Artisan Archive
Thread: ARTISAN TOP 5 ISSUES -- FEEDBACK NEEDED (NEW #1 for Friday)
Bmer wrote:
I heard the Bird Cages were used by Creature Handlers. Any truth to this?
being a ch myself, i have yet to see any or hear any use for them. though i would think it would be cool. being a novice ch, i would have a market for little critters.
I'm going to try to compile your vehicle suggestions for the Devs today so that we get something we can be happy with before the publish.
Straws wrote:
I'm a master artisan and the coolest thing I can make is a bird cage....A BIRD CAGE WITH NO BIRD! And another thing, why cant I place an item on a table...like a table lamp!!! I can only place the table lamp on the floor. yeah thats useful.
I completely agree about the lamp. I had to drop a lamp 5 or 6 times before i got the right heigth on the stairs for the table. Why can't they fix that?
Vaedross wrote:
4. There is still no INCENTIVE not to survey macro.
Novice survey failure rates seem very high. Sitting on an 80% area with novice skills I fail too often.
There is no bonus for accepting extraordinary survey events other than a few more units of resource. Extraordinary survey events should give you a 100-200 exp bonus if completed successfully. This would discourage AFK sample macroing and make the grind more bearable.
I think the devs should set the surveying xp to 5xp per unit. I've noticed that while I'm sitting here in the forum and macroing the surveying on my other computer that on average, it is roughly 5 xp per unit, but not all the time. There's something seriously wrong when you extract 5 units and get 24 xp and you extract 26 units and only get 30 xp.
Vaedross,
is there a reason why melee powerups are so limited to what the max % can be? And there are also useless mods that can be put at the max % mod. Such as max range mod.
Wound Max damage and Min damage should all be able to get to the 32% mark, or is there a reason why it is not allowed
I think the bird cage should work like a creature habitat and actually hold a visible bird that can be released. I don't think this falls into top five issues or we are in big trouble ![]()
Still, its something that would make a bird cage even worth having .... ..
FURY_Chaser wrote:Vaedross,
is there a reason why melee powerups are so limited to what the max % can be?
I'm fairly certain that melee powerups can't have max damage as their primary attribute. I've never been able to make one. I'll remember this for when I complain about how weapon powerups need a lot of work.
So Vaedross, our top 5 has just been changed to bug fixes?
Here's my question for ya. If there were no Artisan bugs at all, would Artisans (the broader artisan, not just the starting profession) have:
1) Rewarding gameplay - or are we still going to be sitting at our computer, staring at non-interactive sampling interfaces, a crafting system that forces us to 'grind' because there's nothing else to it, an economy that is meaningless - because the combat classes are the major faucet.
2) Role in the 'Star Wars' part of a 'Star Wars' game - nothing in here about crafter's role in the GCW (this is not a generic MMORPG - if crafters are gated from the SW content, why should we play as crafters - IN A STAR WARS GAME???)
3) Competition - The only competition for crafters is the weekly 'race' for Harvester locations, and that one needs a lot of work. With vehicles coming out, it's going to be solely a matter of when you log on in relation to the spawn - as you can travel anywhere on the planet within 10 minutes.
4) Crafting is very 'casual' unfriendly - Resource tracking, harvester maintence, boring skill sets, very little to do for non-masters but grind, ALL of these things suck - IF you can only play 2-3 days a week, it makes the class all but unplayable. Sure you CAN track resource spawns (easily, it only takes a few minutes a day, more if you are doing multiple planets) but not unless you log in daily. Things like this need an in-game tool to give the casuals a fighting chance in their limited play time.
Now I find it to be INCREDIBLY ironic that the grinding macros not working are a top (gamebreaking, lmao) issue, but our gameplay isn't. THINK ABOUT THAT!
This IMHO might be a top 'annoying thing' or 'bug' list - but if you truely see these 5 things as being our top ISSUES, I fear for all crafters.
Bianca Minola
To be frank, I know how to introduce reasonable complaints and gently push the dev team in the right direction. This game has by its nature created an incredable new playstyle that doesn't require you to be a traditional adventurer. But we can't just pout and say "that's not enough!" Crafters cannot afford to go on strike for want of more developer attention. Our best hope as correspondants is to cultivate this into a sustainable and enjoyable playstyle one step at a time.
If you think that the devs are in general not allocating enough time to the crafting profession then start a petition. You said it yourself "I can do a better job in SWG Discussion" so give me a petition to link to.
1) This is reflected in my "gentile push" #3. If survey missions were better we would have more gameplay options. Immagine if we had survey missions that helped new players get up to speed on surveying? Right now we survey out of neccessity or only as a grind or just a little bonus as we visit our harvesters.
2) The timetable for this kind of request is huge and there development blocking this. IMO if I put it in the top 5 it would not be addressed this cycle.
I'm hoping that by making item repairing (my #1) more reaponsable that combat classes will flock to artisans for tools and for the skill needed to repair their items. This gives us a reasonable beginning role in the GCW.
3) When I took the player feedback from the artisan forum I didn't just throw it at TH. I turned it into a list of player requirements. #1 was that vehicle schematics must be Competitive. I suggested both that vehicles be experimentable for different speed ratings and that they be sliceable. This gives us a brand new competitive economy. It is not a final solution, but it should tide us over for the moment.
With variable rate extractors artisans have some level of competitions as Jr Architect. Personal harvesters are the only extracters that can pretty much "go anywhere". With experimentable BER from 1 to 4 there is some competition. It occurs to me that base extraction rate could be fractional rather than integral and then there would be even more competition.
4) There is a huge challenge in this request. There is a ballance between making crafting accessible to casual gamers and keeping it a challenge (aka fun) for hardcore gamers. Again my #3 would make survey missions more challenging thus giving the devs room to give us better survey features without destroying the challenge of survey missions. With vehicles released soon survey missions need to change in a big way or they are going to flat-out have their payouts nerfed.
On your "irony"... if you read #2 again you'll see that the grinding macro works. That is not the bug.
The by-hand practice mode leads to a disruption of your tools and possible severe loss of resources. It has been one entire publish since people have started complaining about this bug. It needs more attention. If they fix it quickly I'll work in another issue.