Artisan Archive
Thread: Top 5 issues revisited
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.
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.
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).
Here is my first cut at a new Top 5 issues, Top 5 enhancements list.
Top Five Fixes (issues)
- 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.
- 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.
- Vehicles: Please fix the auto-repair bug (leave vehicle out, fly off planet, call vehicle, it is fully repaired)
- Experimentation Risk is not assessed properly when crafting. Often we get experimentation failures when the risk is 0%
- ? : Your thoughts here
Top Five Enhancements
- 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
- 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.
- Vehicle Improvements: Allow Experimentation for other qualities than Durability. For example: Speed, Terrain Negotiation, etc
- Multi-passenger vehicles: The X-34 has two seats.....
- 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
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
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.