Artisan Archive
Thread: Artisan Issues.
God I'm sleepy,
'by a master artisan with experimentation' should be 'by a master artisan with a crafting station'
And I forgot to sign, ![]()
Bianca Minola
11. From time to time when I am crafting, sitting near a station, I will teleport (for lack of a better word - through walls in my house, across the courtyard at the public stations) away from the crafting station and be unable to experiment on the items I assembled. I've noticed this movement when sitting in camps,andat the cantina too, the problem with it happening when crafting, is that without experimentation - I usually end up having to destroy the finished low quality product, sometimes losing hundreds of resources in the process.
Bianca Minola
I noticed the vendor inventory bug too. I would lose 4 slots for each NPC vendor I deleted. I bugged it, and lost connection shortly thereafter. My inventory was fixed when I logged back in.
My placed vendor did go from a white (non-attackable) NPC to a yellow one. I am able to reposition her too, the message at vendor initialization seemed to imply this was not the case.
I don't have the option to attack her, but I can target her with my tab key. Others may be able to attack her...
I am often not able to take items from my harvester hoppers after this situtation: I select operate machinery on the harvester. Select the hopper, choose a resource, and hit retrieve. The slider window shows up with a blank quantity, or the max amount. When I hit okay, I get nothing in my inventory, and the hopper stays full. At that point, no variation in the slider emptys any resources. If I walk away for a bit and come back, I can get the resource. If I move the slider around before trying to get resources, it seems to work fine.
More of a potential for grief, how about different items with the same icon? What do I do if I bought a "deed for a large nabooian house" at 100K, only to find it was a mis-labeled mineral harvester, or a mouse droidwhen I place it?
I created socketed Wookiee clothing (weighted hood) in whicha stat gem could not be placed.
It might be the materials I'm using, but I've never gotten a positive result experimenting on bone armor segments. I've tried several different kinds of bone.
Have a new one.
12. When surveying some resources, Sampling is not allowed becauseonly trace amounts are located, although it is a 60-70% area.
Bianca Minola
How about sampling in general.
I have surveying IV, I'm standing on a 85% deposit. I fail 9 times in a row.
Same spot a little later, I sample. I come back a few minutes later, out of action with 27 of the item.
Surveying time nearly doubled, Action points used is doubled, what you get in return extremely low.
EXP tables, in order to go from eng IV to weaponsmith it takes 21000 exp. That would be so bad if the exp table was on some kind of curve. For an example: My carbine skills go from 70K to 120K, that makes sence. Going from 6k to 21k doesn't.
Dr. Woo
argh yeah thats the one i hate the most!
if it says the spot is 80% then it should be 80% not nothing!
Yeah one thing they need to fix is the grind of artisians. Also either lower the experience lvls on the advanced classes or increase the xp on the items we make. Sure it may take longer classes to lvl up but nothing compared to the single player who is playing a crafting class. Granted the powergamer will advance quickly through the class but remember this is a long term thing. I doubt that powergamer will be a weaponsmith for more than 3 months because he or she would find something more interesting.
The Developers need to look long term on these classed and not just the short term.
A few things that need to be fixed. Better descriptions and better more improved items. Like the gentleman or lady said before. My CDEF pistol does a lot more damage than the D-18 pistol that no one can sell. Heck you cant even give it away. I tried twice. Also do not make being a Novice Weaponsmith a crappy class. I had a character ask me if i can make him a new pistol and i said sure, but it will be a D18 and he said. "Oh Never mind I thought you could do something useful"
Which means in my mind i just wasted two days grinding stuff out to get the level.
Also increase the shots of a weapon power up when you increase the durability. Another thing increase item decay on the use of a weapon and make people rebuy the same pistol instead of getting one pistol and use it till something better comes out.
All these combative characters have so much money. Might as well get them to spend it on something.
Another thing. Lower the xp on other classes so that the artisian class can be competitive with them. I am tired of seeing Master Markmens. When i am just a Lvl3 Engineer with DA2.
Do something with the survey experience. Every Class has an advanced class. What ever happened to the Miner class? Did people not like it? Why not bring it back?We do all this sampling and surveying and yet do not get any rewards after Sur4.
While we are on the subject of surveying. When you experiment with your survey tools. That should lower the mind cost when using it. Not keep it the same. The same with our crafting tools. A normal CACT and a maxxed out CACT takes the same ammount of time to produce an item.
On WeaponPowerups. Allow Master Artisians to be able to reach 100% instead of capping us off at 93% or 94%. Better yet. Allow 3 things on powerups for Master Artisians. Give us some reason to teach people and not just let that Aprenticeship xp go to waste.
Also on Powerups. Come up with set things on them. Instead of randow. Make it so we can make the same thing and be able to market it instead of making 6 of them and selling 1. Granted we are making xp for the other 5 but your also wasting our resources.
Fix player lots. That should be a number 1 priority.
Adjust player lots between classes. A Marksman needs less space than the Artisian. Because the Artisian needs factories/Harvestors and other things to make their items.
Release more resources and not just release Doonium Iron once every other week for a 2 minute period.
I could recap the bazzar thread but everything in that is a good viable solution.
Two sets of experience tables. One for the powergamer and the other for the casual gamer.That way the powergamer has not conquered an entire profession while we still grind out the xp to get one lvl.
Hopefully some of these changes will come.
Well yall have a good night. I
I realize this is suppose to be a thread on things that need fixing, but just in case the so-called coorespondant reads this thread, I have to rebutt some supposed 'problems' mentioned above.
1). Grind. You the player can choose to grind or not. It's not the game's fault. Some of you propose making xp gains greater. So then what? You will all be master DE/architects/weaponsmiths/armorsmiths and still nobody will want your probots/PA hall/rocket launcher/MK 3 deflector because the market will be flooded. See how you wish for one thing and it will cause another problem?
2). Harvesters. The resource system works FINE. Harvester maintanence: working FINE. Just because people can't figure out the 'game' of resource management, doesn't mean it's broken. Plenty of us have figured it out.
Now, to actual bugs:
Experimenting: initial Amazing success. 6pts of experimenting received: great, great, great, great, amazing, great success in that order. You'd think I'd have the worlds most dandy power up? Nope, +11% penalty to point blank range, +22% to special move mind cost. This is with high (900+) Overall Quality resources. It just sort of breaks the illusion that I'm actually experimenting. There's some bug in the experimenting system over all that needs a pass over.
Droids: They have all sorts of issues. Special modules not working, missing effects, experimenting uselessness.
Here's one I saw last night about crafting tools.
Working two weapon crafting tools to make some new weapons and such. While doing so my inventory became over-full. The two crafting tools refused to deposit their items into my inventory until I cleared some room.
Ok, I go to the bank and drop off some stuff, and now have an inventory of 6/60 items (plenty of room). No good - the crafting tools refuse to drop the items out of their hoppers.
I opened a ticket - gotta be a bug.
Experimenting: initial Amazing success. 6pts of experimenting received: great, great, great, great, amazing, great success in that order. You'd think I'd have the worlds most dandy power up? Nope
When Experimenting, putting all of your points in at once will always yeild far better results than if you only do one point at a time. Notice how the difficulty bar goes up if you increase the number of points in one experiment.
Lucky # 13
Harvesters are still getting 'buried' by spawns and POIs.
Bianca Minola