Artisan Archive

Thread: Question of the Day 7-29-03 Top 5 for the week.

BiancaMinola
Tue Jul 29, 2003 11:37 am
#14

My vote is for the same issues as last week, until they are fixed.


If we change every week, they will not hink we are serious about what we say.


Bianca Minola

Jasarina
Tue Jul 29, 2003 9:39 pm
#15






BiancaMinola wrote:

My vote is for the same issues as last week, until they are fixed.


If we change every week, they will not hink we are serious about what we say.


Bianca Minola







They expect new issues each week so that as the team starts to work on one set of issues we are already sending them the next set of wants/needs or bug that need fixing. Repeating the list will not make the fixes come any faster and will infact slow things down because they are not getting new imput each week.


We can send in a new list while pointing out a reference to last week's top 5 to show continued support for it as well.




Jaliss Anarwayn
Artisan of many talents
WillyWatanabi
Tue Jul 29, 2003 9:45 pm
#16

I don't have time to post my top 5 concerns now at work, but just wanted to respond to one quick thing:



"5) Set up crafting missions to help support those working their way up the artisan tree. An NPCasks you to support the galactic war effort. Bring me a 10 crafted rifles. Have the NPC pay out based on their quality. That way new artisans don't have to take time away from crafting to run kill missions or fed ex missions if this isn't their thing."


There ARE crafting missions right now, just not from terminals. Head out into the wild sometime and talk to yellow NPCs, you might find some interesting missions/people and help expand the universe for yourself. Rest assured, tho, that crafting and surveying missions are soon making their way to live servers (are on test center now I'm told) via terminals.




--Willy Watanabi
Sergeant in the Praetorian Dark Forces
Master WS, 4-2-4-4 Merchant, 2-4-4-3 Brawler
cdale
Wed Jul 30, 2003 4:50 am
#17

1) With the current sampling rate if I afk sample for say fiberplast for 16 hours right next to my Personal Chemical extractor when I come back I have sample 4000 fiberplast my extractor has harvester 1800. How is anyone, even one who has a full lotload of harvesters, supposed to resist the temptation of having 2 extra, free, no maintenance, no power harvesters just by leaving the character logged 24 hours a day?


2) Walking up to a harvester to do routine input and output is a pain. There is almost more clicks than crafting. Pull up Operate, check resource concentration, pull up status, deposit power, pay maintenance, pull up status, maybe put in more maint or power, pull up operations, empty hopper. Not to mention that the menu for inputting maint is different from inputting power. Make these things that people have to do often and a lot less tedious. ONE screen with maint (THAT UPDATES AS YOU ADD Maint & POWER) plus operating details! Harvester's need a firmware upgrade.


3) No planetwide advertising space. Not even a phone book. That this game lacks this is insane. Even UO had billboards Somewhere where I can put 'Wandertech Subsidiaries Cse Dale Division your source for bulk and high quality steels. Email Cse for pricing and inventory' without having to spam it in the bank.


4) Bizaare (pun intended) is really laggy a lot of times. Just last night I couldn't get on at 11:30pm CST on kettemore to sell some steel. No search is aggriegious. How little information the default listing gives you is atrocious. Not being able to sort all 300 listings by name and then page through (only sorts the current page AFAIK) is awful. Having to go Misc-Clothing to find one big block of clothing when there are 200+ items makes no sense. Better categories and interface needed.


5) Bring back Miner. I don't even know what it did, but give all us Dedicated Resource Suppliers some skill tree content. Multi-resource one shot surveying. Special minerals that are optional for schematics but only miners can find and only in 5% concentrations on one planet for one day once a week (like molybdimum). Harvester enhancements (like stats reporting: one thought have the harvester set an alarm for you when you close the status window for the estimated time it will run out of power/maint). Ability to know how long a resource will last. Maybe some sort of additional Forging type skill to have a crafting type interface modifying resources.



All I got for now. Hopefully some of those are different from last weeks list.



Cse Dale


Wandertech Subsidiaries Cse Dale Division


The Wandererers


Kettemore




Cse Dale
Professional Miner
Wandertech Resources
Coronet, Kettemoor

Wandertech Mall at: 700 -5430 Correllia
Everything you need...in one building.
Minder
Wed Jul 30, 2003 6:31 am
#18

Jasarina


If you want new issues each week, could you please give us an update on last weeks issues when you ask for new ones. If we see no updates it apears (rightly or wrongly) that no progress has been made on last weeks issues. This has the effect of frustrating the comunity, and alienating the very people whom you depend on to help you fix and improve the game.


Human nature says that we will continue asking for something to be fixed, until it is fixed. If it never gets fixed, then we feel that our opinions mean nothing, and we simply stop playing.



Having said that.


1. Harvesters are eating money. Please fix.


2. The market for low level artisan items is almost non existant. We need to do something to make low level artisan items more desirable and more profitable.
2.a. No one needs clothes (they can play the game with their starting clothes)
2.b. No one needs food (They can play fine and never buy it)
2.c. No one knows if armor (bone armor) actually does anything, and therefore they dont buy it.


3. The bazaar interface is far too difficult to work with. We need better searching and sorting techniques.



Minder


Journeyman Engineer

midnightslash
Wed Jul 30, 2003 8:33 am
#19

I saw this in another post on this board and thought it might be a good idea. Forging. I know personally i have little unusual amounts of metals that i cannot make anything with and the metal can't be found anymore so i just chunk it, but if we had a forging skill we could combine it with other metals to make a better (or worse, if we failed the attempt) metal. Adding this to the engineering line would be reasonable, i can't see it under any of the other skill trees on artisan. It would be a helpful little skill and would give another "grinding" option. so in summary:


1. a way to forge metals together.


If I think of any more I'll post them, but i still think we should wait for the previous list to be fixed before we give them more. I understand that they want you to do this each week, but in reality it is just adding more for them to do and increasing the time it will take to get it done.




Edon Agiva
Aspiring Tailor
Aspiring Musician
Theed, Naboo
Ahazi Server
Numtini
Wed Jul 30, 2003 8:41 am
#20

I just read that the merchant correspondent is going to include removing merchants from the artisan/business line and making them only available to people with merchant skills. While I hope the developers aren't insane enough to do this, it is a potentially huge issue.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
kasuta
Wed Jul 30, 2003 9:20 am
#21

You mean remove vendors? Well of course I wouldn't like it, being an artisan...but it would definitely make the merchant class more useful.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Boinky
Wed Jul 30, 2003 9:23 am
#22

Just a few thoughts...


The Obligatory cheaper Re-Deed of Harvestor & don't take my excess creds & power in the process


Forging metals!


Terminals for Crafting/Survey/Etc. Missions (I have received exactly 1 Crafting and 1 Surveying mission from Rebel NPCs - would like more)





Boinky's House of Repute - Boinky Siwinski proprietor

located on Naboo at -3179 x 5891 just north of Theed

The consumate Bard/Engineer walks out of the Wastelands and into History...
Numtini
Wed Jul 30, 2003 9:32 am
#23

You mean remove vendors? Well of course I wouldn't like it, being an artisan...but it would definitely make the merchant class more useful.


Well it wasn't in his report thank god.


Yeah, it would make merchant more useful. It would make tailor more useful if they removed all the clothing and backpacks from artisan, makearchitects more useful if they yanked harvestors. Etc. etc. But then you end up with nothing at all left in artisan.


As someone with a helper flag, one of the most common questions I get is "how do I get a vendor" and it's usually someone who doesn't have business 3, but has a house, and their novice tradeskill, and had planned to open a shop that night. I hate hate hate answering them with the bad news.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
kasuta
Wed Jul 30, 2003 9:48 am
#24

I posted on their board, that I think moving vendor to merchant would be fine with me as long as they give us something to fill the void! Obviously, Business 3 and 4 would be totally empty without vendors. Personally, I think it would be fair if they gave us something comparable--but I have no suggestions myself for what that might be.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
makinstuff29
Wed Jul 30, 2003 9:57 am
#25

My biggest concern is the bazaar. As an artisan I can't make any money without it, and I think if it worked properly and more efficiently we could regularly SELL our stuff, and the use experience would actually start to amount to something. One week I sold 40-50 weaponpowerups. Just from people all using them and other stuff I got about 1000 or so exp without crafting anything myself the rest of the week. Imagine if you REALLY started selling stuff, clothing, powerups, foodetc.


The biggest thing I've seen in the bazaar is I've posted Harvesters for sale and NO Installations, Entities or Buildings EVER show for sale when I search. Selling Harvesters would help me a LOT.I don't know if this is just a problem on my server tho.


As an artisan I don't really mind the upkeep issues the other classes have with Harvesters because I can just destroy it and make a new one, and If I don't overpay my maintenance/power it doesn't cost me anything. But as far as selling them goes I think people would buy them more reliably if the Harvester system was more user friendly. It'd be nice to get to Novice Architect and already have the exp saved up for a few skill levels between making them and people using them.


-They should decay fairly often, so they don't last forever, but be very reliable while they're being used. Taking one down and moving it shouldn't be a huge cost problem like it is, but it should strongly effect the decay rate to help the market and discourage people from just moving them constantly.


-Before a harvester goes up there should be some way to tell how much time is left for the resource change so people don't put one up and pay for 4-5 days then go out of town and come back to find it's done nothing, and they can't even regain the $$ by moving the thing.


My only other issue is the exp grinding problem. I flew through the first 3 tiers of the skill tree, and now it's just sitting and making muzzles all day. Totally kills the fun of things to have such a huge slow down, it should be more gradual. I don't think Harvesters should give GC experience, but there should be SOMETHING that is relatively eas to make that gives in the realm of 100 exp a pop. Especially considering that if you want to dabble in more than one class (architect/weaponsmith) you'll never get there because you'd have to make a few million muzzles the way things are. Other classes gain exp while exploring and doing missions so it seems less of agrind.


I quit Everquest for SWG because the experience systemis so much more enjoyable, and the crafting system is awesome. I think this game is just gonna keep getting better if they keep going with fixing things =)

Kisedd
Wed Jul 30, 2003 10:56 am
#26

Architects should have no problems with harvestes as they get structure exp when they build those off the artisan line.

Most of the elite professions have problems with the novice boxes and probalby a few skills in because what they produce is worthless junk and you end up having to grind through it. I think that artisans just make very basic things, but we do eat into the novices because we can experiment and they can't yet leaving them nothing.

I don't really have any new ones to add that I havne't seen before.

1 Havester issues. Maintenence going away. Lossing power and such on resource shifts. Resource shifts happening too fast. No sample on resrouce shifts.

2. Powreups need to see what you are making and experiemnt on. Fix Factoreis to make powreups.

3. Clothing needs to decay. Droids need to decay so we can sell tools for each of these.
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