Artisan Archive

Thread: Artisan Top 5 Issues: New as of 6-10-04

Ewach
Sun Jun 13, 2004 7:55 pm
#14

My Top Five


1. Powerup Experimentation Improvements - Perhaps not certainty (still random) but with some weight given towards the stats you WANT to achieve.


2. Fix Harvester Bug where it looks like it is running when the resource is gone. Have to open the harvester twice to switch to new resource and turn back on. (time sink)


3. Better slash commands for operating harvesters. (retrieving contents & selecting resource)


4. Reason to keep the Survey tree if non-Master Artisan. If not harvester certs, than reduced operating costs with higher survey level or something like that.



SWG Lexicon: "Every Player" Means "Except Crafters"



Ewach - Founder of Travelers Respite on Sunrunner
Located halfway between Anchorhead and Mos Eisley (2180, -4684)
Visit my Shop at (2030, -4660)
joined42904
Mon Jun 14, 2004 7:02 am
#15

Thanks Guruweaver.


I look back on my post and see that at least the tone of the post if not the content leaves a bit to be desired. And I don't object to not having certifications specifically included in the top 5 issues so long as a rebalance of resource extraction or "a long hard look" at the way resources are obtained is included.


I don't want to turn this into a harvester certification thread and think that we could leave resources out if you would assure us that the resource one stays in our top 5 issues. (Unfortunately, I wager that any discussion of resources is going to involve someone bringing up the idea of certification again.)



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Guruweaver
Mon Jun 14, 2004 7:23 am
#16



joined42904 wrote:
Thanks Guruweaver.
I look back on my post and see that at least the tone of the post if not the content leaves a bit to be desired. And I don't object to not having certifications specifically included in the top 5 issues so long as a rebalance of resource extraction or "a long hard look" at the way resources are obtained is included.
I don't want to turn this into a harvester certification thread and think that we could leave resources out if you would assure us that the resource one stays in our top 5 issues. (Unfortunately, I wager that any discussion of resources is going to involve someone bringing up the idea of certification again.)



I don't doubt that it will come up again. And again. And again.

I'm hoping that in this thread, unlike it's poor predecessor, we can get the other four top issues ironed out too.

Take care,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Desirye
Mon Jun 14, 2004 9:31 am
#17

1. Better slash commands

like /retrievehopper and also /setpower and /setmaintenance, where it will automatically add power or maintenance till it has the amount chosen (so you dont add 3 days worth of maintenance when you dont need it, or accidently press a button twice) .. also the /activate command doesnt seem to work anymore


2. Datapad structure and specifically harvester administration

Possibly a device crafted by a master artisan called something like "Stucture Control Module" that can be attached to a harvester or other structure, that will then be listen in a new tab in the datapad, showing the current maintenance, power, and condition for all structures - current schematic, time per object, objects manufactured for factories - and current resource, hopper, activity, density for harvesters ... should also be able to change current resource from this tool


3. Resource refinement skill or tool


4. More vehicle stats

like speed andterrain negotiation ... possibly the ability to slice vehicles, but then that's a smuggler aint it.


5. Bonuses for survey tree

possibly +1 on BER or lover power (maintenance you get on merchant)




POWER by Desirye Calani - Vendor Sourth of Coronet - 1.5 cpu
Infinity -192 -5502 | Kauri -75 -6004 | Tarquinas -139 -5868 | Sunrunner 508 -6556
Also buying any power at 1 cpu
HalasterTheBlack
Mon Jun 14, 2004 10:40 am
#18






Desirye wrote:

1. Better slash commands

<snip>.. also the /activate command doesnt seem to work anymore


Sure does. I used /harvesterDeactivate and /harvesterActivate this weekend.


2. Datapad structure and specifically harvester administration

Possibly a device crafted by a master artisan called something like "Stucture Control Module" that can be attached to a harvester or other structure, that will then be listen in a new tab in the datapad, showing the current maintenance, power, and condition for all structures - current schematic, time per object, objects manufactured for factories - and current resource, hopper, activity, density for harvesters ... should also be able to change current resource from this tool


Like it! Especially if we can add maintenance through the interface as well...











Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

joined42904
Mon Jun 14, 2004 2:17 pm
#19

1. The resources thing. (I won't go into that so that we don't start talking about that c-word.)


2. Better newbie artisan missions with better reward per unit time invested which scale in payout and difficulty with the artisan skills and not with combat skills. These artisan missions should be "just what you need" and should pay enough to operate on account's worth of harvs with casual gaming with some money left over to buy grinding resources.


3. Pre-requisite for shipwright in JTL. I read that the pre-reqs were still being considered....so let's hope that there will be one profession that fully requires master artisan as a pre-requisite.


4. A better return on the points invested in the survey line of artisan, however it is achieved, whether with bonuses or by some other means. (Notice I didn't mention the C-word.)


5. (I'm sure someone will have something better than this) but not having the "are you sure you are done experimenting" screen come up when you have points left and there is nothing left to possibly experiment on.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
joined42904
Mon Jun 14, 2004 2:23 pm
#20

I really don't want powerups changed for the reasons I stated above (that time required increases price and helps new crafters get a foothold in the market).


But it looks as if improving the way they are made is on a lot of other peoples' lists.


I just think that making it less random will facilitate domination of the market by a small number of crafters.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
BFVNut
Tue Jun 15, 2004 7:16 am
#21







Qualdrin wrote:


5. Some people may think I'm crazy, but I think vehicles are too easy to make right now. It's just putting 2 resources (and a powerplant in the case of the AV-21) into a hopper, and out pops a finished vehicle with engines and everything. I would think things would be a bit more complex than that... engine, electronics, seating, controls, and so forth. It wouldn't bother me too much to see vehicles get more complex, and that way they could be more customizable. Want a slower swoop that handles terrain better? Use different controls and a different engine. That sort of thing.





I agree. Bone chest armor requires quite a bit of effort and a variety of materials to make it. Yet, a more complex item is just plug and chug.




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

Regards,
HowlingMad Murdok
Bria
joined42904
Tue Jun 15, 2004 8:20 am
#22

I agree with making vehicles more difficult to make. That would drive up the price some and would be more in line with other complex craftable items.


Changing vehicle requirements and making the stats matter more should go on our top 5...also making the stats of the finished vehicle visible of course.


Right now, I see folks selling swoops when their grinding resources become worthless because of how easy they are to make. And it's really ease to make that has made the price drop so artificially low.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Qualdrin
Tue Jun 15, 2004 12:55 pm
#23


1. Vehicles definitely need to have a permanent color that the Master Artisan can set. The Droid Engineers already got this if I remember right, so why can't we?


2. Vehicle customization kits... with the way vehicles auto-store, they are useless for more than a day or two, unless you don't use the vehicle a lot. It might be better to have it set for a physical time limit, such as a week or two.


3. There are still bugs regarding maintenance and repairs on harvesters, and the contents of the hopper. This past Saturday around noon Central Time I had around 8k aluminum in all 6 of my harvesters. I was putting some power in, and I left the aluminum in the harvesters, since I was planning on being on later. I forgot to pay maintenance, though, and when realized my mistake on Sunday morning I logged in to pay for the repairs. After paying to get my harvesters up from 93% condition, and putting a day's worth of maintenance in, I checked the hoppers again. Somehow the amount had dropped to 3-4k aluminum each, except for one which had 8k. This should not have happened, and yes, I did report it as a bug.


4. I've only experimented with power-ups a few times, and I didn't like the randomness of the results. You would think someone who was a Master would be able to predict results a bit more accurately.


5. Some people may think I'm crazy, but I think vehicles are too easy to make right now. It's just putting 2 resources (and a powerplant in the case of the AV-21) into a hopper, and out pops a finished vehicle with engines and everything. I would think things would be a bit more complex than that... engine, electronics, seating, controls, and so forth. It wouldn't bother me too much to see vehicles get more complex, and that way they could be more customizable. Want a slower swoop that handles terrain better? Use different controls and a different engine. That sort of thing.


Anyway, that's my two cents on the subject.


Qualdrin Mekanos
Desirye
Tue Jun 15, 2004 1:59 pm
#24






Qualdrin wrote:

5. Some people may think I'm crazy, but I think vehicles are too easy to make right now. It's just putting 2 resources (and a powerplant in the case of the AV-21) into a hopper, and out pops a finished vehicle with engines and everything. I would think things would be a bit more complex than that... engine, electronics, seating, controls, and so forth. It wouldn't bother me too much to see vehicles get more complex, and that way they could be more customizable. Want a slower swoop that handles terrain better? Use different controls and a different engine. That sort of thing.




/vote


Would be kinda cool to have a Landspeeder, Speederbike, Swoop, and AV-21 require like an actual Speeder Engine, which is crafted on the side. Possibly a control unit or two. And i really want quality to actually mean something!





POWER by Desirye Calani - Vendor Sourth of Coronet - 1.5 cpu
Infinity -192 -5502 | Kauri -75 -6004 | Tarquinas -139 -5868 | Sunrunner 508 -6556
Also buying any power at 1 cpu
Desirye
Tue Jun 15, 2004 2:03 pm
#25






HalasterTheBlack wrote:







Desirye wrote:


2. Datapad structure and specifically harvester administration

Possibly a device crafted by a master artisan called something like "Stucture Control Module" that can be attached to a harvester or other structure, that will then be listen in a new tab in the datapad, showing the current maintenance, power, and condition for all structures - current schematic, time per object, objects manufactured for factories - and current resource, hopper, activity, density for harvesters ... should also be able to change current resource from this tool


Like it! Especially if we can add maintenance through the interface as well...










Bad idea i think ... because then why not power ? and the why not just empty hopper removely ? ... i know im extreme here, but i would like it more if we used droids for that droid to empty hopper *drool* lol




POWER by Desirye Calani - Vendor Sourth of Coronet - 1.5 cpu
Infinity -192 -5502 | Kauri -75 -6004 | Tarquinas -139 -5868 | Sunrunner 508 -6556
Also buying any power at 1 cpu
HalasterTheBlack
Tue Jun 15, 2004 4:41 pm
#26






Desirye wrote:





HalasterTheBlack wrote:








Desirye wrote:


2. Datapad structure and specifically harvester administration

Possibly a device crafted by a master artisan called something like "Stucture Control Module" that can be attached to a harvester or other structure, that will then be listen in a new tab in the datapad, showing the current maintenance, power, and condition for all structures - current schematic, time per object, objects manufactured for factories - and current resource, hopper, activity, density for harvesters ... should also be able to change current resource from this tool


Like it! Especially if we can add maintenance through the interface as well...










Bad idea i think ... because then why not power ? and the why not just empty hopper removely ? ... i know im extreme here, but i would like it more if we used droids for that droid to empty hopper *drool* lol







Because power & looting don't make sense given perhaps a reasonable interpretation of game rules / mechanics. I can tip anyone money across any planet - banks handle that for me. Why should I not be able to tip my harvesters maintenance remotely too? I mean, they don't actually use the credits themselves for maintenance; I'd assume those credits go to pay a maintenance crew. You're not paying the harvester; you're paying some invisible, unnammed maintenance worker. Just /tip him!


But power and looting are different stories. To get power to a harvester, you have to touch it. I suppose you could pay some invisible worker to takepower out there for youand pick up your stuff from the harvester, but that seems a larger stretch than tipping maintenance to the maintenance crew.


/shrug




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

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