Artisan Archive
Thread: Artisan Quick Fixes
Fodder650
Thu Nov 11, 2004 7:41 am
#27
Thats an interesting option Sciguy. But I already use the split window to see the names of materials. For me its a matter of convience more then annoyance. Because of the current jedi grenade grinders I run 13-17 factories in one sitting. And i usually make my schematics up before i go to the factories. When your dealing with so many subcomponents, as you would know as well, they tend to blend together in your head. So instead of "Odeaw 15". Id rather see "Odeaw - Iron 1500". Since we cant have a calculator in game it would be nice to see the totals needed for each component in the "List ingredients needed" instead of "15" and getting you calculator out to do 367.
That make sense?
That make sense?
EvilHomerSimpson
Fri Nov 12, 2004 9:37 am
#28
(1) Regarding survey range. Doesn't FS survey skill give you 500? But the CA's that give you pts to Surveydon't work. Should they give you 500 range? I think that is a bug.
(2) Harvesters sending emails when they stop.
Fhtagn
Sat Nov 13, 2004 2:04 pm
#29
sort of an Artisan/Architect issue
-- fix the "empty hopper" button on harvesters so it empties the hopper contentsto your pack rather than destroying the hopper contents
HEGEWIZARD
Mon Nov 15, 2004 10:14 pm
#30
I posted this in JTLS beta and got alot of /agree and /bump
Increase resourse stack size to 200k
this will save alot of room on your servers as well (thinking to sony eliminating long and old mail to save room)
Neogame
Tue Nov 16, 2004 4:30 am
#32
1) Having extractors, installations etc... send email when running out of power and money, and when they have finished extracting a resources.
2) and as my other post says, beable to place a mining installation down is a BIG plus. as i always get "can not complete action in currnet state" or " building is not permitted here" even when i'm in the middle of nowhere. not on bike, not moving, not in a township, not being attacked etc...
ordio
Thu Nov 18, 2004 3:04 pm
#33
Neogame wrote:
1) Having extractors, installations etc... send email when running out of power and money, and when they have finished extracting a resources.
2) and as my other post says, beable to place a mining installation down is a BIG plus. as i always get "can not complete action in currnet state" or " building is not permitted here" even when i'm in the middle of nowhere. not on bike, not moving, not in a township, not being attacked etc...
I agree with both points...
I would like to add to #2, instead of the generic message "can not complete action ...", be specific...
I didn't know that i was "blind" or"stunned"... So once those two atts were gone, i was able to place my harvs...
When building is not permitted here, be specific... (ie: Near Town (although i think it did do this?), near an npc or creature lair...)
Phat_D_Har
Fri Dec 17, 2004 10:48 am
#34
Guruweaver wrote:
Hey all,
I would like to submit a short list of 'quick fixes' to the Devs for them to think about while the CU and such are going on.
By quick, I mean fixes to little annoyances of the game that do not require large amounts of work or resources from the devs.
I'm not certain how much work this would require...but
- Fix the spawn of mission NPCs. Its annoying to accept a mission from an artisan terminal and have the buyer not appear. I joined in publish 7 and it was a problem then. And had been for some time before it.
- While we are on spawning, Caves - DO NOT SPAWN EITHER. Some of what we craft depends on loot drops from these caves. This bug distorts the availability of loot, and thereby the pricing of subsequent items.
- Experience from a generic tool. I read this had been nerfed. Haven't tested it. But it is a bad idea to take it away. Who cares what tool we use so long as we get the job done. This is also the ideal crafting macro tool. Doesn't matter if I'm standing right next to a W/D/M crafting station, my macro will grind right along.
- HAM stats on deeds for swoops and everthing else. This has created a distorted market where a crap bike sells for the same as a good bike. Naming it 98% doesn't solve a thing. I know I wasn't supposed to list this, but hey, anything to add to a "discussion" between developers on fixing this.
- Ship components. Our products compete against what's already on the ship. Certification levels cannot be viewed and for some items, we cannot compete against loot. I currently own a lvl 1 reactor with 13,000+ output. Why would I ever upgrade?
I'm certain there is more, but my ranting time has been used.
Arhtas
Fri Dec 17, 2004 11:05 am
#35
Phat_D_Har wrote:
Guruweaver wrote:
Hey all,
I would like to submit a short list of 'quick fixes' to the Devs for them to think about while the CU and such are going on.
By quick, I mean fixes to little annoyances of the game that do not require large amounts of work or resources from the devs.
I'm not certain how much work this would require...but
- Fix the spawn of mission NPCs. Its annoying to accept a mission from an artisan terminal and have the buyer not appear. I joined in publish 7 and it was a problem then. And had been for some time before it.
- While we are on spawning, Caves - DO NOT SPAWN EITHER. Some of what we craft depends on loot drops from these caves. This bug distorts the availability of loot, and thereby the pricing of subsequent items. actual its just that the caves take forever to spawn becyase they fixed this in pub 10 and as far as i know there are no loot drops specific to artisan only the advanced crafters.
- Experience from a generic tool. I read this had been nerfed. Haven't tested it. But it is a bad idea to take it away. Who cares what tool we use so long as we get the job done. This is also the ideal crafting macro tool. Doesn't matter if I'm standing right next to a W/D/M crafting station, my macro will grind right along. no it is the same no matter what tool you use and to have a macro ignore a crafting station just add another /nextcraftingstage to it.
- HAM stats on deeds for swoops and everthing else. This has created a distorted market where a crap bike sells for the same as a good bike. Naming it 98% doesn't solve a thing. I know I wasn't supposed to list this, but hey, anything to add to a "discussion" between developers on fixing this.
- Ship components. Our products compete against what's already on the ship. Certification levels cannot be viewed and for some items, we cannot compete against loot. I currently own a lvl 1 reactor with 13,000+ output. Why would I ever upgrade? how do artisan components copete? he only have one thing that is rtelatedd to space and that is the all around ship repair kit unless your talking about SW which then this should go under the SW forum.
I'm certain there is more, but my ranting time has been used.
SmokingFrog
Fri Dec 17, 2004 4:05 pm
#36
One simple thing... Have draft schematics display their schematic #! Given the schematic order "fix" (
) implemented in 11.4, we need some sort of means to identify these. The old "counting" method was lame enough, and now even that doesn't work....come on :sigh:
Message Edited by SmokingFrog on 01-06-2005 01:40 PM
Korlan
Mon Dec 20, 2004 5:56 am
#37
I wouldn't mind seeing names being able to stick to Speeder deeds that we have crafter.
I use the given Star Wars name for all bikes, example, the speederbike is known as the "Nightflacon"
This would also work well if you sold bikes with a wp to your shop...
anyway, just a idea....
Ipseck
Mon Dec 20, 2004 11:52 am
#38
as far as just 'fixing' things and not things I'd like to see added:
1) Make artisan experimentation work on the all purpose ship repair tools instead of shipwright experimentation
2) Remove redundant modifications from powerups (action cost/pup wpn action cost etc)
3) Make the Generic Crafting Kit Craftable by something other than the generic crafting kit
1) Make artisan experimentation work on the all purpose ship repair tools instead of shipwright experimentation
2) Remove redundant modifications from powerups (action cost/pup wpn action cost etc)
3) Make the Generic Crafting Kit Craftable by something other than the generic crafting kit
RedOPS
Mon Dec 20, 2004 11:16 pm
#39
At the Master Artisan level have the title Professional Miner as a option.
Really, it the most common thing Artisans do as it makes the most money for us.
Really, it the most common thing Artisans do as it makes the most money for us.