Artisan Archive
Thread: Artisan Quick Fixes
Crustyfur
Tue Nov 09, 2004 3:37 pm
#14
Reduce the number of calls for Vehicle Custom Kits to around the 500 mark. 2000 is way too much.
Arhtas
Tue Nov 09, 2004 6:02 pm
#15
artisan missions pay more in general becuase its hard to make the money for your first medium harvester/factory at such a low income and have to pick up a combat proff to make any real money
CrashNgoBoom
Wed Nov 10, 2004 1:01 am
#16
Have our harvesters send us G-mails whenthey stoplike our factories do.
DarkRenown
Wed Nov 10, 2004 3:01 am
#17
Hi,
I am not sure if these are fixes as such, or enhancements. So feel free to disregard any you consider enhancements.
Experimentation on Master level items, such as EMM, EGP, Control Unit. Please put in the display an indication of what the experimentation is improving. Currently we know that Architects need these items, and high quality ones, would be nice to be able to prove that.
Agree with showing Vehicle HAM on the Deed, also Speed would be nice, or an indication of Speed.
Agree with the Droid Batteries one below, please show charges on the Experimentation screen (as a DE this is very important to me)
Being able to colour vehicles on creation (possibly an enhancement though)
Creation of Fireworks packages needs to me more intuitive, it is very hard and cumbersome, hence I don't do it currently. Making it easier would open up a whole new market for all players
Make General Crafting tools able to be experimented on, please!
Bird cage! It's empty! Fix it! Put a creature in it at least!
Creature Habitat! As the bird cage, it looks like a locked container! Display some creature please!
Descriptions on Power Ups. Looking at online guides I know certain power ups give certain bonuses, Couplers more likely to give damage etc. Please put this in the description.
I am undecided on the randomness of the experimentation. Keep the randomness for number of bonuses, but allow us to choose to experiment on what is to be improved. i.e. Experiment on Min Damage, random chance of giving Max damage enhancement as well.
Actually, personally, I think Artisan is one of the few professions with very few bugs. I think it is an excellent support class. I know as a DE I could not live without it, and needing so many resources, I consider my Artisan profession essential to all.
Bunneh
Wed Nov 10, 2004 4:12 am
#18
Missing NPCs in the cities! New players come in and can't make money nor get XP because the NPCs are missing. There used to be 40 of them in Anchorhead, now there's 10. I selected a mission in Anchorhead to test this and the waypoint was to an invinsible NPC. This needs fixing!
Chaosium_451
Wed Nov 10, 2004 8:01 am
#19
I've found there there is *usually* an NPC near the waypoint. If you try talking to them, the mission works fine. Occasionally I've found no NPC's anywhere near the waypoint though.
Guru, I'd love to see Artisan Mission payout based on the skills of the artisan, not on combat skills. I'm not sure if this fits as a quick fix or an enhancement, but it is a big pain being a master artisan with a fleet of harvs to maintain through missions (during dry spells in sales) but being paid less than a novice marksman.
Guru, I'd love to see Artisan Mission payout based on the skills of the artisan, not on combat skills. I'm not sure if this fits as a quick fix or an enhancement, but it is a big pain being a master artisan with a fleet of harvs to maintain through missions (during dry spells in sales) but being paid less than a novice marksman.
Animi
Wed Nov 10, 2004 12:01 pm
#20
Here's a super easy fix: the stat modifierfor action cost reduction on powerups is listed as "Pup wpn attack cost action." The other two HAM attributes are listed correctly, i.e. Mind Cost and Health Cost. Change the above phrase to "Action Cost."
Another fix that may be more difficult to pin down: factories giving you the "cannot create crate" error when theytry to make more than50 crates or so. The factory shuts off and eats resources equivalent to 1 unit of whatever is being produced. Totally annoying and needs to be fixed.
Another fix: vendors are linked by region. Sometimes, if you have multiple vendors in a region, you can retrieve items from any vendor, no matter what vendor they were originally for sale on or offered to. For example, I have a miner harvest 1 million units of resources for me. That person loads the 10 stacks up to one of the 6 vendors I have in my city. Usually, you don't have to open every vendor up to purchase and retrieve the items offered - you can do that with any of your vendors because they are all in the same region. But sometimes, for no reason, you'll get an "Item Cannot be Retrieved" error message after you purchase the item. Happens even when all of your vendors are functioning properly.
The only other "fixes" I can think of have been mentioned: crate size and vehicle deeds. I think showing HP, as oppsed to experimental %, would be the better choice if they are gonna put some info on the vehicle deed. Experimental % doesn't tell you much. Crate sizes should all be 25 or 50 for everything made in the game, depending on what the devs want. 10 is too small. I would be venturing into the "feature" area if I asked that factory crate size be made a selectable option on the factory UI, so I'll stop short of that and just ask that they alter the default crate size on everything to be either 25 or 50. If they just want to change the powerups crate size from 10 to 25 or 50, that's fine too. As far as I know, powerups are the only thing that come in crates of 10.
I think most people are suggesting enhancements, rather than fixes.
Fodder650
Wed Nov 10, 2004 5:53 pm
#21
How about this
When doing "List ingredients needed for station" it should say both the name of the material like Odeaw as well as what it is Kammris Iron or even just Iron. It would make doing factory runs much easier. And i cant imagine this was the way it was intended to run.
When doing "List ingredients needed for station" it should say both the name of the material like Odeaw as well as what it is Kammris Iron or even just Iron. It would make doing factory runs much easier. And i cant imagine this was the way it was intended to run.
sciguyCO
Wed Nov 10, 2004 8:15 pm
#22
Alternatively: how about having the resource name displayed in your inventory (at least as a UIoption)?
Fodder650 wrote:
How about this
When doing "List ingredients needed for station" it should say both the name of the material like Odeaw as well as what it is Kammris Iron or even just Iron. It would make doing factory runs much easier. And i cant imagine this was the way it was intended to run.
TheNola
Wed Nov 10, 2004 8:30 pm
#23
1. Allow vehicle stats to be shown on deed.
2. Add stats to the droid batteries and make them work.
**I'm not sure if #2 is a huge request... It would be nice to work with stats I think. It creates more of a market for artisans.**
beachurr
Thu Nov 11, 2004 5:46 am
#24
Hi
How about giving extended use for surveydroids when having survey 1-4?
1) None artisan (survey droids delivers partial information)
2) Artisan Survey 1: Droid delivers information like it works today
3) Artisan survey 2: Some stats are displayed (SR,UT)
4) Artisan survey 3: All stats are displayed
5) Artisan survey 4: All stats are displayed and 1 WP can be retrieved
Seems fair that a trained artisan can "read" survey droid info better than the pikeman.
beachurr
Thu Nov 11, 2004 5:47 am
#25
Harvestercertification:
Should harvesters be certified? All can use personal harvesters (hence the name) survey 2 lets u use mediums, and master lets u use the heavies?
Fodder650
Thu Nov 11, 2004 7:37 am
#26
Wouldnt be a fix that would be a complete change as well as having to deal with what do you do with the harvesters already placed. Definatly not quick but something i think we all, unless your lot trades, would like to see.