Artisan Archive

Thread: Focus Thread: Enhancement Requests (Since Publish 7)

Dex1138
Tue Apr 20, 2004 11:13 am
#14

If they ever implemented tool repair like any other repair is right now, you'd be better off making a new tool.



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


Hulksmash90
Thu Apr 22, 2004 4:16 pm
#15

The biggest and best recommendation to make artisan worth doing.... make all the harvesters have a cetification to use. No harvesters for novice, surveying one you get personals...surveying 2 you get most of the mediums except mineral, chemical and solar, surveying 3 you get the rest of the mediums and some of the heavies, again not the mineral, chemical, and fusion. surveying 4 you get the rest.



Also, make the harvesters decay over tiem with use. Like with armor. currently I bought a set of heavy minerals. as it stands now, as long as I don't forget to pay maintenance before it's completley destroyed, I will never need to buy another harvester again....ever. Even if I do let it slip for a while and it gets down to 1%, all I have to do is pay some money and it's automatically back up to100%. Man, weapons and armor that start to degrade have to buy repair kits and they have a chance at failing and being reduced to decorations. why not the same thing for harvesters. let them break. It gives an architect something to do, and it make smore sense. I'm sick of a guild with one surveying 4 guy, going out and all of them dropping heavy mineral harvesters right where they one guy says to. 30 people able to do the same exact thing as someone who invested the time and points to learn surveying four.





Xandir Joxan (Gorath)
Doreedo (Bloodfin)
Suu Shi (Lowca)
Tubby (Bria)
Harvester Bob (Ahazi)


Mastered:
Artisan, Brawler, Marksman, Medic, Scout, Entertainer, Carbineer, Rifleman, Image Designer, Doctor, Pikeman, Pistoleer, Combat Medic, Fencer, Bio-Engineer. Missing badges for Artisan, Brawler, Carbineer, Rifleman, and Image Designer.
owako
Thu Apr 22, 2004 9:16 pm
#16

A choice when crafting powerups. The current "make 8 billion to get the right combination " is really irritating.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
vixnnet
Mon Apr 26, 2004 4:13 am
#17

I totally agree wit hthe certification for harvesters - i think its an interesting idea, anyone here dont agree and want to put in their two cents?
BristaAB
Mon Apr 26, 2004 5:36 am
#18

More power ups in a crate pls. Current limit seems out of step with other products, unrelistic, is annoying to our customers and conisderably adds to the tedium of producing and stocking powerups


I'm currently trying to turn about 100k of resources into PowerUps. Factory chugs to about 40 and then stops, so about 4k resources a time. Going to take me 25 runs to use those resources. Surely that's excessive





[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
Pistol
Wed Apr 28, 2004 10:04 am
#19

Here is a con to the argument for having harvestor certification.


It will make resources more scarce and will increase the price of resources.


As I see it anything that keeps the resource price down is good. By making heavy harvestors only accessible to a few players, the only outcome will be that there will be less of the resource to go around. Design desicions like this one have to be made very carefully because they will impact the in-game economy ina major way.
PaloKove
Sun May 02, 2004 7:31 am
#20


AxlerTwinblade wrote:
Make it so that when a artisan crafts a Vehicle he can use a Vehicle customization kit during the crafting stage and set a color permanently.



I really like this. The way I see it, vehicles are our most expensive commodity, but there's no demand because everyone has one, and a swoop is a swoop, once you have one you don't need another, so I would like to see:

1. Vehicle deeds having the appearance of the things they represent, like pet deeds and droid deeds. This would allow me to have a vehicle showroom, and would allow the customer to see the goods.

2. Vehicles customisable at the crafting stage, like armour and clothes. I could set a colour, and that colour would be permanent, unless it was temporarily changed with a customisation kit. People would then buy a vehicle based on the taste of the crafter, and not just the price, and would buy a new vehicle if they fancied a change of colour.

3. Vehicle stats should be visible on the deed. I'm talking hit points, quality and special protections.

4. More experimentation options? It might be nice to make it possible to experiment up a vehicle's speed and protections as well as its hit points.

These changes wouldn't take too much dev time, but they would enhance my experience as an artisan.





Palo Kove: Master Artisan
Currently on Special: Bargain 98% Batteries and Repair Tools by the Crate
(Ahazi, Naboo -6600 3550) just west of Theed
Cyberius
Mon May 03, 2004 11:24 pm
#21






PaloKove wrote:




AxlerTwinblade wrote:
Make it so that when a artisan crafts a Vehicle he can use a Vehicle customization kit during the crafting stage and set a color permanently.





I really like this. The way I see it, vehicles are our most expensive commodity, but there's no demand because everyone has one, and a swoop is a swoop, once you have one you don't need another, so I would like to see:

1. Vehicle deeds having the appearance of the things they represent, like pet deeds and droid deeds. This would allow me to have a vehicle showroom, and would allow the customer to see the goods.

2. Vehicles customisable at the crafting stage, like armour and clothes. I could set a colour, and that colour would be permanent, unless it was temporarily changed with a customisation kit. People would then buy a vehicle based on the taste of the crafter, and not just the price, and would buy a new vehicle if they fancied a change of colour.

3. Vehicle stats should be visible on the deed. I'm talking hit points, quality and special protections.

4. More experimentation options? It might be nice to make it possible to experiment up a vehicle's speed and protections as well as its hit points.

These changes wouldn't take too much dev time, but they would enhance my experience as an artisan.





These are the best ideas I have seen yet!!! There is no reason to buy new vehicles otherwise, and not much other reason to me a MA except to make vehicles.



--
Zalaar Degarian, MD, TKM
Diarra Degarian, Mayor Syn City North & Ranger for hire
Naboo, Radiant
Sinist
Tue May 11, 2004 3:04 pm
#22






Pistol wrote:

Here is a con to the argument for having harvestor certification.


It will make resources more scarce and will increase the price of resources.


As I see it anything that keeps the resource price down is good. By making heavy harvestors only accessible to a few players, the only outcome will be that there will be less of the resource to go around. Design desicions like this one have to be made very carefully because they will impact the in-game economy ina major way.







Hmm.



Yeah but what other professions NEED resources besides crafters? None. So that argument is kind of mute. Sure doctors need some small scale mineral and lots of organic materials. Sure chefs and tailers need materials from scouts/rangers. But really the only people who are going to be buying resources are crafters(to get the best stuff if they dont have it) and doctors. Not a huge economy for resources and ESPECIALLY not with everyone being able to put down harvestors.


It is needed in every way to limit harvesting for artisans. I would even recommend making the certifications come in the engineering line, and the factories and heavy/medium harvestors come at MASTER.


Also I think their should be a survey range increase for MASTER artisans and not for survey dabblers.


Most of the ideas you get on this board are from artisan dabblers who try and nickel and dime all they can get out of what they have in the artisan line before they go onto master 3 elite crafting professionsinsteadof2+ master artisan.





Faiereon Exek
Master Artisan
Jefferys
Sun May 16, 2004 10:16 am
#23


Javac wrote:
Make crates of electronic parts (GP, MM, Sensor Suites and Control Units) at least size 50 if not 100. Medical components, medicines, armor segments all come in crates of 50.



Yes, Please have them do this. I am up to my eye balls in crates and don't have enough room as it is.

It would be even better if we could pick the crate size (25,50,100,250,500).

Alen Vondor
Radiant

Master Artisan
Master Droid Engineer
Jhovial
Wed May 26, 2004 5:04 am
#24

>>go onto master 3 elite crafting professionsinsteadof2+ master artisan.<<

The reason for this I think is if you take a really heavy look at what a master artisan has to offer you end up with... Not much.

I was making a list the other night of why I should keep master artisan unfortunately it is extremely short. So, instead of just being a critic I'll share the list and some of my thoughts:

Pros:

Vehicles - Decent seller, can make your own

Electronics module items: Small market, but it does exsist.

Weapon Powerups: Decent all around useful item. If you are a crafter dabbler you have an item you can use for your combat side

Cons:

Foods: Every food I checked, there is a better version made by a chef. Why not allow artisans to craft something of there own here? (which is also useful)

Clothes: Not bad, but nothing that really jumps out. Your color selection is too low for you to ever use these past when you are new. (unless you go tailor) How about give budding tailors temporay clothes tapes or something?

Personals Harvesters: Great when you are new. Die out as soon as you have any money. (possible fix if you add certs)

Repair tools: Hahahahahahahaha. It says repair tool right? Either name it appropriately (Break Tool) or make it do something. Heck make it do something if you only take it to a master of that craft even. Thats better then what they are now.

Survey kits: That experimentation you can dump into it seems to have jack of an effect. Maybe give it some use so that the ones a master artisan make are better then the ones a novice make.

Crafting Kits: Everyone that crafts needs them.... Oh wait, we can all make our own then...


There is more, but that should give you the general idea.



Swordwielder
Sun May 30, 2004 5:40 pm
#25

I think artistin should be able to make works of art and paintings.... They are ARTistins.



For the Jedi!-- Us vets must purse to revive are shatter galaxy.
WAS-Master Pikeman,Master Fencer, 3,0,0,0 sniper
Was_ working in jedi village
SenatorChrysopaz
Sat Jun 12, 2004 4:05 pm
#26


1. Surveying skills are not structured right.


To gain survey XP, you have to sample. Surveying itself gets you squat. Sampling via a harvester does not work either. This turns surveying into a big grind because it's much easier to buy resources off of the bazaar or elsewhere. Punching out powerups is a lot more useful than sampling for hours on end to get a handful of resources.



2. Don't jack up resource prices artificially.


Resource prices are low because extraction has become such an industry that people are just trying to get rid of their huge volumes. I've seen people offload 900+ quality stuff for 2-4 CPU.I once saw someone sell a really high quality aluminum lot of 3456 for 5678 credits. Players are making some poor business decisions but that is a good thing, because it allows sneaky folks like me to arbitrage the heck out of the bazaar and make a killing, just like in a real economy. Ido some poor harvester schmuck a favor bygiving him 2.5CPU forsome of his stock, and then turn it around for 10-30 CPU over time, as the market permits. He doesn't have the patience or take the time to study the market, and he pays a price. Often I buy out someone's stock and then sit on it until the resource disappears and then reintroduce it when the time is right.


Jacking up resource prices artificiallyis just a plea from those with too little business sense and too many harvesters. And that's good, we need all types in the universe(s).



3. Limit the number of schematics anyone can have. Others have suggested allowing players to specialize in various items, such as powerups, instead of making them an item that everyone has to plow through. Have people choose types of prototypes at a lower level (like food, clothes, tools, weapons, etc.). There's no reason that I shoudl be able to bust out a beautiful green frock after having made 20,000 CDEF pistols.



Keef Vango,

Businessman, artisan, future ship mechanic and big mouth
Starsider, Kauri, Wanderhome
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