set up games, or haggle a price.
With the chance cube you could offer someone a low price and a high price, then roll to see which one the person is charged. This can only be done if the other person can see the outcome off the roll.
Also it wouldn't make dice useless anymore.
About the clicking shortcuts in the Crafting UI...
I would really like a craft last button. The crafting station remembering the last item and popping that up as the next option is close, but still a bit bulky.
In the item assembly screen, it would be useful if we didn't have to double click all of the materials to have them drop into the first available slot. I was thinking it would be nice to be able to have them assigned to a number like the radial menu is. So when you press 1 the first item in your list drops into the first open slot it fits. Ect ect. That's the only thing I ever really have to click for. Everything else works with enter and the Fkeys I think (so long as you dont experiment).
But we are talking about powercrafting right?
-Ceej
Eclipse