Artisan Archive

Thread: Top 5 issues revisited

Whrlwnd13
Tue Feb 24, 2004 5:44 am
#27





MilamberDragon wrote:



1. Vehical data on deeds.3. something to put in that damn bird cage for Vaders sake its stupid not to have something it goes with or drop it down out of master and put something better in its place.


5. remove tef when trade with oppiste faction when in declaired residence, yes i can pull my droid out and still craft and exp butI now can not get to my resources and crates of parts.

3. Ablity toset colorsof vehicle before deed is created, include spot in resources needed for vehical cust tool.






Dev's will see the vehicle data on deeds as an improvement. Not something needing to be fixed.


Bird cage is a non issue... not worth wasting a top 5 on.


Not sure why anyone is so concerned about the tef. It only lasts 5 or so minutes. & if you're that worried about a tef then don't trade with overt members of the other faction.


Set color for vehicles will not happen especially when devs spent time & effort making the customization tool. However I think the time before the paint fades should be increased dramatically.




Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
speardancer
Tue Feb 24, 2004 10:55 am
#28

I think vehicle information on deeds, and even on the vehicles themselves in the datapad is a must...

Right now, I could make a vehicle with the worst resources out there, label it as a 99% experimented vehicle, and noone would have a clue (assuming the vehicle condition bug is indeed fixed today) until they bought their vehicle and used the deed. Same sort of reason harvesters now have their info listed, and why all items (especialy deeds) now have a "variant of xxx" on them... people were selling personal harvester deeds, labeling them 'large house' and charging a large house price for them.... and other acts of outright fraud.

This isn't just a fix for artisian, it's a gamewide fix for all the vehicle buyers out there too.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Fromme
Tue Feb 24, 2004 6:02 pm
#29

2. CRITICAL BUG "Crafting Session Ended" during practice mode.


This happens to me all the time and "not just in practice mode"!!!!


Everytime I use the return/enter button on the keyboard to try to get through crafting a bit quicker as opposed to double clicking all the 'OK's this error seems to occur. But, when I just do the double clicking it doesn't seem to happen as much if at all.


It's a darn p!$$ off cause this bug has stolen my resources.


Thanks,
EpiFett
Wed Feb 25, 2004 2:52 am
#30

are you making crafting tools?



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payingcustomer
Wed Feb 25, 2004 4:29 am
#31

*snip* Does not display any stats *snip*


Survey tools don't need to.


This tool works whether its experimented on or not the same way, all the time, everytime. It's the same as the other survey tools, they all work the same way, all the time.. Efficiency, quality doesn't affect their behavior, only the concentration at the location you use it does and the skill of the person holding it.


Stop using your best resources on survey tools already, its been a long time since this has been debunked, I don't blame anyone for forgetting. But they introduced quality on many many things, and even more of which have no purpose other than being a flavor statistic for the a n a l retentive crafter.


I'd even go so far to say it even works when its 0/100 condition, but I haven't tested this, since condition doesn't show on them. But hey, they sure gobble the insurance money up, don't they at 250c/ea!


Oar
dci321
Thu Feb 26, 2004 12:12 pm
#32

I cannot stress how important this issue is to all crafters:

Artisan missions should give a random type of ressource as rewards (not too much but at least 1k of a random ressource.

Alot of ressources are incredibly hard to find if not impossible so why dont artisan mission terminals give a random type of ressource container as reward after each mission? be it steel , inert gas, polymer ,water or whatever this would actually make artisan missions worthwhile. please this must reach the devs make sure it gets passed on.
Ganger
Thu Feb 26, 2004 6:33 pm
#33

Top 5 Fixes needed:

Most things have been said....



Top 5 Improvements needed: On speeders this

1) Fuel for speeders bikes etc.. Artisans can make power cells to use in bikesand once the power runs out the bike stops untill you rechage it.
2) Speeders can get old andjust stop running, and only thing to do is trade it for scape (will keep artisans in business).
3) Extra parts while making speeders (like droid compartments etc).
4) Landerspeeders to carry more than one person.
5) Kits to upgrade your speeder (e.g spoilers to make it look cool or parts to make it go faster).
Guruweaver
Fri Mar 05, 2004 11:51 am
#34

Ok all,

Here is my first cut at a new Top 5 issues, Top 5 enhancements list.


Top Five Fixes (issues)
  1. Weapon/Armor repair. The failure rate for these tasks seems to be too high. It is nearly impossible to fix some items and the risk of attempting to repair others is often too high. A clear indication as to repair chance of success would be most welcome.

  2. Vehicles: We would like to be able to see the final stats of the vehicle (HAM and resists) in the Deed and in the datapad. It is impossible for a customer to know the quality of the vehicle until after it is generated.

  3. Vehicles: Please fix the auto-repair bug (leave vehicle out, fly off planet, call vehicle, it is fully repaired)

  4. Experimentation Risk is not assessed properly when crafting. Often we get experimentation failures when the risk is 0%

  5. ? : Your thoughts here


Top Five Enhancements

  1. Make Master Artisan more desireable: There have been several suggestions for this:
    • Survey Enhancements: Increase range of survey devices to 1024 meters
    • Survey Enhancements: Allow masters to see the stats of a resource in the survey tool without sampling
    • Skill Improvements: Consider adding more repair, assembly, experimentation points to the master box. Right now, all our skills can be maxed without being a master (Engineering tree, Domestic Arts tree, and Survey tree)

    Right now, there are few skill/experience benefits to Master Artisan. Granted, there are highly useful schematics in Master Artisan, but no other benefits


  2. Improve Artisan Missions: Currently, the missions are lacking in value. Some thoughts to improve them:
    • Consider rare, high quality resources as rewards
    • Enhance Crafting missions: Have mission require a 'real' item be crafted to a required quality. Boost the pay-out for this type of mission as well. Don't provide the materials, make the player work for it, but make it worth his/her while.

  3. Vehicle Improvements: Allow Experimentation for other qualities than Durability. For example: Speed, Terrain Negotiation, etc

  4. Multi-passenger vehicles: The X-34 has two seats.....

  5. Schematic Overhaul: Please consider:
    • Providing a use for useless schematics, like the Nimodean Bird Cage
    • Improving existing schematics: Modules for vehicles, for instance
    • New Schematics: New Vehicles for a start..


    Please reply with your comments and critizisms. This is about you and for you. Don't let me tell the devs something you don't agree with. :-)

    Take care

    Message Edited by Guruweaver on 03-05-2004 02:21 PM



    --
    Former Artisan Correspondent
    Eoto LightDark, MIA, TestCenter
    Noeco, Trader (Engineering) Chilastra
    Atren, Medic, Chilastra
    m0rfus
    Wed Mar 10, 2004 8:01 am
    #35

    i've been playing artisan for a little while and have to say that survey missions is very good way to earn money early in the game, but what i dont get is that it seem to be dependedt on my combat skill how good survey missions i get, when i have (say pistol) III or lower i get "only" 900 credits or less pr missions, no matter what my survey skill is but when i get to IV i seem to get the next level, not just gas anymore but inert or reactiv gass, and it pays up to 1800 a mission, still no mater what my survey skill is.

    it seem for me a bit strange that a master artisan without any combat skill gets lower end mission than say a commando that just starting to learn artisan profession.

    never done any crafting mission they are to bad



    Eraofy - CTF
    Vendors at: -2560 -2560 Providence, Tatooine
    EledrenRontas
    Wed Mar 10, 2004 5:44 pm
    #36

    Fixes


    1. Amen to the above post. This should relate to a crafting skill, but possibly not actually the survey tree, as you can attain level 4 in thatwithin a few hours. I would call this a fix rather than an improvement, as combat skills should have no bearing on pure crafting activities.


    2. Agreed, item repairs should be more reliable. What's the point in trying torepair an item if there's no indication whether you'll succeed or not?


    3. "Crafting Session has ended". I personally have never comes across this, but a fair few people seem to have had problems, so I put this in my top 5.


    4. Crafting XP not registering. This I have come across more than a few times, and it usually stops me from crafting, as I'm worried whether the resources and time I using to create items might be wasted by way of xp.


    5. Vehicle Auto-Stores, mre of a game wide issue, but particularly pertinent to artisans. ie. a lowish level artisan is checking his harvesters a click or 3 from the nearest town, when all of a sudden the magical randomly spawning aggro desert demons appear! Being a crafting class and not having the best combat skills, our heroic crafter knows that his best hope is to turn tail and run! But lo! His speeder bike is auto-stored, he is incappedand slain by the dastardly magical desert demons!


    Improvements


    1. More variety and value for crafting missions, make it worthwhile to actually do them! Maybe give crafting specific mission sets?


    2.Make vehicle paint jobs last longer. Instead of having a crafting tool with 8 uses, have one tool with one use that lasts (at the inside) a few weeks. Tools will be worth more, "fading" paint jobs are less annoying, and still gives MA's frequent business in selling the tools.


    3.Stop these new PL 7 crafting changes. Items craftable through novice artisan to master artisan will become next to useless if items after the patch are less effective than they were before. It will create a two tier, pre and post nerf economy that will all but render new players items useless for at least a month or two. Crafting in general isn't broken, don't fix it.


    4. Have experimentation matter at master. Yes there is no experimentation of basic crafting bonus for master artisans, but isn't as important to me as some of the other issues here. If improvement 3 actually makes it to the standard game, ignore this item and change it to support for more experimentation points at MA, cause we're gonna need all we can get.


    5. Vehicle data on deeds - nobody likes a scammer.


    Purely my opinion, I'm not voting for the community. I'm stating what I think would make the profession better and more fun to play.




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

    Sometimes I lay awake in bed at night and just look at the stars...

    Then I wonder, where the hell is my ceiling?

    The combat revamp is like trying to find a pot of gold at the bottom of a rainbow. You keep getting closer and closer, but you just never seem to get to it.
    starwarsfan24
    Thu Mar 11, 2004 12:37 am
    #37

    COOOL!?!?!?!?"£
    EnigmaBSc
    Thu Mar 11, 2004 6:57 am
    #38

    My thoughts on your suggested top-five enhancements:

    Maximum survey range: 1024m would be too much. Maybe an increase to 512m, but I rarely have trouble finding good resources spots at the moment.
    Allowing Masters to see the stats without sampling: No thanks. I think it's right that you have to sample to find the stats.
    Skill improvements: My opinion on this depends entirely on how the new crafting system works out. At the moment I think things are fine.

    Rare, high quality resources as rewards: Not too keen on this one. I think it'll make artisan missions too desireable. Maybe in small quantities (max of a couple of hundred units). My opinion on this is partly based on the fact that I already find survey missions very handy (although a fix to base rewards on survey skills instead of marksman skills would be nice).
    Enhanced crafting missions: Agree entirely. Currently they're just glorified delivery missions. May be difficult to determine an appropriate reward though. Perhaps high quality resources would be acceptable for a reward in this instance?

    Vehicle improvements: Agree, but with limitations. A swoop with 100% terrain negotiation should still be no better than a landspeeder with 0% terrain negotiation. Likewise a landspeeder with 100% speed should still be no faster than a swoop with 0% speed. My concern is that this will still leave the speederbike obsolete.

    Multi-passenger vehicles: No strong opinions. There have been times when it would have been useful, but only a few.

    Schematics overhaul: Agree on all points, except perhaps vehicles. We're already going to have four (with the Corellian Corvette reward). The only really 'different' vehicle type I can think of that might be useful would be a slow enclosed armoured vehicle, but that would probably be non-trivial to implement.
    XenoKronn
    Fri Mar 12, 2004 1:50 am
    #39

    I don't know about you guys, but I have a hard time trying to find good resource spots to place my harvestors downbecause of all the player citiesandhouses. It's like I'm competing with them and other player's harvestors. Maybe the Devs can make it a little more lenient on where we can place our harvestors? It would be nice if we could place them on slight inclines and closer to the rivers and in the mountains (give us a chainsaw to clear those darn trees out of the way:smileyvery-happy.



    XenoKronn Kameo
    Rogue Squadron
    Vendor located near Tyrena at -4189 -1942
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