Artisan Archive
Thread: Top 5 issues revisited
Guruweaver wrote:
Hey all,
I thought it might not be a bad idea to kick things off by revisiting the Artisan top 5 issues. Vaedross' post at the top had these listed:
1. Repairing items is completely unreliable.
2. CRITICAL BUG "Crafting Session Ended" during practice mode.
3. Artisan survey & craft missions need a lot of work.
4. There is still no INCENTIVE not to survey macro.
5. TEF ejection from houses.
Do you agree that these still represent your top five issues?
Are there new ones?
Should we have more than 5? :-)
Yeah, I think there needs to be an update on our top 5 issues. I would put them as such:
- Fix factory issues (manufacturing errors and crate sizes)
- Fix vehicle issues (auto-storing, 1500 hit points issue, make crafting more complex and a little less resource intensive)
- Overhaul weapon powerups (make primary and secondarystat combines selectable at Master, make more melee weapon kits with more stat combos)
- Make it so the quality of master artisan components have a NOTICEABLE impact on the final product they are used in
- Fix item repairing
I could care less about macro sampling or artisan missions. On macro sampling, the number of resources some gets from it is minute compared to placing a heavy harvester. On artisan missions, do people even do them? Most artisans make their money selling products.
I think the issues I've outlined about are more artisan-specific than some of the others mentioned, but factory issues, even though not artisan-specific, really need to be addressed.
EpiFett wrote:(my comments)
Also since you are new, feel free to seriously read up on my past threads regarding the class.
(First, he's not new, he just doesn't have a high post count)
Ultimate Vehicle Hitpoint Dataset, accurate to (+/-) 11hp
NEW TOOL: Survey-Thumper
1024m Survey Option UNLOCKED! (picture)
(Nice photoshop work, more comments below)
Droid Utility Module: Master Artisan certificate
All of these contain information vital to Master Artisans.
("Vital", hardly, your opiniondoes not represent us all)
My personal opinion, is that we should be pressing the following:
#1 Issue: Upgrade survey range to 1024m at Master Artisan(Agreed, that would be a GREAT perk for keeping Master Artisan)
#2 Issue: Upgrade Survey tool UI to display the stats of the resources surveyed at Master Artisan(While this sounds cool, it would comepletely eliminate the need to sample. Sampling gets better as we progress in artisan for a reason, a noob artisan should not be able to click on their tool and see all the stats for every resource. It would make our proffession too easy)
#3 Issue: Fix vehicle deeds to display all vital statistics. (hitpoints and resists)(Agreed)
#4 Issue: Allow vehicles to actually be experimented on, instead of just HP experimentation. Suggestions: Speed, Terrain Negotiation, Resists(No way, this would destroy the already limited differences between the vehicles. Swoops are fast on flat land, Speeders are the middle of the road and X34's have the best terrain negotiation. Who would ever want a X34 if your swoop could rocket up hills?)
#5 Issue: We need a clear definition on Survey Tool and Crafting Tool Experimentation.(Experimentation on survey tools is pointless and the devs have said on multiple occasions that tools are not going to be fullly explained, 'to maintain some mystery in the crafting process' or some crap like that.)
Master Architect
Master Artisan
Master Tailor
Guruweaver wrote:
Hey all,
I thought it might not be a bad idea to kick things off by revisiting the Artisan top 5 issues. Vaedross' post at the top had these listed:
1. Repairing items is completely unreliable.
This needs to be addressed, even with a 99.9999% repair tool which are expensive to make becaues of the need of 1000 cond metal there is no guarenty of a repiar, I even bought for 3k a SEA repair +1 I dont see a difference, I even have a repair -1 what does that do? And why would anyone by that?
2. CRITICAL BUG "Crafting Session Ended" during practice mode.
I have never had this happen to me unless you are talking about grinding out crafting tools the devs thought that is what people grind even though it is usuall survey tools and harvestors. I dont use practice mode when crafting tools cause usually people order 2-3 fom me at a time and only being bale to use one tool is a real pain. I say this is not a critical bug if I understand it right?
3. Artisan survey & craft missions need a lot of work.
Yes even though I quess some people consider me being a novice pistoleer and no skill points to go any higher a high combat profession, I would drop that if these missions worked, so yes this is one of the topp 5
4. There is still no INCENTIVE not to survey macro.
I dont understand this one, what is a survey macro do you mean a sample macro, well I dot do that anymore and I fell those popup messages sort of fixed that problem
5. TEF ejection from houses.
What is this? I have never even heard of this problem I talk it you dont read this forum? That is a cmbat problem and as you see most artisan dont do combat?
Do you agree that these still represent your top five issues?
Are there new ones?
Should we have more than 5? :-)
I know that 1, 2, 3, and 4 are still huge issues. I've not really participated in the GCW so I have not found the TEF eject issue to be a problem for me, but I can see how it'd be a real problem.
Some issues I have:
Vehicles: I want to be able to tell by examining the deed/control device its quality (HP, armor, etc)
Vehicles: New vehicles only being created with 1500 health
Please share your thoughts
Take care!
Numbers 2,4,5 I fell are not important
Add:
I fix when it says experimentation risk 0% then we crit fail
Fix the vechilce bug, and while you are at it make the stats on the deed visable.
Make Master artisan worth keeping and fix the schematics, when is the vechilce craftin gtool so difficult to make and why does it need a droid storage component, and dont say to hold paint cause if it was holding paint the customization wouldn't fade so fast.
Actually if you notice, i said that it would be only for Master Artisans.
Anyone without the Master Artisan title would be required to sample to see stats.
Additionally:
- The mind-drain associated with surveying would still take place.
- Each resource would need to be surveyed individually, draining the mind on each attempt.
I want to see our class have a REASON to keep the master-box for the purpose of becoming MASTER at the craft.
Right now, becoming Master Artisan is just a 'conveniance' for Droid Engineers and Archetects so they dont have to look for thier sub-components.
Personally, i would preferr having all the DE and Arch sub components tossed into the Engineering 3 and 4, and focus on making Master Artisan a unique profession worthy of achieving.
I see enhancing our survey and vehicle abilities as doing just that.
Right now, they are the ONLY things that we do, that are not shared by any other class in the game.
.
The top five issues I started this thread with were lifted unchanged from the previous Correspondent's top five list.
There really are two main categories I'm seeing here with the issues:
1) Bugs or broken things
2) Enhancements, changes, improvements to things that work
To focus discussion better, I'd like to propose we develop two top 5 issue lists, a "top 5 broken things" and a "top 5 profession improvements".
Thoughts?
To facilitate, here are some blank lines. Fill in your thoughts:
Top 5 Fixes needed:
1)
2)
3)
4)
5)
Top 5 Improvements needed:
1)
2)
3)
4)
5)
I'll collect your thoughts and distill them into two top 5 lists and post them here. If there is no problem with them, I'll submit them to the devs.
Sound good?
1) Fix Critical Failure rate during crafting, should be lower for Masters. It appears there is no difference in failure rate between Masters and Novices.
2) Fix Armor/Weapon repair tools.
1) Increase survey range for Master Artisans (1024m) Stats of resource (for MAs only) would be nice but not mandatory.
3) Additional (2) experimentation points for Master Artisans (and masters of other crafting professions that don't currently have a bonus at master level)
4) Improve Artisan missions. Don't get rid of the combat type missions! Have both Crafting and Combat Artisan missions on the same terminal. If the Artisan has no combat skills (or desire for combat) he can choose the non combat mission. Make Artisan Quests of both the combat and non combat type (with different rewards). The crafting (non combat) missions need to be more than just pick up components from an NPC and combine the parts. They should require the artisan to find &collect the required resources and craft the required component(s) within the predetermined specs.
Guruweaver wrote:
Hey all,
I thought it might not be a bad idea to kick things off by revisiting the Artisan top 5 issues. Vaedross' post at the top had these listed:
1. Repairing items is completely unreliable.
2. CRITICAL BUG "Crafting Session Ended" during practice mode.
3. Artisan survey & craft missions need a lot of work.
4. There is still no INCENTIVE not to survey macro.
5. TEF ejection from houses.
Do you agree that these still represent your top five issues?
Are there new ones?
Should we have more than 5? :-)
I know that 1, 2, 3, and 4 are still huge issues. I've not really participated in the GCW so I have not found the TEF eject issue to be a problem for me, but I can see how it'd be a real problem.
Some issues I have:
Vehicles: I want to be able to tell by examining the deed/control device its quality (HP, armor, etc)
Vehicles: New vehicles only being created with 1500 health
Please share your thoughts
Take care!
The rest of our class is pretty versatile.
Engineering line: Weapon Powerups / Beginner Armor
Domestic Arts line: Beginner Food / Beginner Clothing
Business Line: Beginner Merchant (1st vendor)
Surveying Line: Beginning Survey Techniques
When we get to our Master Box however,
There is nothing that is special to Master Artisan other than Vehicles, and they arent even that experimentable.
Our class becomes nothing more than a 'conveniance' to other elite classes.
Master Box:
Control Unit: Archetect: 4 Schematics Droid Engineer: 2 Schematics Weaponsmith: 4 Schematics
Electronics GP Module: Archetect: 4 Schematics Droid Engineer: 14 Schematics
Electronics Memory Module: Archetect: 2 Schematics Droid Engineer: 15 Schematics
Energy Distributor: Archetect: 1 Schematics Armorsmith: 4 Schematics
Micro Sensor Suite: Archetect: 4 Schematics Droid Engineer: 3 Schematics
Power Conditioner: Archetect: 1 Schematics Armorsmith: 3 Schematics Weaponsmith: 1 Schematics
Totals:
Droid Engineer: 34 Schematics
Archetect: 16 Schematics
Armorsmith: 7 Schematics
Weaponsmith: 5 Schematics
Master Artisan: 4 Schematics (ONLY reward for attaining Master skillbox???)
Swoop
Speeder
X34
Color Kit
I would like to see:
Control Unit: Drop to Engineering 4
Electronics GP Module: Drop to Engineering 4
Electronics Memory Module: Drop to Engineering 4
Energy Distributor: Drop to Engineering 4
Micro Sensor Suite: Stay in Master Box
Power Conditioner: Drop to Engineering 4
Artisan Assembly +20
Artisan Experimentation +20
Surveying +75
(Survey Skill 175 = 512m Survey Range +Resource Identification in UI)
(Survey Skill 200 = 1024m Survey Range) (+25 from Skill Tapes)
Message Edited by EpiFett on 02-22-2004 11:42 AM
Stargzrrag wrote:
Whay is TEF an artisan issue???
Message Edited by Neroir on 02-23-2004 06:58 AM
EpiFett wrote:
Our class becomes nothing more than a 'conveniance' to other elite classes.
Totals:
Droid Engineer: 34 Schematics
Message Edited by EpiFett on 02-22-2004 11:42 AM
- Adv. Droid Motive System (CU)
- Advanced Droid Brain (4 Identical EMM/4 Identical GP)
- Arakyd Probe Droid (EMM/GP)
- Power Droid (MSS)
- Advanced Power Droid (MSS)
- Geeky Personality Chip (3 EMM/2 GP)
- Level 3 Data Module (1 EMM)
- Level 4 Data Module (1 EMM)
- Level5 Data Module (1 GP/2 Identical EMM)
- Level 6 Data Module (1 GP/3 Identical EMM)
- Level 5 Medical Module (1 GP)
- Level 6 Medical Module (1 GP/3 Identical EMM)
- Level 5 Item Module (1 GP)
- Level 6 Item Module (1 GP/3 Identical EMM)
- Probot (1 MSS, #1)
- Probot Advanced Chassis (1 MSS, #1)
- Probot Advanced (The above chassis)
- Prissy Personality Chip (1 EMM/1 GP)
- Sarcastic Personality Chip (2 GP/1 EMM)
- Seeker Droid (2 GP/1 EMM)
- Stupid Personality Chip (1 EMM)
- Worshipful Personality Chip(2 GP/1 EMM)
- Droid Customization Kit (CU)
- Deed for R2 droid (#1, #2)
- R2 ADV Chassis (#1, #2)
- Deed for R2 ADV (The above Chassis)
- Deed for Surgical Droid (ADV Droid Brain, one of the personality chips)
- Surgical ADV Chassis (ADV Droid Brain, one of the personality chips)
- Deed for Surgical ADV (The above Chassis)
- Deed for Protocol Droid (#1, #2, one of the personality chips)
- Protocol ADV Chassis (#1, #2, one of the personality chips)
- Deed for Protocol ADV (The above Chassis)
- Deed for R3 Droid (#1, 2 identical #2's, one of the personality chips)
- R3 ADV Chassis (#1, 2 identical #2's, one of the personality chips)
- Deed for R3 ADV (The above Chassis)
- Deed for Binary Load Lifter (#1)
- BLL ADV Chassis (#1)
- Deed for BLL ADV (The above Chassis)
- Deed for LE Repair (one of the personality chips)
- LE Repair ADV Chassis (one of the personality chips)
- Deed for LE Repair ADV (The above Chassis)
Which just was horrible when I was a DE... I agree with your suggestion to move them, but is Eng 4 the appropiate place?
As a Droid Engineer myself I Mastered Artisan sinceI was only a coulple boxes short of it once I had a few boxes in DE and saw how many Master Artisan items where needed to be an affective Droid Engineer for my fellow guildmates and the need not to bother some of the well known Master Artisans in my guildor on my server.
Rumors are that these requirements might change in the near future since we are very heavly dependent on these items to craft some of ourmid to upperlevel utlity droids
Sorry to side track this thread but back on the new topic at hand new top fives..
Need to be Fixed
1. Vehical data on deeds.
2. borked repair tools.
3. something to put in that damn bird cage for Vaders sake its stupid not to have something it goes with or drop it down out of master and put something better in its place.
4. master artisan missions, that do not base on combat skill but crafting skill.
5. remove tef when trade with oppiste faction when in declaired residence, yes i can pull my droid out and still craft and exp butI now can not get to my resources and crates of parts.
Improve to Professon
1. Surveying bonus, ie larger area of scans or filter consentrations ie shows onlythe 80%s, ie if the consentration doesnt exist with in range resource not found or able to set range for filter say 0-25 26-50 51-75 76-100. Yes it is nice to know that this area has 10% and three 23%steel but im looking for a 50% or better consentration for my heavy harvester so I get a good run so im not just wasting money and power for something that will be sucked dry in a day if not a few hours.
2. Have experimentation matter at master. (said to be worked on in next publish we will see)
3. Ablity toset colorsof vehicle before deed is created, include spot in resources needed for vehical cust tool.
4. Add bonus to artisan missions ie better pay offs, maybe a questcraftable item. Artisan theme park?
5. uhh couldnt thing of anything else.
Thats my lists.