Artisan Archive
Thread: Artisan Issues/Bug Thread (Current until 12/1/2004)
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Fodder650
Fri Nov 19, 2004 11:33 am
#27
Well if the 6 month dead accounts ever get purged id imagine some of this will be fixed. But what ideas do you have for a long term fix?
JeCy
Fri Nov 19, 2004 11:54 am
#28
Lot trades are almost impossible to get rid of,, for one anyone with a decent size guild can just borrow there freinds lots that are combat toons. its easy to grab 1 lot from this person, 2 lots from that person.. next thing you know you have 50+ lots. There is no way to adress this. If your talking about harvesters, well then that person will just let there freinds hold all your storage/factories and you will mine. Not a thing you can do about it soo stop thinking about it : ) Just deal and move on.
There will always be big corps, multi toon people, and large gulids. The will always have more power than the little guy, as will the person that plays 50+ hours a week vs the guy that plays 2 hours a week. Ive done both, solo, and part of a 100+ person guild. Your best bet is to make freinds, 3-4 people working togther can out do a large combat guild anyday of the week : )
As for light additves...
They should NOT be in artisan food. the food should be adjusted to not use them. They are way to expensive for what artisan food is, and should be used for. Check out this list
http://home.comcast.net/~sciguyCO/swg/FoodChart.htm
Take a look at the stats on the artisan food VS the chef food. Just look at the Light food additive charts, box one for drinks, desserts and entree.
the chef food blows the artisan food away, as it should..CHef food is also more involved to make. It takes 1 or 2 factory runs for most before youget to finalbuilds.Then you add in the light additive to that and thats why its more expensive. But the stats on the food warrent that sorta price.
Also if you removed the light addlower the resource cost and make artisan food what its supose to be, cheap food, for small tasks, and newbies. Artisan food selling for 5-10k a crate for quality food would be a very nice price vs use effect. And very afford able and useable buy new people. Bio tissue in artisan food basically screws you either way.. If you use it its too expensive and not worth selling cuase no one will buy it,, Who is gonna buy a50-70k crate of spiced tea, or teitlernoodles when youwould be much better off buying a bottle of arccrogrm or brandy for 5k a bottle, and get 5 times the effectiveness. if you dont the Light bio ingrediant the food is a joke and not even worth the efffort..
LIght additive,, synthsteak,, +45 damage reduction and usually sells for 75k
Ligh additve Exo-protein... +25 i think thats what it maxes at maybe +20basically 50-60k
What are you gonna buy? the exo is not even worth the slight difference you would save as over half the cost of both of these is the bio ingrediant. LIght adds go for 25-35k No newbie, of poor person can afford to buy either of these and the exo with out the add is just a total waste of money, for what it does. Reducing your damage by 10-15% just aint worth using.. You would be much better off just buying a buff, or even using a med pack, or even using total crap mabari that you find on the bazzar for 200 credits. The only people that the small % matters is pvp'ers where every % means wining or losing. Low lvl people the %'s dont matter as much and you just might as well skip it and save your money for something a lot more worth while.
there are a few that chefs cant do,, Jaar, starshine surprise, dustcreape, travel biscuts, jawa beer. But really how often do these sell? if there is any arguement about not removing the light add these are the only ones that i would think possibly you could leave them in. As these i would consiter the Higher end of the artisan food market.
But exo, crispic, tietler noodles, blob candy, ect these definatly should not need a light add. A chef can make there stuff with out an add and totally blow away the artisan food even with the light add in it. Soo now your talking dirt cheap chef food minus a light add
Artisan food is one of the biggest issues with artisan.. Well that and getting tissue enhancer slot in CDEF's /grin
Je'Cy
Fodder650
Fri Nov 19, 2004 2:22 pm
#29
Here is a very long standing bug and since the harvesters were fixed its time to bring it up. When factories run in NPC cities you see smoke coming out of them. But you dont get the same thing on player ones.
Dpjarrett
Fri Nov 19, 2004 2:40 pm
#30
I agree it is not a perfect fix, but of all of the suggestions that I've heard I think it's one of the better ones. The only thing that I can think of to make it better would be to take away the ability for anyone other than the structure owner to check on the structure's status. That way no one other than the owner has any idea how much maintenance the structure has paid into it. Again, it still wouldn't make the fix perfect, but it would make it that much more annoying to doa cross-server lot trade.
I think that's a good idea about the factories. I've honestly never seen the NPC factories smoking... I'll have to pay more attention next time I see one.
Message Edited by Dpjarrett on 11-19-2004 04:41 PM
Chewato
Fri Nov 19, 2004 3:02 pm
#31
Dpjarrett wrote:
JeCy wrote:
Lot trades are almost impossible to get rid of... There is no way to adress this. If your talking about harvesters, well then that person will just let there freinds hold all your storage/factories and you will mine. Not a thing you can do about it soo stop thinking about it : ) Just deal and move on.
Actually there has been talk of a change to help limit lot trades. It's not on test center yet, but I hope to see it there soon.The change that's been proposed changes buildings such that only the owner of the structure can pay maintenance on the structure. Granted, this will certainly not eliminate lot swaps all together, but it will make long-term andcross-sever lot swaps more difficult to maintain.
The ultimate limit to lot swapping is limiting the number of lots ON ANY SERVER that an account can have. Some folks feel this is draconian, but it would certainly work.
As for using certs to limit harvestors, I like this but would want to see the following used to limit it:
Personal Harvestor - Everyone
Medium Harvestor - Surveying 4 + one other artisan tree at 4
Heavy Harvestor - Any Master crafting profession
Yes it is easy to grind Surveying 4 but adding the other requirement makes it a little tougher.
Even a more refined approach might limit the number of harverstor lots based on profession. One harvestor for each tier 4 skill. In order to drop 10 harvestors (typical lot swapping situation) would require a LOT of grinding, but the true crafter would get there more easily.
RedOPS
Fri Nov 19, 2004 3:08 pm
#32
Je'cy, well said. However I would like to see the removal of Light additives and the base stats on the food bumped up, if the consensus is to not have Artisans make the light additives. Not to get into the Chef turf but just make it worth while to sell.
I have been a Master Artisan for some time, but not a week goes by that I don't run across a wide-eyed newbie Artisan that asks "how do I make Money". My reply... /tip Newbie 10,000, hang in there.
I mean the weapons are total junk (I know you make the Krayt edition Je'cy but really they are junk), the clothes are very limited in function/style and colors, bone armor needs loot to give it Kinetic and even then you need some good quality Bone, hides, metals, chemicals ect.. and then there is the food.
As the foundation for Chefs, Chefs CAN make all Artisan foods and do it a lot better. I just thought that if Artisan's could make the light additives it would help the newbies. Would still have to go to a BE to get components to make the Medium additives.
As most of us know, Brawler and Scout are almost a must have if Artisan is your first profession on your toon as that is the only way to make money. The artisan missions are a total joke and should be removed. Help the Artisans be crafters and let them sell goods that are worth selling.
I have been a Master Artisan for some time, but not a week goes by that I don't run across a wide-eyed newbie Artisan that asks "how do I make Money". My reply... /tip Newbie 10,000, hang in there.
I mean the weapons are total junk (I know you make the Krayt edition Je'cy but really they are junk), the clothes are very limited in function/style and colors, bone armor needs loot to give it Kinetic and even then you need some good quality Bone, hides, metals, chemicals ect.. and then there is the food.
As the foundation for Chefs, Chefs CAN make all Artisan foods and do it a lot better. I just thought that if Artisan's could make the light additives it would help the newbies. Would still have to go to a BE to get components to make the Medium additives.
As most of us know, Brawler and Scout are almost a must have if Artisan is your first profession on your toon as that is the only way to make money. The artisan missions are a total joke and should be removed. Help the Artisans be crafters and let them sell goods that are worth selling.
Message Edited by RedOPS on 11-19-2004 02:16 PM
Neeun
Fri Nov 19, 2004 4:10 pm
#33
"The artisan missions are a total joke and should be removed"
2600 credits in 5 min is a joke? I have found that they are very good when ya start out.
The only reason they are a joke now is they are broke..see my thread in here, when they work it is a great way to make some credits to buy grind or feed harvesters.
No armor needed, no weapons, no buffs or food, pure profit...and if ya atleast get to a novice combat proffession,you can get missions both ways to make a cool 5k in 5-10 min depending on how well you time getting the missions in relation to the shuttle times.
Removing them would be a terrible idea, well if they stay broke get rid of them ,as they are a joke and worthless atm.
JeCy
Sat Nov 20, 2004 1:22 am
#35
Heh, i sell Normal CDEF's 45-85 3.0 with out power up : ) though i think im out, just have 38-78
Krayt cdef 70-130 2.0 ! !id love that gun I might acually still use a pistol,, instead of my 350-1000 damage C12's /grin
Je'Cy
Dpjarrett
Sat Nov 20, 2004 1:48 am
#36
JeCy wrote:
Lot trades are almost impossible to get rid of... There is no way to adress this. If your talking about harvesters, well then that person will just let there freinds hold all your storage/factories and you will mine. Not a thing you can do about it soo stop thinking about it : ) Just deal and move on.
Actually there has been talk of a change to help limit lot trades. It's not on test center yet, but I hope to see it there soon.The change that's been proposed changes buildings such that only the owner of the structure can pay maintenance on the structure. Granted, this will certainly not eliminate lot swaps all together, but it will make long-term andcross-sever lot swaps more difficult to maintain.
I would love to see this change. It makes lot swaps on your own server (which I don't have a problem with) a little more of a hassle, but still doable.At the same time it manages to make cross-sever lot swaps (which I view as exploitation) very difficult to maintain.
Kelb
Tue Dec 14, 2004 2:50 pm
#37
Sorry for double-posting this ... forgot about the bugs/issues thread ... I am trying to reach Master Artisan on a new character. I have mastered the profession before on three other characters, but it has been several months and something seems to have changed.
In the past, as I have gone up the Surveying branch, the size of samples retrieved has increased with each new skill and therefore the rate at which xp is gained has increased.
This time, I am at Surveying 3 (Surveying: +75 skill mod) working on Surveying 4 and the largest sample I can retrieve is 10 units with most being 5 to 8 units. I am also failing to locate samples as often as I was at Novice Artisan (4-4-4-0 (Surveying: +20 skill mod)). I am sitting on an 86% resource concentration eating Accaragem for the action buff, and had expected the process to go fairly quickly.
I have filed a bug report and a CSR request, but have received no response.
Does the surveying skill mod no longer benefit sampling? Has Surveying fallen victim to a nerf?
JeCy
Tue Dec 14, 2004 9:35 pm
#38
Not sure if these is a real issue but i have been fairly vocal on it. well surveying is a definate issue,, broke maybe?
1, remove bio add to food.
Artisan food i dont think should use Bio-ingrediants.. An increase in amounts is in order but the bio add really takes this stuff outta the leage of usefull food for newbies or low cost chef alternatives. Even though a fwe of them are great for high end players with cash.. i still stand by my guns and say they shouldnt need um
2, FIx Surveyor tapes/food
even at +35 with food and tapes i seam to fail to much even on a 98% spot failing 2-3 times in a row with that mod added to my +100 seams to be a bit much.
3, Bone armor Durrabitly
Spending even all your points on durra just doesnt seam to effect ham, and raise durra enough. getting a small decraease in ham and a 1k durra using 8 points and 900+ in the mall and durra slots just doesnt so what i think it should. though most armors have this problem.
4, CDEF's need an enhancement slot
Ive said this one before, CDEFS should have an enhancement slot.. Bone armor does, and the clothing soo why not our weapons.
5, Survey tools
Maybe to help add to surveying, have an EXP line addded to survey tools, Perhaps sample % increase, chance to sample, and survey range trees? making specific tools for specific tasks.. Might add to the cool factor : )
Je'Cy
Naruk_The_Wookiee
Sat Dec 25, 2004 3:34 pm
#39
Hallo,
ive a question about survey xp...im sitting on a 90% spot of chem with artisan xxx3...While sampling for ressources it happend sometimes that i get 39xp for a 9unit sample...so far so good...but for a sample of 10units i obtain only 21xp...
is this a "bug"? im grinding now for 2 days on survey and saw this more than 10 times...Click me
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