Artisan Archive

Thread: Top Three Artisan Questions (Prompt Response Requested)

TailorEbau
Fri May 06, 2005 4:02 am
#14




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!




I would LOVE nothing more then to respec myself out of my ARCHITECT tree and pick up SOMETHING to help me survive out there.


"Find an escort" to help me get to my harvies? I stood online for close to two hours and spammed it on PLANET and AUCTION as well as my Guild for ANYONE to help me.


Needless to say, no one came. So I have harvies that are unattended because a Pharple has learned the art of the Death Blow, and I'm a prisoner in my PLAYER CITY.


This game is not fun! For the Testosterone infused; it's the best. But I started playing because my cousin told me I did not have to fight, I can craft and build stuff.


I HATED getting buffed and armored to check my harvies before, but at least it was an option. Now?


I don't play for credits, in fact I allow the trade of goods (barter is better!). I just want to create cool stuff.


This just stinks!



Ebau Efina
ex-Master Artisan Master Merchant ex-Master Tailor

Vendors located in the City of Unknown Cantina (Lok: -6108 -6222)
"Junk Dealer"

ACCOUNT IN LIMBO: 11/18/04 - 09/18/06
(Will crafters be given ANYTHING to play for?!?)

xDiggerx
Fri May 06, 2005 7:27 am
#15

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.







xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
Deornwulf
Fri May 06, 2005 9:41 am
#16

I have a better solution - reduce the cost of all crafting skill boxes by one point. We could then easily add a combat profession to our existing template while allowing the totally combataphobic to quad master crafting profs. Good feelings all around.



Grammar and Spelling do matter!

I find your lack of real world skills disturbing.
xDiggerx
Fri May 06, 2005 9:50 am
#17

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.







xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
Chef Food - PowerUps * New Sparta, Naboo -5860 5430 * Swoops - Resources
quantanao
Wed May 18, 2005 1:44 am
#18

Human players got the chance to be 14pt artisans now. Is this intentional?



RQ's [ -3519 3898 ] @ TQ MALL THEED, NABOO
------ FOOD & DRINKS [STANDARD + BE-ENHANCED] -------------------
------ ARMORS & PSG's ----------------------------------
------ CRAFTED WITH +20 EXP / +25 ASSEMBLY --------- ----------


Dariane_Kamutsovy
Wed May 18, 2005 4:24 am
#19






Betha wrote:

Ok Saftey an issue here Well 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


Dariane_Kamutsovy
Wed May 18, 2005 4:28 am
#20

the safety issue is the most common one...


why not:


1. Fix the combat droids (DE). Yes I know, it's not artisan like, but we all (artisan elites) are influenced by it.

2. Fix power/maintenance droid (DE!) so we don't need to travel outside to actually MAINTAIN the harvesters.


Power modules, maintenance module, maybe an added resource collector unit and a item storage unit: get 1 droid to get the resources, pay maintenance, add power (or remove from powergenerator) ...

One only needs to travel to the planet but can just send out the droid.


The only reason then for actually going out there (with a GROUP) is to place new harvs or retreive old ones.

Dpjarrett
Wed May 18, 2005 4:52 am
#21






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.



Kyyle Pellow
Vehicles k Drugs
- By Kyyle
If it doesn't say "By Kyyle" somebody else probably made it.
Coronet, Corellia 752, -5058

Andur_R
Wed May 18, 2005 5:10 am
#22

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?





Andur Rendar = Lowca (Trader/Structures)(Freelance Pilot)
Kazic Daane = Lowca (Smuggler)(Imperial Pilot)
Jacleen Willowoak = Eclipse (Spy)(Freelance Pilot)
Kycera Totea = Eclipse (Trader/Munitions)(Rebel Pilot)
Diad Itasko = Naritus (Bounty Hunter)
Chaosium_451
Fri May 20, 2005 1:20 pm
#23

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.





Merlinda Oban
Elder Jedi - Radiant
Sibhoan Oban
Officer - Radiant
Brenna Oban
Engineer - Radiant

Iscushi, T'wesmynn, Ilmeimi
Test Center


-Devil-
Fri May 20, 2005 8:04 pm
#24

i think that there should be a novice level armor in the game .. like what bone and marib used to be ... something that an artisian can craft that anyone (cl1 or over) can wear .. no it wouldnt offer the protection of the better armor .. but would at least give the non combatants some protection ... (maybe 2 style for each race with a full color pallet since a lot of crafters also tend to focus some on how their char looks) ...


resource terminal - maybe master artisian crafted .. but it would give the person with it .. a 'remote' control of all the harvesters that are on that chars lots ... maint and power could be added from the terminal ... and resource selection could be changed ... and resources removed ... (on resource removal .. have them 'transported' to a safe spot in a npc city .. for the crafter to retreive for a small fee like a service droid next to a shuttleport or something along those lines)





--= 11.15.2005 / The Day The Pets Died =--
teklord8869
Fri May 20, 2005 8:17 pm
#25

I think the higher we go in any crafting profthe more lots we should get. I am a master AS and I could use more lots for Fac's and Harvs. I will not pay for more accounts to get more lots. Combat profs get more health and other bonus stats.....we crafters should get more lots. Right now Bloodfin has few people crafting these days and I think that lots will help everyone out.
Nema0879
Sun May 22, 2005 2:33 am
#26







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




~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


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