Artisan Archive
Thread: Artisan Question to Devs Reply Soonest!
I wish our question had been resource stacking to 1 million units. Dang I didn't see this question in time.
Padre
PadreBook wrote:
Don't just blame TH he was hired just to take the heat off of the slacker devs that actually make the decisions. Every time we dump on him we are allowin the devs to get away with blowing us off for another week to play KOTOR.
I wish our question had been resource stacking to 1 million units. Dang I didn't see this question in time.
Padre
/backhand
Survey range is all and good but I have a better idea. How about allowing Masters to place Harvesters on slightly rougher terrian. I'm not talking about the sides of hills, just in areas that are close to flat or with slight inclines that we can't place stuff on ATM. I know that I for obe have followed a resource to a high percentage area only to find it on an incline or with small rough areas and it's all yellow shaded or the harvester imprint is red.
Just my 2 creds
Tharr
Tharryth wrote:
Survey range is all and good but I have a better idea. How about allowing Masters to place Harvesters on slightly rougher terrian. I'm not talking about the sides of hills, just in areas that are close to flat or with slight inclines that we can't place stuff on ATM. I know that I for obe have followed a resource to a high percentage area only to find it on an incline or with small rough areas and it's all yellow shaded or the harvester imprint is red.
I agree with this take on it. if they cant increase the range then let us place these on rougher grounds. and then they can even allow a Master Architech to place thing even in moutainous grounds. to get to some of the resource concentrations others cant.
--axler
FlonGerg wrote:
i'd like to know why the hell artisan missions scale to combat skills, and when the hell it will be fixed.
are you saying that when you use the mission terminal it bases the level of artisan mission off of combat skill and the weapon you have equiped as with the destroy mission? Cuz if that is that case it is a rather serious problem.
Jnath wrote:
FlonGerg wrote:i'd like to know why the hell artisan missions scale to combat skills, and when the hell it will be fixed.
are you saying that when you use the mission terminal it bases the level of artisan mission off of combat skill and the weapon you have equiped as with the destroy mission? Cuz if that is that case it is a rather serious problem.
Yes that has been confirmed as that's how it works.
Also they do have more survey info, they just don't feel like doing any work. How do I know that, well remember that one day crafting change? Well, a survey tool experimented to 100% (possible that day only) has a range of 384 meters! Confirmed with testing! So that's 64meters more info that IS IN THE GAME NOW that is not accessible currently.
Padre
PadreBook wrote:
Jnath wrote:
FlonGerg wrote:
i'd like to know why the hell artisan missions scale to combat skills, and when the hell it will be fixed.
are you saying that when you use the mission terminal it bases the level of artisan mission off of combat skill and the weapon you have equiped as with the destroy mission? Cuz if that is that case it is a rather serious problem.
Yes that has been confirmed as that's how it works.
Also they do have more survey info, they just don't feel like doing any work. How do I know that, well remember that one day crafting change? Well, a survey tool experimented to 100% (possible that day only) has a range of 384 meters! Confirmed with testing! So that's 64meters more info that IS IN THE GAME NOW that is not accessible currently.
Padre
I got a tool to 390m once. I assumed that was the range you got at master. Guess I was wrong.
Would survey SEA's help or not? That is my question.
Jnath wrote:
FlonGerg wrote:
i'd like to know why the hell artisan missions scale to combat skills, and when the hell it will be fixed.
are you saying that when you use the mission terminal it bases the level of artisan mission off of combat skill and the weapon you have equiped as with the destroy mission? Cuz if that is that case it is a rather serious problem.
thats EXACTLEY what I'm saying. artisans get the SHAFT.
- Why can't harvesters turn themselves off when a resource migrates? That's something completely out of our control, why should we pay for it!
- Why can't harvesters turn themselves off when the hopper is full? (I'm just guessing on this never had it happen yet)
- Can artisans at survey 4 & business 4 (or 3 and 4 for both) get their lot limit incremented? (Presumably for businesses nad harvesters) I can't think of any other profession that needs more lots.
-OR- - In lieu of a lot increase, can we have a BER increase?
- Why can everyone use a harvestor? Can't that be placed in the survey branch and the heavy mining installation in master artisan? That way at least anyone who wants to harvest minerals to make money has to put some work into it and not just buy a deed. I can't just give my laser carbine to anyone and they shoot it well. Why do people who never need to collect resources (and never go up the survey branch) know how to operate machinery that collects them just as well as I do?
That's what's on my mind.
Thryss Xyndin - aspiring Master Artisan (4334), novice carbineer
Goodnight Peak, Rori, Chilastra
Thryss wrote:
I'm relatively new to the forums and the game. I've been playing for a little over a week. Survey distance didn't really enter my mind. I thought the combat level-survey mission correlation is odd, but what really is on my mind are several questions:
- Why can't harvesters turn themselves off when a resource migrates? That's something completely out of our control, why should we pay for it!
- Why can't harvesters turn themselves off when the hopper is full? (I'm just guessing on this never had it happen yet)
Well they do 'turn themselves off' when there is a shift or the hopper is full, in both cases because no more resource can be mined. If you are referring to maintenance well it rent, not the cost of runnning the harvey.
- Can artisans at survey 4 & business 4 (or 3 and 4 for both) get their lot limit incremented? (Presumably for businesses nad harvesters) I can't think of any other profession that needs more lots.
Trust me, everyone in every profession wants this, and its not gonna happen any time soon.
-OR-
- In lieu of a lot increase, can we have a BER increase?
Now theres a good idea, if you wanted to pursue this head over to the architect forum and see if its on their list of questions and/or list of top 5 issues. If not mention it to em.
- Why can everyone use a harvestor? Can't that be placed in the survey branch and the heavy mining installation in master artisan? That way at least anyone who wants to harvest minerals to make money has to put some work into it and not just buy a deed. I can't just give my laser carbine to anyone and they shoot it well. Why do people who never need to collect resources (and never go up the survey branch) know how to operate machinery that collects them just as well as I do?
Another long-argued issue. But the problem occurs with Docs and Smugglers, the "impure crafters" who need to harvest but dont have artisan, well some may. Perhaps like your laser carbine, if a non-artisan uses a harvey the yield will be reduced as damage is with weapons. So a non-artisan could use a BER 10 harvey but it would only be effective to BER 8.
That's what's on my mind.
Thryss Xyndin - aspiring Master Artisan (4334), novice carbineer
Goodnight Peak, Rori, Chilastra