Artisan Archive

Thread: Artisan TOP 10 Issues, LONG your input is requested.

Kenshin-dono
Tue Jul 22, 2003 2:46 am
#1

i dont think we should know when a resource is going to shift, thats part of the mystery/risk in setting up harvesters. I DO however agree with the problem of mobs spawning on them, luckily my main (artisan is my 2ndary) has decent scout and i was able to crawl up to it and use it, but as i play my droid engenier more im having real problems with this


i would add a warning or something telling you when resources have shifted, or your power/maintenence is running out... OH and they shouldn't friggin stop when maitenence runs out, thats ridiculous, make them stop at like 70% or lower



^_^x KD


Malgg
Tue Jul 22, 2003 6:59 am
#2

Addition to #1: That single experimentation point has a fail percentage of 60%. It's better to not experiment at all because you willend up erasing quality you started with due to a critical failure.



Orion Randrick - Master Smuggler/Teras Kasi Novice/Rifleman
Wandering the galaxy homeless since 6/27/03
moody628
Tue Jul 22, 2003 7:12 am
#3

Well, I think "broken schematics" doesnt' begin to cover the problems in experimentation. I haven't managed to get to master artisan, even; and I have 10 pts for experimentation on artisan items. Just about every piece of clothing (which is the only thing that sells for me) has the single quality of durability to experiment with (including fiberplast panels). Can I point out that since clothes don't actually decay, this experimentation is completely pointless? At least when I make droid batteries, I can get 2 charges on them instead of the default 1.


Which ties in with me wanting to echo Bianca's comments about the bazaar. If the Installation filter isn't going to house the deeds, what's the point? I can't put the actual building up for sale. I haven't figured out what the max price cap is on the bazaar, but I know it's between 3k and 5k. Which means no architect should ever be able to sell his wares on the bazaar.


Oh, and here's another issue for the bazaar... why do I have to find out the limits of the system the hard way? I found out about the 24 item limit on sales by trying to add item #25. I got charged the listing fee, and THEN got the message that I couldn't actually list because I was at my limit. And why does my items available for pick-up have any impact on this?


I also agree about the harvester system. On one level, I agree with the fellow that asked why they stop. Still, I realize that's for players that are trying to figure out how to use them. Saves them from losing the harvester completely... and protects you if you have IP problems and can't log in for a few days. But, what would make more sense is for the harvester to e-mail you at danger levels, or when the resources shift. If the bazaar can e-mail me when an auction is complete, why can't a harvester tell me when it's on it's last 6 hours of maintainence or power?






JOS Outfitters & Supply

Kakita Jammo, Owner

Silent' Bob, Manager

Look for JOS on Tatooine!!!


Permethrin
Tue Jul 22, 2003 8:25 am
#4

Your list looks good. Thanks for compiling it. Two comments.


#3. Experimentation success/failure. I agree more work needs to be done to make sense out of this. Maybe there are some subtleties that I still have to figure out, but it doesn't make sense that on one item a moderate success causes a stat "uptick" and on the same item, with the same resources a while later, it causes a "downtick". If there are truly some things I have to learn, then I accept that and will eventually figure it out. If there are random components, I would say they should be examined.


Success rates on experimentation should relate to quality of material and experience. As I work with a given set of resources I should get better at improving the end result. Random hits hereand there are understandable, but over time, my abilities should improve. Actually, I think experimentation points should be allocated to players based on how often they experiment and the quality of products they produce. Not because they grind up one part of the tree. That's just me though.


#8. Bazaar filter. As per a post on a different thread, I am thinking that maybe there was some improvements made in the bazaar. If that is the case, thanks for your work. In the end, the easier it is for a person buying to look at all products and filter for quality, the better it will be for the economy. And the better it will be for crafting. Junk posted on the bazaar, shouldn't be a hinderance to people looking for quality. Ideally, if I am shopping for a CDEF certified pistol, with the highest damage, I should be able to find it quickly.

lund0529
Tue Jul 22, 2003 8:26 am
#5

1) Powerups don't get a name or stats until after the item is crafted. They also only have Experimental Efficiency and Durability on which to experiment. This prevents targeted experimentation for certain stats, and also makes it impossible to custom name them or create a working factory schematic.


2) Harvesters often default to a blank hopper retrieval ammount. Accepting itlocks out the harvester contents for a variable amount of time. So if you mess up once, you can't get the resouces out on additional attempts.


3) Harvesters deeds (well any deeds, droid, structural, etc) all look the same. When I buy a wind harvester, I may end up with a micro flora farm.


4) Higher level clothing always has sockets for me. (may be intended)


5) Harvester power levels reported in 60 hour days.


6) Harvester maintenance fees and power are not returned when thedeed is reclaimed. You're better off trashing it and building a new one. You have to buffer the maintenance pool by more than the market value of the structure itself to get the deed back.


7) Maintence requires money instead of lubricating oil and engineer skills or a repair droid. Harvester status should also be a datapad tab. The game knows what the extraction andmaintenance rates are, and what you have in the power and maintenance pools. A simple calculationof time since you left it, anda confirmation of the time the resourceexpired wouldgive you the info. (more of a change than a broken existing system)


8) No description on many specs... ahem... "Nemoidian Bird Cage"?


9) Master Artisan grants only a few Engineering specs. It should grant clothing and food item specs. It should also grant experimentation points, clothing customization, vendor/bazaar related bonus, and survey/sample bonus.


10) Dead end Surveying skill tree. Try to find an artisan who has played for more than a week or two without 20K in surveying XP banked up.

Progenitor
Tue Jul 22, 2003 9:53 am
#6

artistian experimentation points are worthless in the advanced professions - they should at least be worth a 2 to 1 exchange rate, so that novice elite professions can experiment a little on their wares.


The harvesters give structural xp - if this is by design, then there should be items available to craft that give xp in the other elite professions - maybe a small droid and an advanced weapon at eng 4 - or even better yet, let all objects give 80% general crafting xp and 20% specific elite profession xp - it would make the grind to the elite professions a little longer, but once there, you at least have a jumpstart to that first tier.


The harvesters not giving back the existing maintenace and power once redeeded needs to be addressed.


-p

Draznar
Tue Jul 22, 2003 10:05 am
#7

The limit on the bazaar is 25. You must have an item in the available tab, which count against your qty you can sell.




~ ECLIPSE Power k DRAZNAR'S Resources ~
______________________________________________________________________________
Powering the Eclipse Galaxy at 1.5 credits per unit of harvester power from 6 Locations!
u Isle of Misfits, Dantooine 3529, 5761 u Xanadu Bay, Naboo -70, 5222 u Coronet, Corellia 172, -5444 u
u Bestine, Tatooine -970, -4350 u In Caliga, Rori -2710, -2460 u TBA, Lok xxxx, xxxx u
Resources available from Eclipse Resource Corporation at the Isle of Misfits & Cornet Branches

Zarghanon
Tue Jul 22, 2003 10:36 am
#8

Good list Bianca. One thing regarding your statement : "Also sometimes when crafting, we will be 'warped' 10-20 feet from the spot we are at - killing experimentation (out of range of the crafting station)".


Don't sit while crafting. I have never seen this happen when standing next to a crafting station. This is not a bug related to crafting only, it happens everywhere. Try sitting in the Cantina on a chair or even in a camp. You will notice the same thing happen to you or other people.





Regards

Jukskei Boomkweker(CTO)
Bombardier Industries - "We kill it, You clean it"
5820,4843 Doaba Guerfel , Corellia (HQ)
116, -4076 Apotheon, Naboo
-259, -4428 Mercator, Talus
Faithful_Atheist
Tue Jul 22, 2003 11:11 am
#9

Great list. Here are a few of my recommendations.



  • I would also like for everything to degrade as well - ie clothing, survey tools, crafting tools, etc

  • Harvestors & other player buildings should repel spawns in a similar fashion to advanced scout/ranger camps - Of course some of the huge reds would still be ableto go where ever they please

  • More schematics



-----

Ateo Fiel
Master Rifleman/Master Ranger
BiancaMinola
Tue Jul 22, 2003 12:32 pm
#10

This is my attempt to compile an Artisan TOP 10 Issues list. It is not by any means a comprehensive list of all Artisan problems, but it is specific - and contains nearly all of the hot-button issues from this forum. It is ARTISAN specific - I do not include anything from other classes (or elite artisan classes). That is for those forums to decide. Iinclude those things that I consider to be 'broken' not just irritating. It doesn't address issues like 'grind' or wishlists (well maybe a couple as suggested fixes). Number 10 is intentionally left blank, as I am sure some of you have seen something that I have missed.


The devs are compiling a top 10 list, they should hear OUR input. Please stay on topic - suggest removals if you feel one of these is not a top 10 issue, suggest adds if you think I am missing something. Please try to keep your suggestion specific - vague ideas like 'there is too much grind', or 'xyz is borked' will only confuse the issues.


TOP 10 Artisan Issues (in no particular order).


1. Broken Artisan Schematics - These schematics are broken for the purposes of experimentation. They allow only one experimentation point regardless of the level of the crafter.


a) Bone Armor Segments
b) Casual Pants
c) Casual Shoes
d) Maiden's Dress
e) Simple Shirt


2. Harvester Construction - Harvesters are not giving GC experience instead they are giving Structure EXP - This contributes to the 'artisan grind' complaints. In addition only wind generators allow for experimentation on anything other than hopper size. This is insane. Without experimentation for increased efficency, there is no way (even on a 100% area and zero experimentation) to fill the hopper before the resource shifts.


3. Experimentation errors - The system that defines 'success' of experimentation does not appear to make any sense. At times a Great success will actually lower attributes. If the starting percentage is 0, any attempt at experimentation will produce amazing results, but the percentage will remain 0. A success may raise the attribute being experimented, while lowering one that no points have been used on. Someone needs to go back and check the math in this system - or explain what is supposed to happen during experimentation so we can check it ourselves. Also sometimes when crafting, we will be 'warped' 10-20 feet from the spot we are at - killing experimentation (out of range of the crafting station).


4. Too many 'clicks' - Even with crafting confirmation off, there are still steps where we get a confirmation box. Prompt when you attempt to quit experimentation while experimentation points remain. Prompt after every step of experimentation (attempt was an X success). If you attempt to stop crafting in the middle of a session there are TWO confirmation boxes to click through (this is again with confirmation OFF).


5. Not able to examine items for quality - Deeds, crafting tools, survey tools, clothing, sub-components, repair tools ALL do not give any indication of quality when examined. It is impossible to tell if (as an example) a weapon repair tool was made with no optional components by someone with engineering 2, or if it has all 3 optional components, and was experimented to 98% efficiency by a MA. It is impossible to tell the difference between a fiberplast panel that has been experimented with the highest quality fiberplast and metal, or if it was made with throw-away fiberplast by someone with only Dom Arts 1. IF the final products are different in quality, it should be apparent upon examination. If the quality of components make any difference in the final product's quality, their qualities should also be shown.


6. Vender bugs - Many of us have lost items to vender bugs. Items that are showing in the region, but not in the vender. Auctions also 'fail' and are removed from the vender after a time, with no warning.


7. Surveying Bugs - Waypoints get 'stuck' while running down the highest concentrations, waypoints are still being created/destroyed but they are not updating to our datapads. This occurs after 15-20 surveys. The only workaround is a relog. After a resource shift, hand sampling is not possible for a period of time. Survey tools need to show whether or not you are in a build area, this would make harvester placement much more efficient.


8. Bazaar Filter - The filter on the bazaar is pitiful. Deeds all show under misc-deeds instead of sorting to their proper area (very griefable when the name of the item can be altered), Weapons, resource containers, and clothing need to sort into more detailed categories. There are a million ways to approch the bazaar problems, but a better filtering system would go a long way toward improving the Bazaar.


9. Harvester maintence problems - Resource shifting is completely unpredictable, short of keeping a inventory of all resources on planet Daily - we need a warning if we are placing a harvester on an area that will be gone in 6 hours, since resources 'shift' as opposed to degrading there should be a way, even if it's a new tool we will have to make and use, to determine approximately how long the resource will last. Red Mobs spawning on harvesters is irritating to the extreme, even white or blue mobs can be a handfull if there is no way to destroy their 'lair' (swoopers are my personal pet peeve - I can kill scores of them for hours, and they just keep spawning right on top of my harvesters). Harvesters are still being 'buried' by POIs and lair spawns.


10.


Bianca Minola

Livius
Tue Jul 22, 2003 1:28 pm
#11

6: The worst is where you sell something and don't get paid for it. I was out for a couple of days once and needed money pretty badly to pay upkeep so I put some of my precious fiberplast on the bazaar for really cheap. I got an e-mail very quickly that I had sold some but my bank money had not increased. I was quite a distance away when this happened and wonder if proximity is part of the problem.


7: I've had this occur in as little as a single survey. Stilltrying to pindown the actual cause.


9: There are other issues with maintenance. I usually set all my harvestersto thesame ammount of remaining time butthat seems to bemisleading. I understand that there are different decay rates but I pay maintenancefor example 2 days and come back36 hours later to discover some of them may still have a day and a half left and others have already started to decay.Buteach displayed 2 days paid maintenance(may even be a display bug with maint. rates)


10) Mybigges issue. Mission terminals*need* to add another mission type: Crafting missions. This would eliminate grinding. Maybe the Imperial uniform corp needs.50 metal fasteners or 25 fiberplast panels. That sort of thing

Livius
Tue Jul 22, 2003 1:32 pm
#12

Also, Why can't power from my generators be fed directly into my harvestors?


Why can't maintenance be automatically deducted from my bank account?

Draznar
Tue Jul 22, 2003 1:57 pm
#13

There are crafting mission in the game. You need to talk with NPCs.



~ ECLIPSE Power k DRAZNAR'S Resources ~
______________________________________________________________________________
Powering the Eclipse Galaxy at 1.5 credits per unit of harvester power from 6 Locations!
u Isle of Misfits, Dantooine 3529, 5761 u Xanadu Bay, Naboo -70, 5222 u Coronet, Corellia 172, -5444 u
u Bestine, Tatooine -970, -4350 u In Caliga, Rori -2710, -2460 u TBA, Lok xxxx, xxxx u
Resources available from Eclipse Resource Corporation at the Isle of Misfits & Cornet Branches

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