Artisan Archive

Thread: Artisan Top 5 Issues: New as of 6-10-04

Srednii
Tue Jun 15, 2004 6:01 pm
#27






Desirye wrote:





Qualdrin wrote:

5. Some people may think I'm crazy, but I think vehicles are too easy to make right now. It's just putting 2 resources (and a powerplant in the case of the AV-21) into a hopper, and out pops a finished vehicle with engines and everything. I would think things would be a bit more complex than that... engine, electronics, seating, controls, and so forth. It wouldn't bother me too much to see vehicles get more complex, and that way they could be more customizable. Want a slower swoop that handles terrain better? Use different controls and a different engine. That sort of thing.




/vote


Would be kinda cool to have a Landspeeder, Speederbike, Swoop, and AV-21 require like an actual Speeder Engine, which is crafted on the side. Possibly a control unit or two. And i really want quality to actually mean something!








If speeders had an actual speed rating that could be improved via experimentation... well if that was the case high quality speeders would be worth a mint.



------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Guruweaver
Wed Jun 16, 2004 8:32 am
#28

Hey all,


I have collected four top issues, summerized them, and edited the starting post with them.


Please read and comment. We still need to come to consensus on what issue five should be.


Further, as you will note, I've included a footnote on the resource harvesting issue. I'd like that footnote to be a paragraph from the harvester certification proponents making their case/proposal. Could those of you wanting harvester certifications, please send me a short (1/2 page or so) paragraph making your case? I'll include it as an addendum to the Top 5 issues so that your voice will be represented.


Thank you,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
joined42904
Wed Jun 16, 2004 9:02 am
#29

For #5,


How about a special role in the JTL expansion with artisan goods required for many of the various ship components and serious consideration given to making master artisan a pre-req for shipwright.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
HalasterTheBlack
Wed Jun 16, 2004 9:17 am
#30






joined42904 wrote:

For #5,


How about a special role in the JTL expansion with artisan goods required for many of the various ship components and serious consideration given to making master artisan a pre-req for shipwright.







Devs have already stated they have plans to increase the interdependencies between crafting professions. I don't thinkit's right tomake "many" components artsian-based, but some would be good. As well as some required components and/or optional enhancements from WS and AS and DE.


BUT if MA is a pre-req for Shipwright, then what good does it do the Artisan community for Artisan goods to be required in Shipwright schematics? Shipwrights will just make their own for the cost of resources rather than buying from artisans who'd want to turn a profit. Further, no other elite crafting prof is based on MA, only on mastery of one branch. This idea would *reduce* economic interdependency, which would seem to be A Very Bad Thing.


Still, curious, why would you want MA to be the pre-req for Shipwright? Just to make Shipwright require more commitment than any of the other Elite artisan profs?





Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

joined42904
Wed Jun 16, 2004 9:26 am
#31

It would do plenty of good....


First of all, I do factory runs for folks perfectly capable of doing those runs themselves now under existing rules. Why? Because they'd rather have their factories doing something else.


Why else would it be beneficial to still have many components require artisan goods? Because it requires more components per ship. More factory time per ship. As St Gabriel is discussing in another thread, the most healthy economies in the game relate to items which are gated through a lot of factory time.


I do think shipwright should have more commitment than the other elite crafting professions. Because it is a far more major thing that they have to build. Don't you think? Don't you think it would take more "skill points" to build spaceships than to build armor or weapons for ground soldiers? Heck, I do!


Where is it reasonable to require these extra points be invested to tick off the fewest number of people? In artisan. Because if it's any other professions, they're going to have too much extra competition that they won't want as everyone tries to get shipwright after JTL. Right? Many of the current elite crafters either are or have dropped artisan. So artisans are accustomed to increased competition.


(Maybe I should have said some of this in my brief post above.)



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Guruweaver
Wed Jun 16, 2004 9:27 am
#32






HalasterTheBlack wrote:

Why are you just giving cert proponents airtime in this? Certs are only wanted by a tiny minority here and the majority seems to strongly believe that certs will be incredibly harmful to galactic economies.


There are numerous other options for solving the x-server lot trade issue.


Why not allow equal airtime to, say, those who are proponents of removing the admin feature on harvesters? Or for bringing back the Miner profession? Or any of the rest of the options that will solve the problem without destroying the economy?







Go ahead, then. I'll add as many paragraphs as needed to the addendum.



Either post 'em in this thread or PM me.



Take care,




--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
HalasterTheBlack
Wed Jun 16, 2004 9:38 am
#33

Well, at least your reasoning is sound.


Still, there are ways to enforce commitment aside from requiring more skill points. For example the increased factory time you mentioned would be good. One could almost make an argument to NOT be able to factory space ships at all.


I can go either way on making MA a pre-req for Shipwright. I'm a MA and probably always will be, so it doesn't hurt me at all if it's required. However, I'm not convinced that's the best thing for Artisans and that's what this forum is about. Or for discussing that topic, anyway. The Shipwright forum is probably a better spot to address pre-reqs for that particular class.


Optional and/or required artisanitems for ships? Great.


Require MA for Shipwright? Dunno... discussion belongs elsewhere. It's not an artisan issue.


Increased factory time for crafted goods... maybe for some of them.




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Korlan
Wed Jun 16, 2004 10:22 am
#34






MarcoRenaldi wrote:

Alright I have said it before and will say it again OCCAMS RAZOR(sp?). Whatever is the most likely solution usually is.


Those gainst Harvester Certs: 221

Those for: 25

That is around 90% against and 10% for


I ask you which is more likely that most artisans and elite crafters do not want Harvester Cert? or that 91% of those that voted against certs were not artisans in some form or another?


BTW what about griefers who voted yes to wreck the economy?


Just because a handfull of people want havrester certs does not mean the community does. Just because you lost does not mean there is foul play. Look i would love to debate this issue with you till hell freezes over(which is when harvester certs will be put in game), but please move this to another thread.








not that i matters anymore... but not everyone voted... like me... due to the fact that I never even saw the vote, and I only started post here lately (even though I have been a MA since september of 2003).... besides i believe this board doesn't always "suit" the needs of the community as it does the few high rollers. So a vote here should hold sway over the Profession as a hole.


I was graced with 10 lots when i started playing... and 10 lots only..... i have house and a few factories... with leaves me with 4 lots for harvestors.... my 4 vs. the comunity made profession of "Miner" is not a fair contest when he/she is packing enough mines to supply all the servers....


The harvestor is the crafters "Gun"... we need them... we need to protect our rights... if that means a cert, then hell yes I'm for it.... in fact lead me to the new debate, I'll drive the bus and bring snacks if I have too.... but either way... SOMETHING has to be done about this... it is complete out of control.



as for my 2cpu on the 5 issuess.



1) More control over Power-ups stat wise.

2) More Artisan base quests, I nearly wet my pants when I heard about the shell tool...

3) More bikes with more options like weapon mounting. aka imperial speeder. naboo speeder.

4) Can we plese get a Shellfish harvestor.

5) Can we get more option with the CDEF like adding loot compnets or WS compents too them.




thats about it...




================================================================
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GrafvonSoden
Wed Jun 16, 2004 10:53 am
#35





HTB:

Why should I not be able to tip my harvesters maintenance remotely too? I mean, they don't actually use the credits themselves for maintenance; I'd assume those credits go to pay a maintenance crew. You're not paying the harvester; you're paying some invisible, unnammed maintenance worker. Just /tip him!





Have you considered using a maitenance droid ? It requires novice artisan, but it will serve up to 9 structures. I use them all the time. When I plant a Structure far from my Templar Compound, I put in mega amounts of power, and some maint. Then every other day or so, send droid to put in more maint as needed.


Garzukeen
Wed Jun 16, 2004 11:19 am
#36

If I may add another vehicle bug that i've had happen to me all the time for th last couple of weeks (that isn't in your first post list).


after getting on/off my vehicle, a lot of the times after when using the vehicles radial menu, enter vehicle will be in the menu whilst already in it, and conversly, exit vehicle will be in the menu when not already on it (which can make fast escapes a git I can tell you!)


It always reverts back to the correct message for the second selection of radial menu.





______________________________
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Garzu Pobbleston - n00b
in Memory of the Friday Night Drunken Hunt
______________________________
RealDarius
Wed Jun 16, 2004 1:28 pm
#37

Hi Garzukeen,


I play on Test Center 2 and the vehicle's radial menu option is changed to "Enter/Exit". I don't remember experiencing the problems you described ever since this change.


Thanks,

-D
joined42904
Wed Jun 16, 2004 1:43 pm
#38

Halaster,


I'm glad you think my reasoning is sound.


I do see the pre-reqs for shipwright as an artisan issue, but it's fine with me that you disagree. I can't see how there could be a legit shipwright's forum at this time as the profession doesn't exist except perhaps in Beta and maybe on Test Center.... So there isn't really anyone in Live in the elite profession to object to a call to make artisan a pre-req for Shipwright.


I think you will agree that Guruweaver is being as fair as a Correspondent can possibly be about how to address the resource issues. He will probably put in a short blurb about the c-word if there isn't one and it gets long just to remain fair and balanced.


It's good to see support for the c-word idea growing in the artisan community. Maybe the devs will ultimately adopt it as an option.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Guruweaver
Wed Jun 16, 2004 1:48 pm
#39






Garzukeen wrote:

If I may add another vehicle bug that i've had happen to me all the time for th last couple of weeks (that isn't in your first post list).


after getting on/off my vehicle, a lot of the times after when using the vehicles radial menu, enter vehicle will be in the menu whilst already in it, and conversly, exit vehicle will be in the menu when not already on it (which can make fast escapes a git I can tell you!)


It always reverts back to the correct message for the second selection of radial menu.









This is fixed on Test Center now.


Of course, they fixed it by changing the command from "Enter" and "Exit" to "Enter/Exit", so it's always right.


Take care,




--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
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