Artisan Archive
Thread: This Weeks email
"I would be happy if only my harvesters would send me an email notificiation when they shut down and give the reason: maintenance problem, power depleted, or resource depleted. "
hte devs have said that with the current system, this is impossible. the harvestors calculate how much resources they have, as well as power and maintenance left, when someone approaches them. if no one is near, then no information is being kept track of. maybe they could do something where as soon as someone approaches it, and its dead, it will email. but that wouldnt necessarily be right away.
- Factory admin bug: Only the "owner" of the factory can open the Input and Output hoppers on the factory. Other people set up as admins can input a schematic and start/stop the factory but they cannot put in the ingredients they need to use it or remove finished products. This is basically forcing me to be online any time someone else in the PA needs to use the factory.
- House admin/vendor bug: Although this is already known, it is really hurting my ability to sell weapons and pool resources among PA mates. Right now only the "owner" of the house can place a vendor so the rest of us (we only have 1 house we split the cost on buying) cannot put down vendors and sell our own things. By the same regard, admins of the house except the owner cannot place or pickup items in the house which is essential for pooling/sharing resources among PA mates since people travelling will pick up resources of a special nature I need for making certain items and it would be very handy if they could leave them in the house for me to get so we don't all have to be online at the same time.
Mr. Foo Bar (Novice Architect), relative newbie, starts sampling some non-metal minerals. He wears out his sampling device and can no longer sample for the components neccessary to make a new one. He has little to no cash (depending on how many classes he picked up). He will have to run delivery missions until he can afford a new one at the current market price. If decay is introduced, they could become expensive to the point that newbies would have trouble purchasing them (since artisans would need to constantly make new ones for themselves).
What's worse is if he wears out his generic crafting device. At least with the survey device, he could buy some metal and make a new one. He can't just whip up a new crafting device out of thin air. He would have to buy a new one. Besides that, a newbie is unable to sample for the chemicals needed to produce a new one until they craft a chemical survey device.
I'm just pointing out that introducing decay on certain items is not as simple as you would think. Also, most items with decay, decay from use. Adding decay to clothing would cause an automatic decay when worn. This leads to two problems. #1: People who go afk will have clothes decay even when they aren't doing anything. #2: Socketed clothing will decay with the items in them. This makes the socketing rather pointless as you would have to keep a stock of items to put in the sockets every time the clothes decayed.
hte devs have said that with the current system, this is impossible. the harvestors calculate how much resources they have, as well as power and maintenance left, when someone approaches them. if no one is near, then no information is being kept track of. maybe they could do something where as soon as someone approaches it, and its dead, it will email. but that wouldnt necessarily be right away.
It should be easy to do. You can have the datapad make those same calculations, but only when you access that tab. It would just have to record when and how much power and maintenance was added, do a check to see what time it is, and if/when the resource expired. The harvesters have a given rate of extraction, power use, and maint. rate.
It doesn't technically have to checkthe harvesters, just make a simple calculation. You could make the same calculation on a piece of paper if you knew the resouce was still there, and the above variables.
Granted, it could under reportthe break down time if someone else had admin rights to the thing and did something to it while you were away. The game could still update your datapad when that happened though.
Need an edit command on this board.
I meant to say that Mr. Foo Bar was a novice artisan, not architect.
Lack of item decay IS a major bug.
If you are concerned about decay on tools, make an extra set and put them in the bank.
Bianca Minola
One more time.
Small Words.
I can tolerate item decay on tools.
Newbies will be hurt by this.
It would be a turnoff for new artisans.
It would be bad.
A set of unbreakable tools on character creation would solve this.
Read. Process. Learn.
Tim
(Who is tired of people missing the point)
One of the top issue I feel is that Overt IMP and REB can not trade to nuetrals.
I have seen dozens of crafters angry at this, alot of times when I wanted to buy something. This is the reason why I was forced to be a covert IMP. Being covert means that I am left out in alot of IMP stuff, like gaining promotion quicker. I see no reason why a Overt of any faction or a TEF'ed Covert should'nt be able to trade with a nuetral.
I would agree with you TIM, if it weren't for the fact that newbie artisans can make the tools.
You don't need to use small words, I can keep up. Your argument is flawed, that isthe problem.
Bianca Minola
Jasarina wrote:
Iam working on thsi weeks email today rather then tommorrow like I had orginally planned. I work a double shift tommorrow
Anyway last chance to get in your comments for this weeks email. I will post a copy of it here after its sent in. We have had some really good posts this week with some wonderful ideas.
How about posting a copy of your emailBEFORE you send it in so we can comment on that? Cats kind of out of the bag now.
Regards,
Artuk
If you want to comment on the email, just post to one of the threads mentioned in the email.
Bianca Minola
Hi guys. =D In the case of Decay,I made that the #1 issue on our email too (for clothes at least)
__Alichai__