Artisan Archive
Thread: Top 5 Next Round!! 8/15/03
1) Bring back the mining profession. There were some suggestions that a forging ablity be developed attached to it. For those that are artisans and moving to an elite profession (e.g. weaponsmith) you are going to find a frustrating limitation on crafting due to gated resources (e.g. need plumbum iron). The miner could forge higher level metals from minor ones. These should be the ones needed for higher levels weapons (or items) in addition to rare spawns.
2) Higher quality crafting tools should translate into higher quality products produced.
3) Power generating zones. I've now gotten to the point that I can handle managing a long list of harvestors just so I can craft, but power generation is getting nuts. I work out of Kor Vella, Corellia. There is only a narrow ring of terrain around that city that is outside the building zone and inside the mountains. By the time I find an open lot, I often have to settle for very low % yields. This is a bit nuts. For me it is twice as difficult managing power as it is managing resources. Add to this a different and seemingly more frequent rotation of power... They need to increase power percentages, reduce lot size needs and/or re-examine terrain requirements.
First Time Sampling Bug is still in game..
Got some new Irons on Wanderhomes shift last night couldn't sample.
The mineral tool could have such a output on the display:
Iron:
asdasdd 45%
Steel:
toocidasd 12%
Copper:
asddfdsaf: 60%
Low Grade Ore:
asdfasdfas: 5%
Basically that tool shouldn't tell me where i can finde nore of a resource, it just should tell me what resources are at my current position.
That 'personal resource scanner' could have 4 options (mineral, chemical, flora, energy) and crafted by master artisans.
1) Bring back the miner profession (many threads on this)
2) Fix the factory bug when it stops producing after 100 items (eats ressources for 1, stops processing, says: "stop production, 0 items were produced")
3) Thanks for the crafting missions but why always the same junk? Why not ask for stuff already in the datapad (npc needs a food crafting tool with effeciency above 8). That would be much more fun
4) Some items are on the wrong experiment table (like the armor segment i beleive which we can't experiment with). Double check all artisan items to make sure they're on the right table
5) Clean up statistics on item that are useless or make them show on final item if they are, add those who are mission: durability on powerups, durability on repair tools, no effeciency on harvesters, etc. Again this needs a double-check on all items to make sure they're all ok
1) Bring back Miner
2) Enhanced survey devices - Suggestions on how it would operate have already been described
3)Harvester Certifications
4) Fix inability to retireve pre"mega-patch" items from Bazaar
1. How about having some skills that only Master Artisan can train? Making it worth while to stay at master.
2. More items in the Master Artisan arena that people will want, ( I haven't had one request yet for a nemodian bird cage.) How about some different weapons that only Master Artisans can make?
3. Give XP for using someone else's factory. (10 slots don't allow for much give here)
4. Allow for small harvestors to be placed in Mountains. (seems where higher concentrations are always found).
2) Bring back some type of miner profession for people who are serious about non-animal resource harvesting as a way of life.
3) Improve crafting UI to involve less click wait click wait click wait. The idea of experimentation makes this potentially one of the most interesting crafting systems I've seen, but it's a giant leap backwards in terms of muscle strain.
4) Make the business skill line rely on actually doing business, rather than general crafting XP. Perhaps bazaar sales could provide this kind of XP, switching to merchant XP from vendors later. Having to grind through various crafting bits in order to be able to sell things better is non-sensical if you're a middleman and not a crafter yourself.
5) Provide some sort of message in the MOTD that makes it *absolutely clear* that AFK macro sampling is not supported, so that people will stop asking for it to be "fixed".
Fix the waypoint bug.
Make master artisan worthwhile - not just something to avoid on the way to an elite crafting profession
Enable interior doors to be locked so I can some privacy in the back rooms of my house whilst still maintaining a vendor in the front
1) Add exp for experimentation (up to 25% more perhaps...) give a reason to experiment and take your time and learn a profession rather than speed grinding through it.
2) Make number of items allowed on bazaar go up with merchant line. I would start the base lower 15-20 and have it increase twice at II and IV to a max of 35-50 whatever the db can handle
3) Proly fairly undoable but add colors/tint/paint whatever you call it to items/structures/armor/droids/vehicles etc.
4) I don't see anything that wrong with master artisan. AFAIK no other intial profession's master has items that required by 2-3 elite professions. If you don't like it, don't earn it.
5) Harvesters should not be artisan or miner only.
Artisan Missions: Make them based off of Artisan skill, not weapon skill. And make them more difficult, ie. greater distances, higher % ect... I get tired of seeing my bud who is a master gunfighter score the same or better Art missions than I do based on his novice artisan and Pistol skills.