Artisan Archive

Thread: Devs Questsions from their Artisan Response

Waho
Mon Aug 18, 2003 1:11 am
#14


  • concerning harvester tracking: We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?

Any means possible would suffice. Also a way of paying maintenance remotely, for a %of the payment as a feeor something.



  • Too many clicks crafting: We’d like to redo the crafting UI at some point. What types of keyboard shortcuts would you like to see? What would they be connected to?

Let me map a keyboard key to double-clip and I'm a happy camper. Directional arrows should move the cursor in the resource selection part.



  • More useful items that players need and decay on items: We’d be open to suggestions on this topic. What kinds of things would you like to see?

More hats.


Target practice droids, like Luke uses to learn the lightsaber...little round things that float about and shoot at you, but never DB...cos it's practice...maybe a small amount of XP for "beating" it...which doesn't destroy it.


Fishing lures.


Fake armor.. It looks just like real armor but is much easier to make and offers no protection.


Tracking device. Paste a target with it then you can call up a waypoint on their location until the device's "battery" runs out.


TUXEDOS!


Bionics. Offer small increases in stats based on the bionic appendage.. IE-bonus to burst run and terrain neg with bionic legs, the offset being a penalty to Stamina. These are permanent because your real appendage needs to be amputated to have a bionic installed....can only install in Med Center.


Nemoidian Dog House!




______________________________________
Player of Wemi Crescendo and Skizz Bloodclaw
Rift Runners Network
lund0529
Mon Aug 18, 2003 7:58 am
#15




  • concerning harvester tracking: We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?

Datapad + Email "Stopped" notification preferrably with a waypoint and a reason.



  • Too many clicks crafting: We’d like to redo the crafting UI at some point. What types of keyboard shortcuts would you like to see? What would they be connected to?

Now that the tool rememberswhat your last schematic was, it'd be nice to have a checkbox for "Use Previous Resources" that would autopopulate the slots for you. Even if you still had to confirm, it would cut out a double-click for each resource slot. If I'm making more than one of something, chances are I'm using the same resources.



  • More useful items that players need and decay on items: We’d be open to suggestions on this topic. What kinds of things would you like to see?

Special medic's and doctor's bag that acts like a backpack to grant extra storage for medicines. Should be searchable to facitlitate /healwound and /healdamage commands.


Doctor's tools to aid in healing. Maybe make /diagnose a command that only works for medicswith a dianostic tool. Doctor's wouldn't need the tool to /diagnose.


Saddles, reigns (sp?), and saddlebags for player mounts. Collars and leashes for pets. Pet toys. (Picture a Ranchor named Fluffy carrying around his favorite stuffed animal)


Wearable holster that grants one free storage space and displays with it's held weapon on the character wearing it.


Armor powerups.


Droid powerups.


Portfolio that displays a crafters wares and Image Designer's options to allow customers to browse. Could be two-step for clothing items to try different colors.


Allow the new "Search Lair" live animal samples to be placed in an aquarium of sorts for display in houses.


Sabaac deck for gambling. Skifter card for cheating in Sabaac. (Maybe a smuggler item)







Feklhr
Mon Aug 18, 2003 9:41 am
#16

Re: the too many clicks.


I like the change they made so that you can now double click on the resources and not wait while the screen goes black with the message about loading the resource. The way it just loads it in the box speeds things up a bit. One thing I think will help is a way to filter the resource not just to all that's needed in a particular schematic, but what's required in a particular slot. If you're trying to find the perfect hide to go into the armour, but have to jump around the bones and metals it's annoying. Not to mention that the sort order changes around so much that the place you were last time isn't where you were this time. Also, perhaps some what to name the resource for yourself? From the screen just looking you know it's just an inert petrochem... and have to click to see whcih one it is. If I could name them as "crap hide for camps" for "great metal for scopes" that would save time.


The keyboard short cut themselves of course would be to make the arrow keys work so one doesn't have to mouse around. And to have the scroll bar page up pagedown work instead of jumping to the particular spot on the scroll bar that it was click.


Containers were added to the list of resources now, but I can't seem to get it to work to use resources in the containers though... maybe that's just me though?

MalkamKavaNagh
Mon Aug 18, 2003 10:17 am
#17

One item I'd love to see would be the ability to write things on "pieces of paper" (for lack of a better term.)

The paper would have a max of, let's say, 150 characters, and would have the creator's name attached to it. This would enable entire new sections of the economy to spawn, such as a stock market or full-scale banking, complete with loans and investment.

Or would this start mirroring real life too much?
Philomorph
Mon Aug 18, 2003 10:59 am
#18

I liked a suggestion I saw earlier here and during beta for greatly improving the usefulness of the survey tools. Make it so that you can pick a whole class of items to survey for at once (like, all copper, or all low-grade-ore) and just hit sample once. Ittakes maybe 30 seconds to complete the scan, but then you can just click through the list and see all the concentrations in your area and decide which one to chase.


Tricorders can do it, and we don't want this Star Trek geeks to have better toys than we do, right?




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
grimkai
Mon Aug 18, 2003 11:42 am
#19

Ok. I'm only an Artisan so I can survey/sample and they have now made me think about dropping the skill all together.


This popup that you get while sampling is a TOTAL waste. We NEED a way to toggle it so that it is ALWAYS ignored. I have never recieved anything from targeting the concentration. The only thing it makes me do is have to constantly watch my computer while I sample. Which I think everyonecan agree on,is the most boring thing to doin the game.


Please, please, please either get rid of the popup window all together because it's useless now, or give me a toggle to turn it off.



This has been my useless dev plead of the day.... Thank you.

Betatoxin
Mon Aug 18, 2003 1:11 pm
#20


pragmatous wrote:
no! structures do not need decay ... bad idea ... you pay with maintenance for there not to be decay. if there is decay what is the point of paying maintenance?

as far as surveys and toolkits you can just make them again. that would just be an annoyance for everyone. There is not one non artisan that would use these tools anyway. Only the artisan would. you can make them so whats the point of having to keep making your own tools?

i compeltely disagree with shadus idea #3 and this would actually make artisan worst not better i think.


The point is that master artisans are the only ones that can max a tools effectiveness.

Most crafters I know do not go master artisan to save the skill points. In fact in my PA which has over 150 members I am aware of only 1 other master artisan. It is less common that you think. I have already started to make a decent business selling master level artisan components and tools to other crafters. The whole functionality rating thing on tools have been a huge bonus and I have been able to really change my focus from large structures to crafting tools and stations. Of course the only way this market will be sustainable is if these items decay over time.

Also I see great potential in more interdependency between crafters. Especially when they start to add more elite-elite professions. Remember the designers have stated on several occasions we should expect no increase of skill points. I have sold already a couple dozen crafting tools to other crafters, most of which are not master artisans like myself. I make mine at 13.53 where a lot of weapon or food crafters can only make theirs to single digits, not to mention medical practicioners that often do not have much else but survey in the artisan tree if that.

Not every "artisan trained" crafter is going to be or wants to be a master artisan and therefore they will always be a market for these items if, and only if, they wear out. Perhaps they should also add "advanced" crafting tools that have even higher ratings, possibly with subcomponents.

Personally I think anything that is experimented on and goes into your hotbar, and is thus used, should decay from use. This of course excludes structures from decay, and idea I am not in favor of.

Crafting kits absolutely should decay and require replacement as should survey tools. Of course the survey tool decay should probably wait until there is an ability to differentiate products. Perhaps high end experimented survey tools should give greater range, say up to a 35-65% increase.

IMO is no reason that artisan items should not be like weapons or armor where quality and decay allow product differentiation and repeat business.
Fraxture
Tue Aug 19, 2003 12:09 am
#21

In our day and age we have wireless, and connectivity all across the globe. I should be able to transfer cash and monitor the stat on all of my harvesters without running to them. I should only have to goto them to deposit power, or to demolish/revlaim them. Just my two cents.Datapad would be a good idea, that is where I would place it.



-Know ThySelf. Because in the end, there's no one else.
Fraxture
Tue Aug 19, 2003 12:12 am
#22

Other items would be some enhancements to radars. Something a master artisan can design that would allow them to seel an UPGRADE, or several of them, to enhance the in game radar. I understand it is quite a fountatin of information currently. But I am sure it could be enhanced for in game play.



-Know ThySelf. Because in the end, there's no one else.
Artuk
Tue Aug 19, 2003 12:27 am
#23






Jasarina wrote:

Please take a look at the questions that were posed to us in the Dev responses and list your comments.




  • concerning harvester tracking: We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?







I think a special tool is the way to go. Maybe something else for a Master Artisan to make.


I envision a display that comes up with a grid listing kind of like the email window as I described in the miner thread:


Col 1: Green/Red indicator for on or off status


Col 2: Description: Harvester type and locationCol 3: Current Harvest: Material and its concentration


Col 4: Time remaining in days and hours on maintenance


Col 5: Time remaining in days and hours on power.


So you might see:


GRN | Medium mining installation onCorellia | Foolium Steel 51% | 3 days 4 hr | 3 days2 hr


RED | Medium mining installation onTatooine | Jokivite Iron 61% | 0 days3 hr | 0 days0 hr


GRN | Medium Chemical installation on naboo |StinksalotReactive Gas41% | 2 days 4 hr | 2 days2 hr


Thanks,


Artuk






Take up your china doll, it's only fractured - and just a little nervous from the fall..
kittle31
Tue Aug 19, 2003 12:29 am
#24

I'll Repost this on this thread


-----------------------------------------


Regarding "too many clicks"


- finding the proper schematic. I run multiple crafting tools, and when im making 3-4 of the same thing (Armor segment for instance), remembering the last schematic crafted works great. but if I need to switch schematics then its annoying. Suggestion: EACH crafting tool remembers its last schematic. so I have 1 tool for armor segments, one tool for fiberplast panels, and so on... Less scrolling round, and hunting for stuff.


- im done crafting --Make the item already!!! The last series of screens after you press "assemble" should be merged into a single screen. Have buttons for experiment, create prototype, create schematic, a checkbox for practice mode, and a textbox where we can customize the items name. Fill in the name, or just press 'create prototype' and your DONE. No more click.. wait.. enter.. click.. wait... enter




Voxor
Master Armorsmith
Bloodfin, Naboo
Artuk
Tue Aug 19, 2003 12:31 am
#25

Perhaps add to that a column for amountof whats being harvestedin the hopper.



The rolls royce version would include an offline harvester browser through a web tool


Regards,


Artuk





Take up your china doll, it's only fractured - and just a little nervous from the fall..
pragmatous
Tue Aug 19, 2003 6:51 am
#26

i just don't think structures should have decay since you PAY maintenance for them! Why pay maintenance if it is decaying? it will compeltely break the game!


If anything add decay and remove maintenance cost for structures and costs for re-deeds but keep the decay. once at 0 time to buy a new house? How many times have you seen someone buy a new house because their house fell to the ground do to decay? not many ... same with tools .. how many wenches have you seen decay to a point where it dissapears?


hate to break it to you but tools just don't decay same with houses. thats the reality of this game. so stop crying nerf and ruining the artisan profession for everyone else. I bet you arn't even an artisan just here to cry nerf.




_______________________________
Ove Afeliti - MASTER Weaponsmith
Lowca Galaxy - Naboo - Theed
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