Artisan Archive

Thread: Artisan TOP 10 Issues, LONG your input is requested.

Aboo
Tue Jul 22, 2003 3:22 pm
#14

I completed a Rebel Delivery/Crafting mission.I had to build a part for an A-Wing star ship... Of course, my character has ONLY the Survey parts of the Artisan tree.... And I received all the required parts and such from one of the waypoints on the delivery portion of the mission.


I did get something like 3,000 credits for the mission though

TheSithtress
Tue Jul 22, 2003 6:51 pm
#15






lund0529 wrote:

4) Higher level clothing always has sockets for me. (may be intended)


...


6) Harvester maintenance fees and power are not returned when thedeed is reclaimed. You're better off trashing it and building a new one. You have to buffer the maintenance pool by more than the market value of the structure itself to get the deed back.


7) Maintence requires money instead of lubricating oil and engineer skills or a repair droid. Harvester status should also be a datapad tab. The game knows what the extraction andmaintenance rates are, and what you have in the power and maintenance pools. A simple calculationof time since you left it, anda confirmation of the time the resourceexpired wouldgive you the info. (more of a change than a broken existing system)






Great post everyone! And Lund, I couldn't agree with you more on these issues!


Socketed Items: First off, I'd like to say that those socketed items have a use! I, too, noticed that the more I expermented on clothing the more sockets they had so, my curiousity having been piqued, I started asking around if anyone had found items that they couldn't equip. Lo and behold, a friend of mine had this "weapon power-up" that he thought was broken... he said it gave him attributes to his ranged and/or marksmen abilities but when he tried to drag and drop it on his weapon, it wouldn't work. From our understanding of it, if you have, say, a Travelpack with four sockets you can unequip it and select the item you want to add to it. You select an option from the radial menu that allows you to add it to the sockets on the backpack, re-equip it and "ta-da!" you get to run around with an item that gives you cool attributes.


Harvestors / Maintenance: I really liked your idea of being able to check your harvestor's status from your datapad. Here's another throught: There are terminals in the city for the bazaar, the bank, missions, etc. Why not have one that you can access all your harvestors from and manage their maintenance fees from there? Either that or you should be able to do it from your house. This is Star Wars, for cryin' out loud, you shouldn't have to run out there to pay maintenance on them. I'm not saying, though, that you shouldn't have to run out there and pick up the items from the hopper or add power, but why not give that job to your own personal mouse droid? Make the droids useful, for Pete's sakes! Furthermore, I think that by owning some type of maintenance droid, the maintenance costs on the structures that it works on should be reduced.


That's just my two credits...




=============================
Kira Lar

Gorath Server, Ruby Lake, Naboo

Ruby Cardinals

Master Doctor, Master Combat Medic, Master Medic, Novice Marksman
Fahndle
Tue Jul 22, 2003 6:53 pm
#16

Agree that all items should decay. Also weapons need to have a chance of melt down/breakage perhaps a damage/durability ratio? Clothes shouls have a chance to tear when performing certain tasks or in combat. Weapons should damage armor...more powerful weapons should be able to damage a piece of armor beyond repair like a light saber....the damaged armor, broken weapons, torn clothes would become junk one could sell to a npc vendor....durability would mean something...experimentation would be more useful...quality work would reduce chance of breakage...so when someone buys a cheap piece of junk rifle it actually is a piece of junk and may melt down when in use...an entainer may tear their dress while dancing etc.....anyway i think most of this is in the works and the game is obviously a work in progress...They shortened the code to get the product out...still lots of fun and i'm gonna hang out and see how they handle balancing the economics and other issues. Peace


Larin Fahn Armorsmith/Tailor


Flurry Server

Jasarina
Tue Jul 22, 2003 7:45 pm
#17

I will be going though all the posts on this forum since it startedtommorrow and starting to work a list that we can then place importance on to insure that everyone concerns are validated and that issues that are causing the most problems are highlighted first.


This top 10 list is excellent and will make getting issues together much easier. Please post any issues you have that are not already listed here. I would also like it if people would please take a look at your lists and rank them based on which are the most important to you.


Please feel free to email me at [email protected] or ingame mail Jaliss on Kauri.




Jaliss Anarwayn
Artisan of many talents
BiancaMinola
Tue Jul 22, 2003 10:27 pm
#18

It's really difficult for me to put them in order of importance. Right now, harvesters are my biggest issue, because I already have MA and a vender - but if I were a noob artisan, it would probably be the Bazaar, or broken schematics. If I were leveling through to an advanced profession it would be the Structure instead of GC exp on harvesters.


I would have to vote for whatever order will get all of these things fixed the fastest, so we can get to the wishlists/balancing and past the bugs.


Bianca Minola

AlianaD
Tue Jul 22, 2003 11:01 pm
#19

I will comment on each in turn.


1. I agree. Broken schematics need to be fixed.


2. Harvesters should not give GCXP. If they did, one could speed through to Master Artisan in no time at all. The idea is not to grind, but to make and sell. If you are grinding to just get done, you need another profession. Please do not destroy ours because you either have no patience, or have no skill in selling your goods.


3. Experimentation needs some work, I would agree.


4, 5, 6 Fine, these need addressing.


7. Mostly agree, but I think the thing that kills the waypoints is actually taking a sample. Once you do that, you get locked. As for telling us when we are in a city, well, that is a no brainer. Just try to plant your harvester. You will know. Otherwise, use your planet map and you can pretty much figure when you are far enough out.


8. Add a filter to eliminate all items with specified strings (such as CDEF). Fix the bazaar so that preferential listings (Business II) are always on the first page. Add more filters, as suggested, to most categories.


9. Nothing wrong with resource shifting except on those planets where it never changes or changes completely several times a day. These are known bugs. As for the rest, please do not make it too easy. It is supposed to be hard to keep on top of the best minerals. You do not need warning. If you cannot keep them going under these conditions (barring bugs) then you are in the wrong business. Go kill things instead.


10. Limit harvester placement to one per 100 meters square per person. Or some such number. In other words, do not let a given person place more than one harvester per fixed area. Probably best handled as putting a minimum distance between your own harvesters of about 100 meters.


I know a lot of these are likely to be unpopular, but hey, those are my opinions on the matter.


Aliana Darkmoon, Master Artisan, Novice Tailor, Novice Armorsmith, Novice Architect, all from sales. No grinding, no destroying, no exploiting.

cat97628
Wed Jul 23, 2003 12:14 am
#20

I would also like to add the problem of lost connection to swg when accessing harvesters to this list
Korcid
Wed Jul 23, 2003 5:44 am
#21

There are one or two serious omissions:

1. Bazaar price caps. We won't see many buildings for sale until this is lifted, same goes for higher-end weapons and armor. This is particularly serious for artisans trying to qualify for elite skills, since getting a factory is a BIG advantage for churning out GCXP without getting carpal tunnel. It's just not Star Wars at all to have elite artisans hawking super expensive items like factories in the marketplace while the bazaar quietly and efficiently handles all those 25cr bofa treats.

2. Schematic scaling. At each level of skill, artisans should get product that is (A) in demand and (B) better than that which lower level artisans can produce. Item (A) is a tricky one, but I decided not to be a weaponsmith (which I mastered in Beta, and enjoyed) because the first couple of skill boxes in weaponsmith have no saleable product that can compete with a well-made CDEF from a master artisan.

3. Item demand - there is a glut of crafters and precious little demand for weapons and armor (granted, I can sell a nicely made oddball weapon 1-2 times a day as a master artisan, but that is going to generate my 33k GCXP for architect verrrry slowl). IMO weapons and armor need to decay faster, and weapon repair should be a higher level artisan skill. More schematics would help a LOT.

4. Remote destruction - we should be able to destroy objects in the bazaar available items list without traveling to the city in question.

5. The Grind. It would make soooo much sense if every object took 10x as much time and/or resources at ENG III, ENG IV, DOM III and DOM IV - and gave 10x the experience. I don't want to get to Master Everything in one month, but I'd be thrilled if I could chat with friends (as entertainers can) while I am getting there. I haven't heard from a SINGLE crafter who likes the grind (with the possible exception of the PL folks who mastered their craft two or three weeks ago) - it's NOT FUN.

6. Survey speed. As I understand it, the nerf on survey speed was intended to make macro surveying less profitable and harvesters more desirable. I applaud anything that nerfs macro surveying, but I tried starting a new artisan when my main server was down and WOW is it harder now. I'd suggest increasing the speed and decreasing the things that make harvesters undesirable. Since harvesters are an important way of sucking money out of the economy, I'd probably tinker with something like power consumption and automatic switching of resources upon depletion instead of harvester fees - althoug lower harvester fees would be welcome.

I agree with most of the other issues here. In particular, the bazaar item cap is limiting the economy because arbitrage is almost impossible using only 25 items (I can do it for scarcer items, but not for the most popular grinder fodder like armor).
Jasarina
Wed Jul 23, 2003 6:17 am
#22

Before I begin let me say that he following are just my own personal observations. Correspondents are just people who gather information and email it. What we like to see or comments we make about things has no basis other them our own opionons.



BiancaMinola wrote:

TOP 10 Artisan Issues (in no particular order).


1. Broken Artisan Schematics - These schematics are broken for the purposes of experimentation. They allow only one experimentation point regardless of the level of the crafter.







I agree that broken schematics really need to be fixed as soon as possible.








BiancaMinola wrote:


2. Harvester Construction - Harvesters are not giving GC experience instead they are giving Structure EXP - This contributes to the 'artisan grind' complaints.







I have to disagree here. They are structures and should give structure exp. Just add some new schematics that to that line that give the same GC exp as you get structure exp for harvesters. On another note I also think that you should not need GC exp for the novice elite professions but exp from that type of craft. For example structure exp for archiect. Tailoring exp for tailoring etc.. You already must hvae merchant exp for the merchant elite class so why not change the others to be the same?









BiancaMinola wrote:


In addition only wind generators allow for experimentation on anything other than hopper size. This is insane. Without experimentation for increased efficency, there is no way (even on a 100% area and zero experimentation) to fill the hopper before the resource shifts.


I agree completely here. I do not think we can experiment enough on anything but wind generators are especially bad. There should be many factors of all items that we can tweek and change.







BiancaMinola wrote:


3. Experimentation errors - The system that defines 'success' of experimentation does not appear to make any sense. At times a Great success will actually lower attributes. If the starting percentage is 0, any attempt at experimentation will produce amazing results, but the percentage will remain 0. A success may raise the attribute being experimented, while lowering one that no points have been used on. Someone needs to go back and check the math in this system - or explain what is supposed to happen during experimentation so we can check it ourselves. Also sometimes when crafting, we will be 'warped' 10-20 feet from the spot we are at - killing experimentation (out of range of the crafting station).







I agree here that this appears to be random and needs some work.








BiancaMinola wrote:


4. Too many 'clicks' - Even with crafting confirmation off, there are still steps where we get a confirmation box. Prompt when you attempt to quit experimentation while experimentation points remain. Prompt after every step of experimentation (attempt was an X success). If you attempt to stop crafting in the middle of a session there are TWO confirmation boxes to click through (this is again with confirmation OFF).







Actually I do not think that carfting is interactive enough. I donot want it to be a 1 click event that takes 2 seconds to complete. The system needs to be much more interactive and need more imput/attention from the crafter.








BiancaMinola wrote:


5. Not able to examine items for quality - Deeds, crafting tools, survey tools, clothing, sub-components, repair tools ALL do not give any indication of quality when examined. It is impossible to tell if (as an example) a weapon repair tool was made with no optional components by someone with engineering 2, or if it has all 3 optional components, and was experimented to 98% efficiency by a MA. It is impossible to tell the difference between a fiberplast panel that has been experimented with the highest quality fiberplast and metal, or if it was made with throw-away fiberplast by someone with only Dom Arts 1. IF the final products are different in quality, it should be apparent upon examination. If the quality of components make any difference in the final product's quality, their qualities should also be shown.







Compelety agree here. This has been driving me insane lol. I enjoy experminating on things and I want to not only be able to experiment in more ways but see how it turned out.








BiancaMinola wrote:


6. Vender bugs - Many of us have lost items to vender bugs. Items that are showing in the region, but not in the vender. Auctions also 'fail' and are removed from the vender after a time, with no warning.







This is a big one for me also. I understand there are bugs but please squish them quick!!! I have 64 items I forgot to take off a vendor when I moved my house and they are stuck in my storeroom with no way to retrieve them. Please add a delete item option for things that we have not retrived. I personally have never lost an item to a vendor but I can understand how frustrating it would be.








BiancaMinola wrote:


7. Surveying Bugs - Waypoints get 'stuck' while running down the highest concentrations, waypoints are still being created/destroyed but they are not updating to our datapads. This occurs after 15-20 surveys. The only workaround is a relog. After a resource shift, hand sampling is not possible for a period of time. Survey tools need to show whether or not you are in a build area, this would make harvester placement much more efficient.







Thses are very annoying and I'll be glad when its fixed.








BiancaMinola wrote:


8. Bazaar Filter - The filter on the bazaar is pitiful. Deeds all show under misc-deeds instead of sorting to their proper area (very griefable when the name of the item can be altered), Weapons, resource containers, and clothing need to sort into more detailed categories. There are a million ways to approch the bazaar problems, but a better filtering system would go a long way toward improving the Bazaar.







I agree here we need a really good search engine for the bazarr. One that allows us to pick and chose options to narrow down searches.








BiancaMinola wrote:


9. Harvester maintence problems - Resource shifting is completely unpredictable, short of keeping a inventory of all resources on planet Daily - we need a warning if we are placing a harvester on an area that will be gone in 6 hours, since resources 'shift' as opposed to degrading there should be a way, even if it's a new tool we will have to make and use, to determine approximately how long the resource will last.





I really do not have a problem with resoruces shifting randomly and with no set pattern. It gets you out there exploring to find good spots. I would like to see some changes to the system where as the best spots are further from town. I find it silly to locate a 97% spot in the middle of an established town. They should have mined it dry when the town was built.








BiancaMinola wrote:


Red Mobs spawning on harvesters is irritating to the extreme, even white or blue mobs can be a handfull if there is no way to destroy their 'lair' (swoopers are my personal pet peeve - I can kill scores of them for hours, and they just keep spawning right on top of my harvesters). Harvesters are still being 'buried' by POIs and lair spawns.








I do not have problem with mobs spawning around my harveters as long as I can still access them. There should be some dnager associated with going out into the world to collect resources. I do find it a problem with buildings spawn on top of stuff hehehe.




Jaliss Anarwayn
Artisan of many talents
Kiera_Zan
Wed Jul 23, 2003 7:12 am
#23






Jasarina wrote:

Before I begin let me say that he following are just my own personal observations. Correspondents are just people who gather information and email it. What we like to see or comments we make about things has no basis other them our own opionons.





BiancaMinola wrote:


4. Too many 'clicks' - Even with crafting confirmation off, there are still steps where we get a confirmation box. Prompt when you attempt to quit experimentation while experimentation points remain. Prompt after every step of experimentation (attempt was an X success). If you attempt to stop crafting in the middle of a session there are TWO confirmation boxes to click through (this is again with confirmation OFF).







Actually I do not think that carfting is interactive enough. I donot want it to be a 1 click event that takes 2 seconds to complete. The system needs to be much more interactive and need more imput/attention from the crafter.








There are WAY to many clicks in crafting/experimentation. For those of us that have been typing/clicking for umpteen years(Personally typing 19 years, clicking 10 years.), this is horrible on us. For crafting it would really be nice if they allowed a 3rd party program to do it. Unfortunately it could be abused, but the only way to get to where we want to be in Artisan is to grind.(Even doing it slowly it's still a grind. No if's, and's, or but's about it.)


Only recently(last night in fact), found that I can shorten the clicking by hitting enter at certain points, but it's still way to much. (I read that 7 clicks max with no experimentation, but when doing meds, you almost HAVE to experiment so you can get better results when used. I have 7 experimentation points to use when experimenting on meds. Thats 1 click for a spot, enter to Run, enter again Success/nonsuccess, rinse and repeat. 3 x 7 = 21! This isJUST experimentation.I was clicking through that before and moving my mouse all over creation!) I'm working my way up to be a DE, in the hopes it will get better. I just got Eng IV last night. Wowsers, more time going through bone armor so I can get to DE.(28k?) I'm not sitting here doing it for hours on end, maybe 30+ mins a night taking it slow.


Getting to the point where I can have factories to produce meds is a long long way off. 1) Resources need to quit shifting so often.(I have other problems with resources, but thats a whole other thread.) 2) Harvestors et. all need remote administration capabilities and droids to help maintain them. 3) Money for me has just gotten more difficult to acquire since they fixed the destroy missions.


My 2 creds.




Kiera Zan
Kiera Zan Enterprises
Gun for Hire, Combat Medic, Doctor
Coronet, Correllia

http://swg.allakhazam.com/db/userinfo.html?char_id=15251
Lacerta5
Wed Jul 23, 2003 10:49 am
#24

7. Surveying Bugs - Waypoints get 'stuck' while running down the highest concentrations, waypoints are still being created/destroyed but they are not updating to our datapads. This occurs after 15-20 surveys. The only workaround is a relog. After a resource shift, hand sampling is not possible for a period of time. Survey tools need to show whether or not you are in a build area, this would make harvester placement much more efficient.


When this "period of time" ( which can be days long ) with no hand sampling is combined with the bug that makes resources change every day, instead of every week, resources can come and go without you ever finding out what they were, unless you are willing to place a harvestor just to check it out, which can get very expensive when you are checking 10+ resources that pop up new every day.


To me, this is #1 on the list.

BiancaMinola
Wed Jul 23, 2003 11:37 am
#25






Jasarina wrote:

[snip]


I have to disagree here. They are structures and should give structure exp. Just add some new schematics that to that line that give the same GC exp as you get structure exp for harvesters. On another note I also think that you should not need GC exp for the novice elite professions but exp from that type of craft. For example structure exp for archiect. Tailoring exp for tailoring etc.. You already must hvae merchant exp for the merchant elite class so why not change the others to be the same?


[snip]





I only agree if you intend to have CDEFs changed to weaponsmith, Bone armor changed to armorsmith, clothing to tailoring. This is an error, and if anyone would bring it to the attention of the devs, I'm sure they would clear up this issue.


Artisan is NOT and elite class. It is a beginner class. AND it is one of the slowest beginner classes to level through - when you take resource gathering into account.


One of my very first posts after the game went live was that I believed EXP gain was too fast. I still do. Do not handicap Artisans compared to other classes because you believe this also. If you feel exp gain is too fast - argue THAT to the Devs. Don't neglect the harvesters which are one of the highest demand artisan items - but which give exp that is only good for future architects.


Bianca Minola

BiancaMinola
Wed Jul 23, 2003 12:17 pm
#26






AlianaD wrote:

[snip]


2. Harvesters should not give GCXP. If they did, one could speed through to Master Artisan in no time at all. The idea is not to grind, but to make and sell. If you are grinding to just get done, you need another profession. Please do not destroy ours because you either have no patience, or have no skill in selling your goods.


[snip]


7. Mostly agree, but I think the thing that kills the waypoints is actually taking a sample. Once you do that, you get locked. As for telling us when we are in a city, well, that is a no brainer. Just try to plant your harvester. You will know. Otherwise, use your planet map and you can pretty much figure when you are far enough out.


9. Nothing wrong with resource shifting except on those planets where it never changes or changes completely several times a day. These are known bugs. As for the rest, please do not make it too easy. It is supposed to be hard to keep on top of the best minerals. You do not need warning. If you cannot keep them going under these conditions (barring bugs) then you are in the wrong business. Go kill things instead.


10. Limit harvester placement to one per 100 meters square per person. Or some such number. In other words, do not let a given person place more than one harvester per fixed area. Probably best handled as putting a minimum distance between your own harvesters of about 100 meters.


[snip]


Aliana Darkmoon, Master Artisan, Novice Tailor, Novice Armorsmith, Novice Architect, all from sales. No grinding, no destroying, no exploiting.







2. This is a BUG. It is not intended. To suggest that I am trying to get it changed to facilitate grinding is insulting to me. I do not appreciate grinders (but I do not look down my nose at them either, their goals are just different from mine)- and would just as soon see them level through Engineering 4 quickly than flood the market with thousands of junk powerups (something that is hurting Artisans).


7. Lairs and steep slopes also create no build zones - not just cities, and there are no build areas that have no apparent cause. I'm sure that your tune would change if you spent 2 hours trying to find a buildable area 3000 meters from the nearest town, and after destroying all of the lairs in the area (remember not all artisans have the skills necessary to clear lairs) and trying to place a harvester 100 times, you finally discover the 2 lots in the high concentration area that are buildable, 100 meters from your waypoint.


9. You don't think that a casual gamer should be able to play the game without spending the first hour ofeach session checking on harvesters? The way things are now, harvesters are only useful to 'power gamers' - a group that is at least as irritating as the grinders.


10. Why? What is your rationale for this?


Bianca Minola


Thenon-grinding, non-destroying, non-exploiting, all on sales MA who plays this way because it's how I choose to play the game - not so I can look down my nose at people who don't play like me.

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