Artisan Archive

Thread: Question for Wednesday, May 5th

RealDarius
Sun Apr 25, 2004 11:20 am
#14




Hi Guruweaver,


Importing something from the Bug thread:


Will the artisan missions be revamped to make the XP and credit gain proportional to the skill of the crafter?


Follow-ups to this question:


Personally, I think it would be more fun to have the higher level missions require other stuff we can create in the Artisan tree (like the bird cage :smileywink and/or resources that can be gained by just sampling (quantity of 1-10 so that people without harvesters can participate).


Another possibility is to havethe credit/XP payoutincrease depending on the number of successful experimentation points we can apply to the finished mission item. This can be tweaked to have missions where a certain number of experimental efficiency is required or the mission fails (very advantageous to crafters who choose to Master the Artisan class rather than a pre-requisite class).


Thanks,


-D

Flynn_Nomad
Mon Apr 26, 2004 5:12 am
#15

I just think they need to focus more on making some of the existing stuff worth something (Chance cubes?)


And they need to add a few more cool items to master,(well I dont count the recent vehicle additions)



--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
taloncard
Mon Apr 26, 2004 6:29 am
#16

agree with the harvestor certs but personal harvestors should be usable by anyone, heavy nad meduims reserved for the survey tree.




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


nefarious
Mon Apr 26, 2004 11:59 am
#17

I don't think the idea of certs is a good idea. I get requests from docs for WPs to the chemicals they need for their prof as they lack the SPs to gain survey themselvs. If they were to give certs out that would cause an almost imediate uprise in the nonartisan community and effect the prices of EVERYTHING since the resources will become so scarce that people will charge upwards of 50c per.


Instead of asking about more experiment points for master artisan, or survey range(which I would like) I would ask:


Are there any plans to making the Master Artisan a more luctrative proffession with more bonuses or new schematics, as it stands right now, the MA is only a vehicle manufacturer.


That rolls all of our concerns into one question.





Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
BarboGato
Mon Apr 26, 2004 2:52 pm
#18

My biggest problem as a crafter is the lack of storage space. Any solution to allow the crafting professions more storage would be welcome.



-----------------------------------------------------------
Barbo - Master Shipwright, Master Weaponsmith, Master Artisan
Mayor of Wassabi
-----------------------------------------------------------
Weapon, Ship and Artisan Vendors at 952 6043
Planet Lok in the wonderful city of Wassabi
emo-kor
Mon Apr 26, 2004 4:49 pm
#19

What is the formulia to find out power consumption raits baised on the harverster and the PE of the power resorce?

charliemurphy
Mon Apr 26, 2004 8:24 pm
#20

How about adding more items per crate. Such as power ups. They are hard to keep in stock with only 10 items per but if that could get up to 25 or something that would help us out with keeping the demand. Or if that doesnt work how about changing the time it takes to make these. The factory time seems a bit excessive.



Vaxo Onyss
Professional Killer
Whrlwnd13
Tue Apr 27, 2004 12:01 am
#21

I think the question(s) I'd like answered most is:


When will Vehicle deeds have more information concerning the vehicle Hitpoints and Durability experimentation percentage obtained during crafting??? Also would itbe possible toforthe name of the Artisan that crafted the vehicletobe visible in the examine window after the vehicle is generated.


Currently there is no way to tell what the durability of the vehicle will be when generated from viewing the deed. Not having specific information on the durability of the vehicle puts crafters that use quality resources at a severe disadvantage of those selling cheap low durability vehicles. This will also helpplayerspurchasing a vehicle since they will know if the product is worth the price.Having the Artisans name on the vehicle once it's generated will allow artisans that craft high durability vehicles to be sought after.


Alternate Question (unless this can be worked into the first)


Please can Vehicle customization Kits duration be extended??? Currently the color lasts approx 20 calls of the vehicle and the market for these items has almost totally died sinceplayers do not see the value in purchasing something that will not last (regardless of price) for more than a day or so. I suggest the time period be increasedbetween Two Weeks to a Month. It should not be based on calls of the vehicle due to the vehicle Auto Store/Out of Range bugs.


/endquestions


I think thatthedeeds are a veryimportant issue, especiallywith the shuttle bug being removed there will be many more upset players that are unable to repair their low durability vehicles for the cost of a shuttle ticket.



Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
CraftDragon
Tue Apr 27, 2004 12:12 am
#22

Ask them when they will fix the harvester animations.



CraftDragon Elder Jedi
(Thank GOD I can kill BHs again)
Alt: KraftDragon EX-Master Resourcer>(I miss my harvesters)
Master Architect Master Artisan Master Merchant


Member of
ATF Rebel Colonel
Does my sitting on a throne of bloody Imperial skulls bother you?
Thryss
Tue Apr 27, 2004 6:07 am
#23

I posted this in last weeks question thread by mistake. It's more or less a grab-bag full of questions.



I'm relatively new to the forums and the game. I've been playing for a little over a week. Survey distance didn't really enter my mind. I thought the combat level-survey mission correlation is odd, but what really is on my mind are several questions:
  • Why can't harvesters turn themselves off when a resource migrates? That's something completely out of our control, why should we pay for it!

  • Why can't harvesters turn themselves off when the hopper is full? (I'm just guessing on this never had it happen yet)

  • Can artisans at survey 4 & business 4 (or 3 and 4 for both) get their lot limit incremented? (Presumably for businesses and harvesters) I can't think of any other profession that needs more lots.

    -OR-

  • In lieu of a lot increase, can we have a BER increase? Bring back the 24's!

  • Why can everyone use a harvestor? Can't that be placed in the survey branch and the heavy mining installation in master artisan? That way at least anyone who wants to harvest minerals to make money has to put some work into it and not just buy a deed. I can't just give my laser carbine to anyone and they shoot it well. Why do people who never need to collect inorganic resources (and never go up the survey branch) know how to operate machinery that collects them just as well as I do?


That's what's on my mind, especially the last item.

Thryss Xyndin - aspiring Master Artisan (4334), novice carbineer
Goodnight Peak, Rori, Chilastra



I disagree with the price of resources going up. I found a spot on rori where I'm collecting wind and its costing me 202 credits per 1000 units. In fact all my personal harvestors and generators are on deposits that keep my cost per unit around .2 credits (I even have two producing at .15 cpu). Shipping costs would probably be at most 2.4K roundtrip, as long as you brought a decent quantity with you the cpu would be negligible. So for common or mediocre materials could be sold for 1-2 cpu and rarer and better quality materials (Idiokiam copper comes to mind) could sell for more cpu. Crafters in turn could mark up the item accordingly (2x-3x their base cost and then add on for any improvements). That would be in an "ideal" world but there is way too much money out there so it probably won't happen.

Even if you factored in 1000 credits/hr looking for resources into your price, the increase in cpu should around .025 per hour at 1000 credits/hour at a good deposit with personal harvestors. I run around find a good deposit, figure out how many days it would have to sit there to fill up, deposit enough credits and power to have it last until it is full. Everyday I check to see if the resource has disappeared by using the survey devices at my house. If they have I go out collect my resources and find a new deposit.

Thryss Xyndin - aspiring Master Artisan (4334), novice carbineer
Goodnight Peak, Rori, Chilastra



- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
GrafvonSoden
Tue Apr 27, 2004 9:46 am
#24

My vote is for certifying medium and large harvesters for survey tree, and more space in houses for storage
Flynn_Nomad
Tue Apr 27, 2004 11:46 am
#25

OK, so when a surveyor with survey 4 drops a harvestor on an 80% concentration, he gets a bonus added to the concentration. Lets say, pushing it to 85-87%????


What do you think?





--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
nefarious
Tue Apr 27, 2004 11:48 am
#26








Flynn_Nomad wrote:

OK, so when a surveyor with survey 4 drops a harvestor on an 80% concentration, he gets a bonus added to the concentration. Lets say, pushing it to 85-87%????


What do you think?









Kind of like accuracy or speed mods for weapons. I would like this better than certs for the harvs.


Each Survey could have a +25 in "Mining" and at +100 you get a 10%bonus.


Or Better Yet:


Survey 1 - +10


Survey 2 - +15


Survey 3 - +25


Survey 4 - +25


Master Artisan - +25


Message Edited by nefarious on 04-27-2004 02:50 PM


Message Edited by nefarious on 04-27-2004 02:51 PM

Message Edited by nefarious on 04-27-2004 02:54 PM



Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
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