Artisan Archive

Thread: Our Dev Question for 6/9/2004

SaleusCorwen
Tue Jun 08, 2004 12:26 am
#14



I would vote for #2 although a lot of questions are going to get the same response..


Yes we'd like to but maybe later.



one question i would like to ask that may have been answered (please ignore if it has)that is more a general crafting question that goes along with the up and coming publish that we might be able to get them to think about before they start work on the publish..






With the GCW revolving so much around combat and PvP, How are noncombatants (Artisans)going to become more involved and be able to fully participate in theupcoming GCW revamp? Are there plans to include some factional theme park quests (with possible factional itempermanent schematic rewards) thatare geared more towards the crafting type?






with such ideas as.


Factional items craftable by declared artisans..


Earning factional points by selling items to an aligned player (Rebels selling to rebels, imps to imps, but not rebels to imps and vice versa)


Allowing vendors to have 2 factional pricing schemas for an item (allowing the ability to discount to fellow faction members)


Factional quests where the end reward is a permanent faction schematic (turrets, factional armor,factional clothing)that can only be used as long as you are aligned with a faction, resigning and changing factions removes these earned schematics.


--edit


also wanted to add that factional schematics could also only be used when you are an overt (declared) factional memeber, meaning if you want to craft such items you will either have to very secretly or in a safe (Faction aligned) area.

Message Edited by SaleusCorwen on 06-07-2004 12:31 PM



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Kettemoor Galaxy
TheHobb
Tue Jun 08, 2004 10:11 am
#15

If they do a revamp of the artisan missions, I'd like to see survey missions that have higher percentage for higher pay.

Right now it tops out at 900cr for a 70% source. What about 1200 for a 75% source, 1800 for an 80% source and 2200 for a 85% source, 3000 for a 90% source, and 5000 for a 95% source?

I also agree that construction missions should make the artisan actually create real things and get real schematics.
Nerdcore
Tue Jun 08, 2004 3:27 pm
#16

devs have already said they are not going to revamp basic professions anytime soon (like not even within several months after JTL) so asking for any enhancements to the profession at this point is a waste of time. Thoes questions are better saved for when there is time for such enhancements such as way after JTL is out.


with that in mind, i propose my previous question from the other thread in agreeance with halaster:


Q: how does the /structureSelectResource command work?Also, can we get a command to empty the entire contents of a harvester to our inventory?



If we ask this question, we will get an actual answer, sincethis command is indeed in the game, but no one knows how to use it except one programmer someplace that TH could track down.



Ivin
Giamai
Tue Jun 08, 2004 3:49 pm
#17

i'm all for bonuses to surveying but since the increased survey range seems to have already been shot down by the dev's limiting it to bonuses to recovery of resources through harvesters may be more palatable so to speak. this would be my choice, half of question #2.


as a ranger with the ranger tracking skill, the results are shaky at best at the far off ranges because spawns shift in between tracking and walking towards the critter. this may be the problem with increasing the range for survey as well.


as a master weaponsmith, i get tells for repairs and yes, it really isn't clear if i get a bonus to doing the repairs or if its just the work of a really good repair tool that makes the best repair result possible. i also have found skill tapes for weapon repair bonuses so i don't know if that is good for anyone or just weaponsmiths. couldn't find a clear cut answer with the other ws either. i would have to know more about the repair issue itself to decide whether or not moving it to artisan is a good idea. for all i know, artisans might already be the best people to do this lol



TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
DarthBallz25
Wed Jun 09, 2004 5:21 am
#18

I disagree with artisans being able to repair armor, weapons, and anything else related to the elite cratfing professions. Why should u be able to repair items that u cannot craft, except for basic models? I think only the elite professions should be able to use the tools to repair items in each of their fields and theresults should be based on thier skill level in the profession. Thats like takin ur car to a place that only does oil changes to get ur engine rebuilt. They have basic knowledge of how a car engine works, but they don'tposess thedetailed knowledge of how its put together and which partswere used to make it. Thus how would they be able to effectively fix it. Repairing items requires knowing the ins and outs if the item being fixed. Repairs in the game should be profession specific. Having said that, i do think artisans should be able to repair the items that they can make. Perhaps another repair tool should be introduced to the game for them. Like a tool for field repairs on vehicles oranengineering repair tool. I just can't see allowingartisans or people that justpick up 1 or 2artisan skills bein able to repair complex items that require more than basic knowledge of armor, weapons, clothes, and engineering, when they can't even craft them.


Irato


Novice Armorsmith/Novice Tailor/Novice Rifleman/Master Artisan


Owner of Irato Armorsmith Services in Mos Utopia on Tatooine


TheBratman
Wed Jun 09, 2004 6:29 am
#19

I would like to know about what content we can expect for non-combat professions? We have all heard about the Jabba cassino thing, but that sounds like it is more for entertainers/smugglers. What is coming for crafters as far as our own Themepark?


Also, what about our role in the GCW? What do the devs envision for Artisans, especially pertaining to the GCW revamp (if they are willing to give up that information)?








Aokei Freelite
Master Artisan | Master Merchant | Pistoleer | Rebel Pilot
AoKorp makes the finest VEHICLES | POWERUPS | ARMOR AND WEAPON REPAIR KITS (99.6%)
located within FOAD MALL (-2724, -4419), Alternate Destiny, Naboo

HalasterTheBlack
Wed Jun 09, 2004 7:05 am
#20

This one isn't so much a question, but I'd really really like them to remove that stupid type-in code when re-deeding a structure *IF* the structure will be re-deeded rather than destroyed. Big PITA.


My macro:


/paymaint 4500;

/pause .5;

/destroystr;


Come on. I *know* the structure is safe after the first confirmation. Don't make me type in that silly code!




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Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Warryyr
Wed Jun 09, 2004 8:11 am
#21

1) Can we get more vehicle types? The overpopulation of Swoops is out of hand, everyone has one and they all look the same. The AV-21 was nice, for hardcore combat folks, but for us crafters/non-combatants - we could sure use some new vehicles to attract more business/provide some vehicle diversity to the galaxies. Suggestions - that blockishvehicle Darth Maul drove in Episode 1, or maybe more vehicle types from Episode 2 (AV-21 aside - wasn't that in Episode 2?).


2) What in the name of Vader is a Neomodian Bird Cage for, and why is it a schematic we learn at Master Artisan. Replace it with something more useful, or at least give us a schematic more befitting a Master in a profession.


3) Can we get more vehicle types? lol


Warryyr



SaleusCorwen
Wed Jun 09, 2004 9:02 am
#22






Warryyr wrote:

1) Can we get more vehicle types? The overpopulation of Swoops is out of hand, everyone has one and they all look the same. The AV-21 was nice, for hardcore combat folks, but for us crafters/non-combatants - we could sure use some new vehicles to attract more business/provide some vehicle diversity to the galaxies. Suggestions - that blockishvehicle Darth Maul drove in Episode 1, or maybe more vehicle types from Episode 2 (AV-21 aside - wasn't that in Episode 2?).


2) What in the name of Vader is a Neomodian Bird Cage for, and why is it a schematic we learn at Master Artisan. Replace it with something more useful, or at least give us a schematic more befitting a Master in a profession.


3) Can we get more vehicle types? lol


Warryyr








I agree with the more vehicles..

read my post on artisan's role in JTL..


to summarize it i suggest ShipWright branches off of Master Artisan and vehicles combined with shipbuilding add more vehicles as you progress up a land vehicle skill set.



the bird cage was suppose to have a bird inside that would listen to speech around it and then generate nonsense sentences from it. The bird is there but invisible and the speech has been muted (it was in one of fanfest faqs i think).. in other words it is a broken item.



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Kettemoor Galaxy
joined42904
Thu Jun 10, 2004 8:18 am
#23

I hate to be a naysayer on more vehicle types....it's just that I think it will greatly increase lag.


If it can be done without causing additional lag on slower systems, I'm all for it. If it can't....I'm con.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Guruweaver
Thu Jun 10, 2004 8:28 am
#24


Hey all,


They dropped the deadline on me for the question. So, after serveral reads through the list, I'm taking Question 1: Artisan Missions to be submitted. After the answer is returned on this question, I will start a new thread for the next one. I'm sorry to those of you who wanted the others (or your own), I really wish we could ask more than one every two weeks.


The question, as submitted, is:


1) Artisan Mission fixes/enhancements: Artisan mission provide much needed income to crafters just getting started. We would like to see some changes/fixes in them. First, currently Artisan missions difficulty level scales with combat ability, not crafter ability. This requires the crafter to either be good at combat or to group with someone good at combat to increase their mission credit and XP payout. Artisan missions should scale on crafting skill in the same manner that destroy missions scale on combat skill. Second, crafting missions should require the crafter to make a real item, not a 'fake' item with 'fake' parts given by the NPC. The crafter could be required to make a crafting tool, for example, of at least 50% quality (just as one idea). The mission would only assign items that the crafter has schematics for, of course.Can these any of these ideas and fixes be implemented?


Take care,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
joined42904
Thu Jun 10, 2004 9:21 am
#25

Guruweaver,


Is there any way that you could if you were so inclined add some sort of addendum to your question that artisans should be able to make the same amount of credits per unit time invested as combat folks?


Because those survery missions are very time consuming. And multiple combat missions could be run in the time for one servey mission on a starting planet. Also those survey missions will often give targets that are too close. The whole system of missions for artisan is broken.


Are you inclined to make it about the credits per unit time also or just about the difficulty being related to artisan skill?


(I would love for artisans to be able to farm credits the way combat guys can. Do you see it happening?)



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Scoooter
Thu Jun 10, 2004 9:55 am
#26

Question 3 has the biggest in game impact and I vote for that.


Question 2 has the implication to build a precedent for harvester certs and artisan only mining which was clearly changed with the removal of the mining profession which has larger implications thst should be addressed first.




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