Artisan Archive
Thread: Top 3 Artisan Bugs/Issues as of 6/1/05
JeCy wrote:
I have to agree. this random 6 number thing it total over kill.. Moving 10 harvesters wtiht this 6 digit crap... it just that total crap
A simple yes would do the EXACT same thing and be tons easier.. Heck Even a Y in the box.. opps i donnt want to destroy cancel.. Y
i do.. not 847234 453782 934483 this is total over kill.. I can delete skills with a simple yes.. why not delete a building?
Je'Cy
I guess they really want to make sure that people don't accidentally destroy their harvester instead of recycling it.
Also it prevents people from bypassing the survey skill tree in the artisan box.Otherwise apersonwould just plop down a harvester, harvest, then pick it up all using macro commands.
Corndog42 wrote:
Experimentation.
When placing all of my points into an experiment (14) on powerups (7 on each line) I cannot get an amazing sucess. Sometimes it will say a great success and one line will give me the additional percentage for an amazing success on 7 points. This can happen on eitherline of experimentation for powerups but not bothat the same time. Now, I spent a lot of time trying to put all my points in there to get an amazing sucess and it never happened. And when I got the afforementioned bonus there was no result of an amazing success for a system message. I was trying to use Bespin Port as well.
Conceivably, I should be able to put in my 14 points (7 each line) get an amazing success and have both lines getan extra 7% for my schem right?
Lastly, I haven't tried this for a couple of days. I will try again and repost more info.
fletcherreed wrote:
I have Master Artisan and sample quite a bit for certain resources. I notice that I fail WAY too much for having the entire surveying branch and sitting on a good % spot. For example, I'm sitting on a 65% spot of copper and failed 5 times in a row! That is rediculous!
I agree with this one. Master Artisan should get a bonus of +1 resource for every sample (whatever the formula is to figure out how many units we get, put a +1 at the end). This would ensure that a Master Artisan always got at least 1 unit of resources and make it much easier to checkthe stats(as well as keep swgcraft updated). And with only +1 unit, it wouldn't make a huge dent in the overall number of resources acquired from sampling. There is just no excuse for a Master Artisan failing to sample a resource in an 80%+ area at all, much less 4-5 times in a row (which happens to me on a regular basis).
Guru
Issues:
Expermentable stats on vehicles. Lets put some real variety here. Let us experiment speed versus armor. And make these meaningful changes, too. If I put 93 or so percent into vehicle armor, it should be something an aggro NPC should have to work to put down. If I put it all into speed, people on Swoops ought to be real close behind AV-21s and BARCs.
Ultrarares and rewards shouldn't have a lock on everything, especially if crafted vehicles sacrifice something in return.
BARC repair kits requiring space resources doesn't make a heck of a lot of sense, either. Especially not as many resources as some POB equipment.
1. Powerup "uses" display gets stuck at 413 when efficiency is maxed, but when eventually applied to weapon, it shows 500 uses. I believe this is a display bug in the crafting process.
2. Resource stats are not being calculated correctly for experimentation % values and/or are not displaying the appropriate colored bar in the resource allocation screen.
3. Damage powerups are calculating the % increase in damage based solely on the minimum damage of the weapon.
Issues:
1. Powerups already have a negative stat modifier, so the chance of increased decay is overkill and is seriously, seriously impacting sales. Please take away the chance for increased weapon decay. In fact, I would like it if people were given and incentive to use powerups and have the chance changed to "a chance that your weapon will NOT decay". If that isn't possible, however, just take out the chance for increased decay. PLEASE!
2. Vehicle deeds don't show any stats. Should show hitpoints, armor, speed, acceleration, turning radius and terrain negotiation (slope speed modifier).
3. Likewise, vehicle stats should be experimentable. If this is done, I suggest three experimentation lines. One controlling speed and acceleration, one controlling hit points and armor, and the other controlling turning radius and terrain negotiation. Based on 12 points of experimentation, placing 4 points in each line and getting great successes should result in a vehicle with statistics identical to what is produced today (Having 10 points and allocating 4/3/3 to each line and getting an amazing success or the two lines with 3 points and a great on the line with 4 should yield the same or very similar results). Putting more points in one line over the other two will obviously result in a decrease in some performance characteristics (unless amazing successes are acheived).
my three items for the list.
1. Fix the assembly bug for Recycler sub-components , ie, agitator motor & tumble blender
2. make Disabled AV-21 repair kits like the new BARC repiar kits
3. make the Veteran harvestor power deeds work with factories as well. a generic power deed instead of harvestor only
ISSUE:::: Why don't we just drop the garage and let M. artisans repair all the vehicles. After all we are the ones that built 'em. It would give us money on the long run.I mean come on, someone can only buy SOOO many swoops 'till they don't buy rides anymore... (and maybe allow Smuggs slice rides!!!)
Ocrizo Regok of shadowfire
M. artisan BH 3/4/0/0 M. marksman