Artisan Archive
Thread: Artisan Top 5 Issues: New as of 6-10-04
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.
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?
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,
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.
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 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,