Artisan Archive
Thread: Top Three Artisan Questions (Prompt Response Requested)
Guruweaver wrote:
These are what I submitted. I have no answers.
1) What, if anything, is being added to Artisan to replace Bone Armor?
Nothing! Tough! Now go pay... er play some more and shut your faces!
2) What plans exist to improve power up utility?
Nothing! Go away! Or I shall taunt you a second time!
3) What, if anything, is being done to improve non-combat viability/survivability?
I'm sorry, you must have us confused with people that give a $#!^. Needwe remind the "crafting community" that this is "Star Wars Galaxies" not "Star Crafting Galaxies". Pick up a fighting profession! This is a COMBAT GAME now! Now, go away! And don't forget to provide new credit card information because your current card is about to expire!
How about Ranger crafted camo kits? That ability is already in game and would not require tweaking code too much. Just make it so an Artisan can get a camo kit installed by a Ranger and then they can basically be "invisible" to critters and NPC's. The kits would need to be made more functional/durable so they don't "break" as often as they do....but this code could be changed for say non-combat professions or based on combat level....if your below a 10 on combat level and have a camo kit in place then your 95% sure that nothing will aggro you out on most planets. You could even make this planet specific.....naboo, talus, corellia....have them very functional. Planets like dathomir, endor, lok....I can see that we low level crafters should stay off those planets or else have a hefty escort.
This seems like a simple solution that would stop keeping us crafters cowering in our shops/houses/player cities.
The problem is solutions like that are major game issues that impact every profession. And I am not sure I agree with changing our the points needed for our profession. I am a crafter, plain and simple. I don't have any combat skills and I should not have to aquire any to survive on a planet like naboo, or talus or corellia just to go work my "business"....which could be harvestors, factories, or just moving between shops looking for goods.
The camo kit idea, even with a 1 to2hour timer on them, would be quick and easy from a game programming standpoint and might be something we could get done ASAP. Then Rangers would also gain some value in that they could apply camo kits to crafters, almost like a med buff, that would allow them to venture out to do their business.
We can either be protected when we are aggro'd, like armor or enough weapon skills to defend ourselves, or we can do something that just prevents us from being aggro'd, at least on "mild" planets. To me the easier solution that would not have other profs in an uproar is to prevent us being aggro'd.
Betha wrote:
Ok Saftey an issue hereWell heres a sceario for you.
In light that we are no longer protected I decided tyo craft myself a Defender droid.
I crafted a level 18 Probot droid with a CR of 500.
I am in a city on CORELLIA. 1k north of coronet. I go out to setup my factories and while dropping stuff into ingrediant hopper I was INSTANTLY incapped by a durni.. After groggy I got back in my AV and was instantly incapped again.
So I managed to drive away call out my level 18 probot and put it into guard. I move on to the next factory when the droid opens fire on a level 5 gurcat and in 60 seconds was destroyed by the gurcat.
Ok I got away alive but a level 18 droid with level six comp armour destroyed by that come on......
Bethya, as fellow DE you should know that the great CU nerf also considered pre-cu droids to be pets (like CH pets): their ham got nerfed.
And... because of the AS changes (the parts needed for the L5/L6 armor modul) are no longer to be made. Makes the armor modules invalid and therefor not working...
Solution: fix DE
quantanao wrote:
Human players got the chance to be 14pt artisans now. Is this intentional?
Human players have always had the chance to be 14 point artisans due to our racial bonus of+15 artisan experimentation. Yes, it's intentional.
Hey Guru
Yeah I think I agree with most others here
1. Why are red dots almost always spawning around survey waypoints and harvesters? We cant protect ourselves very well and we chose Artisan as an alternative to combat. Defense needs looked at
2. Can we get the ability as Master Artisans to create/craft/repair any and ALL type of vehicles? BARCS, Swoops, Speeders, AV-21s, etc? How about a factional bonus? Imps can make AT-STs, Rebs can make some for factional thing...etc?
3. CRAFTING XP!!! Why is it so slow compared to Weapon XP and Starfighter XP etc? Low levels are at least 40-50 XP per guy. Mid level hunts yield like a couple hundrex weapon XP, why does crafting only give you like 20-25 XP per item no matter the complexity? How about general crafting giving like 80-150 XP so that the grinding from Eng III to Eng IV and above is no so painful?
I suggested something like this a while ago. Makes a power droid more useful, and gives a purpose to a binary load lifter.
Given the changes post-CU, I think having droids do this sort of menial labour is even more important. Especially since the only reason you need a maintenance droid now is if you borrow lots from others - it would give the DE's a little love to replace the lost income from that.
quantanao wrote:
Human players got the chance to be 14pt artisans now. Is this intentional?
As Kyyle said, we've always had the opportunity to be 14 point artisans -- I don't remember this ever not being in the game ... only difference is, before the cu there was little reason to become a 14 point artisan ....
Message Edited by Nema0879 on 05-22-2005 04:35 AM