Artisan Archive

Thread: In Dev Artisan

Q-3PO
Fri Jul 25, 2003 12:20 am
#14

For a complete list of the upcoming update notes for Test Center, please go to the In Development page. These changes should go on Test Center in the next couple of days and then go to live galaxies after a week or two of testing. Please also read my post about priorities before giving feedback. Thanks.

Artisan
Exploit fix for surverying, now if you sell back your survey skills and try to use a survey tool, it will ask you to reset your survey settings. If you abort this, the lowest setting will be used.
The survey UI will scroll to the last used resource in each survey tool
Survey Fix "here" icon rotation when inside.
Various visual & usability improvements to the survey UI.
Fireworks: Made all fireworks not loop after the first display of particles.





Kevin "Q-3PO" O'Hara
SOE Associate Producer
Former SWG Community Relations Manager

KakitaToshimo
Fri Jul 25, 2003 12:40 am
#15


Q-3PO wrote:


Please also read my post about priorities before giving feedback. Thanks.








Q-3PO wrote:


Our priorities were based on what we felt was most important for the game, what could be accomplished with the resource and time we've had and what will affect the most players in a positive way.






OK, so how did these mostly insignificant fixes (none of which fix any of the large problems constantly /bugged or posted on) make the priotiry list?

Tim
(Who did read both posts)
Pecos
Fri Jul 25, 2003 12:52 am
#16

Factories not properly making foods seems like it should be a lot higher priority than any of these, since it effects Domestic I - IV and the entire profession of "Chef".


Artuk
Fri Jul 25, 2003 12:53 am
#17

There is also a bug where occasionally surveying while moving will cause your waypoints to cease functioning. You cannot create new ones (or have them created via survey or /find), destroy old ones, or otherwise modify.


New ones created in this state WILL appear next time you reset by relogging or shuttle use, but will not appear until then.


Regards,


Artuk





Take up your china doll, it's only fractured - and just a little nervous from the fall..
J-Roddingham
Fri Jul 25, 2003 5:26 am
#18

I have a question about crafting electronic components. I was excited to finally be able to build them, but I found that after getting the highest quality ingredients as per the schematic and crafting, that the final product appears no different than a cheap one made out of any resource that fit, regardless of the stats. Is this as intended? I was hoping to be able to craft special electronic components, and that fact be visible on an examine from the bazaar.
Shorrim2
Fri Jul 25, 2003 6:42 am
#19

saintchuck - where are you that this is a problem?

I am making a pretty good living in Kor Vella with my few harvesters. My cost per unit is below 1, and I am able to sell everything I harvest at 3 - 5 Cr/unit depending on quality and demand. I certainly don't see the market being flooded. This is on the Gorath server.



--

Member of The Most Popular Band on Gorath
"Oh my, it's the real Tasno!"
Salporin_Wookie
Fri Jul 25, 2003 7:27 am
#20

[quote]Fixed the max sale price on vendors being the same as the bazaar.[/quote]


please explain to me why you feel you have to reduce the max cost on player vendors to match the bazaar??? As it is now, players who make small items in mass can make a fortune on the bazaar, even when they are offline, because theyr items can be sold on the bazaar. Architects and others who sell big ticket items are screwed! I can't even place a small house on the bazaar at 10k! I was thrilled when I placed a vendor in my house and found I could price it at 10k! Now you are taking that away?


This is a bad move and can only hurt a good portion of artisans. Now, droid engineers or architects who are producing high end stuff can only sell when online!


Please reconsider this, or at least give me a reason why the price limit needs to be reduced.




Sal Po'Ryn
(pre-NGE)Master Architect,Master Artisan,Master Merchant
(post-NGE) Master Shipwright
SalCo Industries, a subsidiary of SalSlak Corp
Numanjii City, Naboo (Ahazi) wp: -2203, 644
Rhaine Starfal
(pre-NGE) master Creature Handler, Master Dancer
(post-NGE) Ace rebel pilot, Lancer Squadron, 13th Roving line
B-wing pilot - Lancer 5
B-wing(The Big Stick), KSE(June Bug), Nova(Serenity), Y8(The Beast)
Thadar_Lightbringer
Fri Jul 25, 2003 8:55 am
#21

My guess is, Salporin_Wookie that isnt what they mean. There is currently a bug that is capping vendor sales at 3000 sometimes(same cap as bazaar)and they Fixed that bug. Just how I interpret that statement. Vendors are Supposed to be able to sell things for much more than the bazaar. The Bazaar isjust for entry level artisans and cheap items. Poor wording however, I would agree.



Thadar

saintchuck
Fri Jul 25, 2003 10:50 am
#22

It has been my experience that the loss of waypoint functionality and continual out of range while harvesting is due to attempting actions while swimming. After surveying or harvesting while swimming, which doesn't work by design I believe, I lose the ability to destroy waypoints, survey waypoints no longer update and get out of range or unable to perform action in current state messages while harvesting. The harvesting part seems to fix itself eventually but in order to fix the surveying part I have found that a shuttle trip or relog is necessary.

Would appreciate others trying to duplicate and confirm my findings.



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
saintchuck
Fri Jul 25, 2003 12:58 pm
#23

Q-3PO,

When will something be done about non-artisans flooding the market with resources and guilds being able to own the whole market? One of the suggestions you and Holocron have made repeatedly for novice Artisans needing money is sell excess resources on the bazaar. This is impossible. Every guild member and friend has 10 harvesters running which is flooding the market with excess resources and at the same time drying up demand for resources.

Lots have to be limited to Artisans only. Allow everyone 1 house of any size. Give Novice Artisans 1 lot (or 0 since they have no need for the output of a harvester) and give additional lots as they advance up the Survey branch (and create a need for Miner). Few non-artisans will waste 15 skill points on Artisan for the lot to help a guild or friend and even fewer will waste skill points to climb a branch to get additional lots. This will reduce the flood of resources, reduce power-leveling and increase the worth of crafted items. It will also increase the benefit and playability of that long lost profession that will be added soon after release.



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
Finglefinn
Fri Jul 25, 2003 2:35 pm
#24

I don't understand why experimentation doesn't affect more items. It is clearly functioning with weapons and armor crafting. I can think of numerous ways to diiferentiate ourselves as artisans and as crafters by having the effectiveness of something vary based on the quality bar of the materials we use and the expirementation that we utilize for an item.


Examples:


Survey Tool - Extended Range, Accuracy, Sample Failure, Sample Size


Personal Harvester (or any harvester) - Decreased Maintenance in both pools, increased efficiency, increased hopper size.


House - Decreased maintenance, increased storage capacity, color or texture variations?


The above variations don't have to be huge. Heck maybe the best you can extend a survey tool range is 10%. But to do that you have totake the time to get good materials and expirement.



For this to work, someone would need to be able to see th estats on an item when examining it. So if the range of an item was now 352 instead of 320, looking at it should reflect that.



This would be a great way to allow artisans to differentiate themselves as apposed to yet another guys trying to sell a wind harvester or crafting station.


Teiwaz


Tarquinas - Master Artisan, Aspiring Master Architect


FeartheMullet
Fri Jul 25, 2003 10:23 pm
#25

Is it just me, or do the "fixes" listed not have anything to do with the one's our corespondents are trying to get fixed?



Myk Rapajez : Droid Engineer
Starsider : Corellia : Coronet
DariusUK
Sat Jul 26, 2003 3:26 am
#26

A slight change of theme, but still on the subject of Artisan In Development stuff....

Does anyone have a feeling for when the Ground Vehicles add-on is due on the live servers?

And

is it safe to assume that there will be a new Artisan stream for Vehicle Engineer?

I'm only asking so I can start saving up my XP for "Novice Vehicle Engineer" and try to get in on the market when vehicles become available.

;-)

"Yes I know it's only a one seat grav bike, but yes it does cost more than your house"
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