Artisan Archive

Thread: This Weeks email

Oddzball
Thu Jul 24, 2003 6:51 pm
#27

I think Item decay for tools is a great idea to make newbie artisans more useful. Since quality doesnt really matter for crafting tools or survey devices(except maybe decay rates) then the newbie artisan could actually make a business out of selling them.



As for my comment, please PLEASE see what the dev's think about schematic revoation. I know alot of people where against it, but i know alot of people where for it too. If its ever going to be put in again then they need to do it soon before to many ppl get used to how crafting works now.




My SWG Comic, it owns.

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Rexumigar
Thu Jul 24, 2003 7:53 pm
#28

Everyone seems to have missed my pet peeve about crafting, although I've seen it mentioned in other threads - the inablility of crafting tools to pull resources from backpacks and containers while crafting. If a harvester can see the power resources in my backpack when you deposit power, why can't a crafting tool see all theresources i carry in my backpack. This isn't a big problem compared to other issues in the game at the moment, but it's something I would hope was eventually implemented in the game just to reduce all the shifting of items from containers into main inventory before you begin crafting.
Jasarina
Fri Jul 25, 2003 12:18 am
#29

I want an edit button!!! One other thought occured to me as well concerning the newbie crafter. Set the newbie tools you start with at a much slower decay rate so that new players have plenty of time to get the hang of things and make additional tools.



Jaliss Anarwayn
Artisan of many talents
KakitaToshimo
Fri Jul 25, 2003 12:46 am
#30

I'm not saying items shouldn't decay. I'm just saying that if you turned off Item Decay on the single GCT and MSD you get as a novice artisan, that would be more fair to newer players. And remember, if you add item decay to an item, it will become more expensive. Thus, if you add decay to GCTs, they market could start bearing a price for them that would exceed what 1 or 2 delivery missions would give. In summary, before you find the next great idea (not just Jasarina, but anyone) follow it a few steps down the road. Do some cause->effect analysis. This can be applied to many of the other suggestions on the site. Lets work on identifying and fixing major bugs and issues before we focus on balancing and wish lists.

Tim
Urzah
Fri Jul 25, 2003 7:16 am
#31

I can see both sides of the fence on the backpack thing.


When I started making packs, the first thing i did was start organising my inventory. I was very annoyed at first that my tools could not pull from the packs;however, there was a silver lining for me.


I still store things in packs, only when I want to create an Item I pull out the resources I plan to use first. This has reduced the need to scroll and search the resource list on the left everytime I create something. Even with the filter, there are times I start to craft and have to search through the list of ALL the possibles Items that could be used in a slot.


Example; Sometimes I have 5 things that could be used inspot but I only want to use that low quality trash item for grinding and not the good stuff i'm saving for some quality work. I pull that resource from my pack and when I start the session it's the onlyresource that shows up on the left as available. No more starting, scrolling to thecorrect resource and clicking, each and every time. Especially when you have an item needing multiple types of resources.


So for me, I would prefer it to work like this.... if you store your crafting resources in packs, the only time the tool finds the resources iswhen the pack is open.Otherwise the tool just looks in your general inventory for the resources. I think this way you can have your cake and eat it too.



Bevarin
Fri Jul 25, 2003 8:00 am
#32

Item decay is a good thing in my opinion. It would stimulate the economy in a way that few other changes could. The effect on newbies would be very minor. Even if they let their tools decay and couldn't afford to buy replacements immediately at least they would be learning a valuable lesson. I doubt any of the other crafters in the area would let the toolless newbie suffer very long anyway. He/she would probably be flooded with offer of free replacement tools just so the manufacturing artisan would get some additional UXP. I know that I have given away tools to people who trained in Novice Artisan after the character creation and didn't get the starting tools. I don't even think twice about it, seems like a natural thing to do.


I played a few different crafters in DAOC where item decay was a fact of life. It made the whole player economy viable.


As for Jasarina letting the Artisan community review her e-mails before she sends them. BAD IDEA. Not only would she have to revise the e-mail a million times, even then not everyone is going to be happy. She should continue as she started. Create the e-mail as she sees fit and send it out. Then let the rest of us see it. The Correspondent posts are reviewed monthly and if the majority of the Artisan community are upset with the way she is handling the job and is vocal about it on the boards then I am sure she will be replaced.


At this point, however, I support her and think her first e-mail wasa good start and I look forward to seeing how the developers respond and what else Jasarina has to say in the future.


For those people that don't like how Jasarina is doing then please submit your name to Q as a candidate to replace her.





Bevarin Benson



Novice Weaponsmith/Artisan/Scout/Marksman/Medic/Entertainer

Bria
Jasarina
Tue Jul 29, 2003 7:00 am
#33

Bringing this topic to front page so it can be reviewed before we submit our Top 5 for this week


Jaliss Anarawyn
Master Artisan/Novice Merchant/Novice Chef




Jaliss Anarwayn
Artisan of many talents
kasuta
Tue Jul 29, 2003 9:29 am
#34

I can't believe there is an argument NOT to have decay in crafting tools. You actually think this will HURT newbies? Crafting tools were absolutely the first thing I was able to make and sell on the market. By the time a tool starts to decay, the newbie will have figured out how to make a new one. If he/she hasn't, then they have serious developmental problems and are going to need help. Please use smaller words becauseI'm stupid, maybe you could explain why newbies have to have infinite crafting tools using words like 'A' and 'The'.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Scott_Ray
Tue Jul 29, 2003 9:38 am
#35

I keep losing 30-600 creds maintenence on some of my harvesters. It is getting really annoying and I have sent in a ticket on it. Im tired of losing my resources when my stuff isnt harvesting when I paid it too but the maint money disappeares. Power is working right but not maint for sure. Could be something happens overnight to the servers or something.



Scott Ray-Chilastra Server
Leader of Raythe Tech Mining
Blademaster/Master Gunfighter
Surveyor/Miner/Mercenary
2 cpu for Ore.

Noterac
Tue Jul 29, 2003 10:18 am
#36

why not just make it so the 3 tools you recieve on startup are unbreakable but all player crafted tools do break after a certain amount of time so they will never be without tyhe ability to build more tools unless they delete their old ones.
kasuta
Tue Jul 29, 2003 10:34 am
#37

There should never be unbreakable tools. Ever. If you're a goob and run your tool into the ground, you should be forced to run 2 or 3 delivery missions to make the credits for a new one. The argument that decay will cause tool prices to skyrocket into unreachability for newbies is prepostorous (big word). As long as newbies can craft tools, tools will always be able to be found for a decent price. Even if a newbie loses his tool, and for some reason is too inept to be able to deliver from point A to point B, he always has the option of....making a friend! That's right, he can ASK someone for a crafting tool. I've given a couple away already to people with sob stories. I can't believe this is even an issue.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
rustee
Tue Jul 29, 2003 11:06 am
#38

no it would not be bad... it would create a market for lower level artisans to sell their goods. something that is sorely lacking due to the fact that nothign ever seems to really wear out.
TheUrbanPrimate
Tue Jul 29, 2003 11:15 am
#39

Some of this stuff is good. I'm sort of unhappy with all of the suggestions to make harvesting/mining easier. By doing this you empower general crafters to do all of their own harvesting... which squeezes out those of us who make our livings as resource collectors. Right... I realize the majority of you won't be sympathetic to that point of view, but I still wanted to voice myself ...I want the mining profession back.



I have an idea for resource shifting (maybe not original). When a resource is at its "peak" it will begin to decay away either at a set rate (i.e. 5%) or a random rate (i.e. 1 to 10%) every few days. This way minor deposits will be depleted first, while rich deposits will be stick around longer and continue to be profitable (although at a reduced rate).


When the overall resouce tree is about 50% decayed the new resource tree starts to mature at the same rate. This way we start to see the new resources, although we won't know the best spots until the deposits fully mature.


There is porbably a better way to say what I am thinking, but I'm in a little bit of a rush (at work). You should get the general idea. This would force us to continue to move harvesters, but would give us the ability to monitor resource decay as well as the growth of new resources. The general artisan should be able to cope with this, and it would make things a little more interesting to us resource collectors.

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