Artisan Archive

Thread: Artisan Question to Devs Reply Soonest!

Salporin_Wookie
Wed Apr 21, 2004 7:16 am
#14

here's one...


When can we get increased item and resource stacking or increased house item counts? I have 3 houses now filled to bursting with part crates and resources for my artisan and architect businesses. If I didn't have an alt account to hold all my structures, I'd never be able to place a harvester!



Sal Po'Ryn
(pre-NGE)Master Architect,Master Artisan,Master Merchant
(post-NGE) Master Shipwright
SalCo Industries, a subsidiary of SalSlak Corp
Numanjii City, Naboo (Ahazi) wp: -2203, 644
Rhaine Starfal
(pre-NGE) master Creature Handler, Master Dancer
(post-NGE) Ace rebel pilot, Lancer Squadron, 13th Roving line
B-wing pilot - Lancer 5
B-wing(The Big Stick), KSE(June Bug), Nova(Serenity), Y8(The Beast)
PadreBook
Wed Apr 21, 2004 9:57 am
#15

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
CraftDragon
Thu Apr 22, 2004 2:44 pm
#16






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



CraftDragon Elder Jedi
(Thank GOD I can kill BHs again)
Alt: KraftDragon EX-Master Resourcer>(I miss my harvesters)
Master Architect Master Artisan Master Merchant


Member of
ATF Rebel Colonel
Does my sitting on a throne of bloody Imperial skulls bother you?
Tharryth
Fri Apr 23, 2004 11:01 am
#17

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





----
3 Year Vet, still tugging along.
Jnath
Sat Apr 24, 2004 12:00 am
#18

Well survey range got shot down, and my only thoughts on the explaination is that they coulda told us that in the boards a long time ago. Hasnt the survey range been a long discussed issue. Have we not made noisy about it before. It was my undeerstanding that this question/answer deal was to make some progress, well now we know we've just been wasting our time.



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
AxlerTwinblade
Sun Apr 25, 2004 8:31 am
#19






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
Sun Apr 25, 2004 8:34 am
#20

i'd like to know why the hell artisan missions scale to combat skills, and when the hell it will be fixed.



Did you know that missions from the artisan terminals scale their difficulty based on your combat level?

How does this make any sense?
Jnath
Mon Apr 26, 2004 6:57 am
#21






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.



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
PadreBook
Mon Apr 26, 2004 10:57 am
#22



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
nefarious
Mon Apr 26, 2004 11:42 am
#23






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.




Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
FlonGerg
Mon Apr 26, 2004 4:28 pm
#24






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.



Did you know that missions from the artisan terminals scale their difficulty based on your combat level?

How does this make any sense?
Thryss
Tue Apr 27, 2004 4:56 am
#25

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)

  • 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



- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
Jnath
Tue Apr 27, 2004 6:01 am
#26






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








Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
Page 2 of 3