Artisan Archive
Thread: FILLING in. Whats your number one issue?
I don't think I could pick just one issue. Honestly most bugs are more annoying then anything. The only ones that really bother me are when my vendor used to eat items or my kit would eat them and I'd lose thousands of resouces worth of stuff. I can handle most bugs but ones that lose hours and hours of work drive me up a wall.
Doesnt appear to be one main issue. I will keep this going until the middle of next week and then give it a once by, with your guys approval.
I want skill bonuses for Master Artisan.
All MAs get is schematics, most of which are fairly useless. Give us +5 Repair (I know this skill exists);
My #1 artisan issue is the Master Artisan skillbox. It's a bland skillbox that provides very little sense of accomplishment or excitement. Master Artisan is the only profession master that gains no profession-specific abilities at master level. The schematics are useful to other professions, which in theory,is great for interdependence. In reality, everyone that needs Master Artisancomponents simply gets Master Artisanthemselves.
My #1 artisan issue that'd qualify as "low hanging fruit" is artisan mission terminals. These terminals currently dole out mission payments based on skill levelwith your currently-equipped weapon. This places non-combat artisans at a significant economic disadvantage as mission payout is about400-500cr whereas a combat artisan can get 1500-1800cr payouts.
Copied from my post ina different thread.
1) No repeat business. There is very little in the artisan tree, or any of the elite crafting trees, that people need to buy more than once. Once you have a pair of work pants, you never need to buy another. The only things that people buy over and over are powerups and food (not counting medicine and spice as those aren't true artisan professions). Some form of decay and item loss needs to be installed for all items, structures, and pets (yes even creatures)
2) Fluff Items. Dice, configurable dice. Uh, why would I want to make these? Fireworks have a market, what, twice a year or so? Fishing poles apparantly have some use, but how about putting bait in there somewhere? And if were going to have schematics for things that have no real purpose, give us more room for them (I'm going forArch. and DE and will need the room).
3) Not enough schematics, several in the wrong place. How is it more difficult to make a heavy axe (eng. 3 or 4, can't remember which but believe its 4) than it is to make a energy weapon (cdef pistol, rifle, carbine)? Why must one be a weaponsmith to make weapons more advanced than what a novice is skilled with? Make more weapons and armors available, more schematics in all the professions, and bring some of the gear that people still working on a marksman or brawler branch would want down into the artisan trees.
4) Apprenticeship exp. Sorry, I'm not doing any combat. If probots ever get unnerfed, or a decent combat droid comes along, I'll make it and bring it with me to clear space around my harvesters, but I'm not taking up combat. So I'm not able to train the hordes of people looking for someone to train them in pistol or unarmed. I'm looking to master 3 artisan professions, hard to do without app. exp., and thats sort of hard to get when there are few people looking for training in what you know. (My alt. working on commando however had enough to get master marksman long before he had the trees full, and still have half of what he'll need for master commando). Maybe it's only my pet peeve, but unless a lot of people start making secondary and tertiary characters looking to train artisan (or combat prof's eventually), fewer people will be able to make master. I'll be able to manage in the meantime, but it's something for the dev's to look toward for the future, maybe some quests that will give app. exp. perhaps, down the line?
5) Ranches. It's the far future, at least technology wise. Did the emperor pull the jedi mind trick on the entire galaxy and make them forget animal husbandry? Why is it that the only source of meat is from killing things in the wild? I can forgive high level chef items requiring rare meats harvested from dangerous animals on Lok or Endor for instance, but to have to go out and kill hordes of chuba's to get enough meat for a hamburger barbecue for you and a small group of your friends is sort of ridiculous. (Hmm, maybe something that can be worked out for BE's, growing high protein, low fat, meat animals for harvesting?) As for what the scouts would do, how about getting the rare, hard to get samples?
In light of that, I'd like to suggest that we as a community create a list of our major bugs for this submission. If we do, we will be more likely to get them addressed as they won't get bogged down in meetings. I'd recommend that we sort out the top 5-10 bugs for artisans and send it up the chain. We have no shortage of bugs in our profession and the devs have already expressed hesitance on addressing balance issues.
If you'd like (and I hope you would), you can send me a private message on the board or and e-mail at [email protected] and I'll compile a list and send it up to our fill-in correspondent (bless his soul).
Kakita Toshimo
Aspiring Correspondent
Hey Sintrosi! I'd like to see a greater artisan role on the Glactic Civil War level, or at least get us some theme parks. Like one of the previous posters said, artisans have no end-game. I would say that's probably the biggest issue, or to sum it up in one sentence:
Being an artisan with no combat ability is very limiting as far as the game and content is concerned.
Well, if I can only pick one, I think it would definitely have to be that artisans need more useful items to craft and sell. More types of useful tools, home decorations, musical instruments, jewelry, etc. There are many items that are associated with non-crafting professions (i.e. smuggler tools) that should more appropriately be craftable by artisans.
Behind that, I wouldlike to seethe following issues addressed:
- Every artisan item that has a functionality rating needs to be verified - there is widespread suspicion that functionality ratings on crafting tools and crafting stations have no impact. Devs need to verify that a) functionality ratings are doing what they are supposed to and b) document the effects for the community.
- Verify the crafting experimentation is working as intended - it currently does not appear to be working right at all.
- Implement per-use decay on tools and other artisan items.
- Address some of the worst vendor issues that have been discussed at length in the merchant forums.
- Fix the **edit** waypoint issue!
I would say that "lack of enduring content" is the number one problem for artisans.
Your can establish a good business, but then what. It becomesa job that takes a few hours a day servicing your equipment, dealing with customers and suppliers, and occasionally going out to find needed resources. Because of the time limit on vendor sales, you really have to be there most of the time. A week of vacation, whether a sightseeing trip to Lok or a RL one, shuts down your business in risky ways -- your vendor can eat your finished goods and your house, factories, and harvestersburn down. You really better plan to show up for work every day.
It easily becomes a second job instead of a game.
There are some horribly broken and unfinished hints of what it could be. The faction recruiters offer schematics, but only for droids, and that is really broken. If you can make the components the droidsrequire for assembly you cannot buy the schematic because you already have it. They are a rather sadistic offering by the faction recruiters, tempting the poor artisan into buying something essentially useless for a lot of faction points.
There are "artisan missions", but they are really delivery missions with a trivial crafting step. Worse yet, you need weapon skills to get the better paying ones. The surveying missions are only a little better, as you can use your knowledge of local resource deposits to make them decently profitable (if you have enough weapon skill to get good ones).
It seems reasonable to force artisans into some conflict beyond surviving a harvester run. Pets and droids provide the basic tools for a non-combat character to deal with conflict. Combat droid use certification in the artisan tree, a growing skill to call more of them, and the promised better droid types can make that grow with the character.
A reason to take sides in the GCW could be a good set of factional schematics that did not duplicate what they would otherwise get. Possibly all factional items from furniture and armour to AT-ST's could be faction craftable only.
Artisan missions could require lots of quality crafting (say a low level one for a 50 max damage CDEF rifle that would be hard and risk failure for a low level artisan) and the availability be based on artisan skill. It would be best if all the time required was crafting, with no shuttle fees and chasing around.
Theme parkspecific schematics for lock pick devices or special use weapons or enviornmental hazard suits etc. could make artisans a required part of parties attempting some objectives. There is a start on this in needing a Bio-Engineer to take a factional headquarters, lets see it go further!
My #1 issue is with quality numbers, particularly with repair tools and crafting tools (and stations, but that is an architect matter). As Master Artisans we can experiment up these tools using high quality materials, etc. However, having higher numbers does not seem to have an effect on how well these tools work. Repair tools that are experimented to 96% and higher do not seem to repair any better than repair tools that are not experimented at all. The same with crafting tools that are experimented up. If the quality of the tool does not matter by design, they we need to know this. If they tools are just not working as they should, then we need to know this also and get it fixed.
Panatlee Thillik'arzk
Master Droid Engineer/Sniper/Master Artisan
Lowca, Naboo -- South of Theed at -4283, 3379
I am going to have to go with the group on this one. Resources are just out of hand. I dont know about other servers but on StarSider sone resources shift daily and faster. And with no kind of notification I it's tough. I would clasify the follolwing:
1. Resource Shift (frequency/duration)
2. Harvester (Feedback)
3. Harvester Maintance/Power Withdrawl
4. Schematics (XP type) Particulary Harvesters.
5. Waypoints (Dosent really go here but I'd like to see the waypoint monitor fildered to the planed you are on)
I think the artisan, for the moment, is rightwhere it needsto be in the grand scheme of things as far as usefullness is concerned. Infact of the 6 starting professions I'd say it's 3rd in compairson to it's counterparts in usefullness. First being Medic and second I'd say entertainer. Allthough it's not ad grand as say a weaponsmith we artisans need to keep in mind that it's a starting profession.