Artisan Archive
Thread: ARTISAN TOP 5 ISSUES -- FEEDBACK NEEDED (NEW #1 for Friday)
Vaedross wrote:
1) This is reflected in my "gentile push" #3. If survey missions were better we would have more gameplay options. Immagine if we had survey missions that helped new players get up to speed on surveying? Right now we survey out of neccessity or only as a grind or just a little bonus as we visit our harvesters.
I don't understand. A 'gentle push' towards what specifically? There is no 'artisan' vision that the devs are willing to share with us. The devs have not at any point even suggested what the 'role' of Artisans is or should be. I currently view our kind as an appendage - we are not necessary, except to provide equiptment to players who actually 'play' the game. You might as well replace crafters with NPC merchants, if that is all we are for. The economy is a joke - the invisible hand doesn't work when there are other invisible hands (mission terminals) magically adding cash into the economy (with next to zero effort), rather than PCs churning the cash. There is even the question of whether it is possible to make economic tweaks on a per server basis, or whether changes made have to impact all servers identically. The 'gameplay' is not FUN, Rewarding (so you made 1 million your first month? Rest assured, there are CHs out there who just made a million in the time it took you to check your harvesters today), or interactive (why else is the entire class macroed???).
2) The timetable for this kind of request is huge and there development blocking this. IMO if I put it in the top 5 it would not be addressed this cycle.
This list you are compiling will not be addressed this 'cycle'. You will compile it, TH will say thank you, and you will never hear another word about it again - if you bump it, you will get a reply that they are aware of your issues, and you shouldn't be bumping in the Correspondent forum. You will be asked for your next top 5, and not ONE of the issues on your current list will even be discussed. All the while, artisans will be asking you what is going on, and you won't be able to tell us a damned thing. Your old list will get confused with your new one, you will be asked to rewrite a new list of something or other - all the while every combat class/stat/ability will be rewritten - TWICE. If all you ask for is baby steps toward an undefined goal, that is all we will get.
I'm hoping that by making item repairing (my #1) more reaponsable that combat classes will flock to artisans for tools and for the skill needed to repair their items. This gives us a reasonable beginning role in the GCW.
You missmy point. Repair tools are our Star Wars fix? Um, like that time Chewie saved the day by delivering 10 repair tools?
3) When I took the player feedback from the artisan forum I didn't just throw it at TH. I turned it into a list of player requirements. #1 was that vehicle schematics must be Competitive. I suggested both that vehicles be experimentable for different speed ratings and that they be sliceable. This gives us a brand new competitive economy. It is not a final solution, but it should tide us over for the moment.
Look, I'm all for experimentation being important at all levels, but you have to be a MA to make Vehicles, right? So the only competition is once again the resources used in manufacture. It's the same competition we have now, one that favors'power gamers', 'uber guilds', and multiple account holders. Not terribly competitive, IMHO. Now if we had a commodities market that worked, an intelligent player could wheel and deal, maybe even 'corner a market' - as the system currently stands 'brute force' (time invested in game) is the only viable method.
4) There is a huge challenge in this request. There is a ballance between making crafting accessible to casual gamers and keeping it a challenge (aka fun) for hardcore gamers. Again my #3 would make survey missions more challenging thus giving the devs room to give us better survey features without destroying the challenge of survey missions. With vehicles released soon survey missions need to change in a big way or they are going to flat-out have their payouts nerfed.
I agree that challenge = fun. Now where exactly is the challenging part of anything we do? Keep it (whatever it is) and get rid of the time sinks that make casual gaming such a chore. Oh, and it wouldn't bother me a bit if all mission terminals were nerfed to a zero payout - then the economy would get interesting.
On your "irony"... if you read #2 again you'll see that the grinding macro works. That is not the bug.
The 'irony' is that rather than addressing gameplay, requests like this (and increasing survey exp) are just to workaround boring gameplay, and not addressing the problem - BORING GAMEPLAY. It would be like going to the doctor because you have cancer, and the doc suggesting that the solution is to wear some more makeupso you don't look so pekid. Don't worry that you have cancer, just treat symptoms as they come up - and maybe the cancer will go away.
The by-hand practice mode leads to a disruption of your tools and possible severe loss of resources. It has been one entire publish since people have started complaining about this bug. It needs more attention. If they fix it quickly I'll work in another issue.
The 'practice' mode was a quick fix to save the DB from the grinders, it does notaddress the behavior that caused it's necessity. Grinding meaningless items, for the sole purpose of exp. gain adds NOTHING to either the gameplay, or the economy. It just gets you to master quicker. Why not just make master quicker to get, if that is the end? We are fixing something that has no gameplay purpose, and it is in our top 5.
You are going to hear a lot about TH trying to figure out 'where we are' - I contend that it makes absolutely no sense to try to define where we are without knowing where we're going. I am really disturbed by the fact that the devs WILL NOT discuss the economy, the bazaar, the crafting system, harvesters, grinding, the Vision (tm), on and on.
On the bug front, we are in very good shape compared to other professions. BUGS arenot our top issues - and should not be treated as such, IMHO.
Bianca Minola
I'm starting a new thread on the whole topic.
I just got master artisan 2 days ago, so I guess I get to start posting.
I'd make number 2 number 1, the crafting in practice mode bug is really annoying. Also I've been hearing about a lot of other crafters have been losing things in their houses, such as resources or crafted items stored in cargo pockets or backpacks. Maybe someone should check that out. I've never understood artisan missions, they make no sense to me, so perhaps they should be fixed too.
"Crafting session Ended" is a new message I receive whenever I have more than one crafting device in operation, in pratice mode. I assumed this was a recent mod. the dev's intended to prevent grinding for experience. I agree that in pratice mode you should only be able to "pratice" on one thing at a time. In production mode you should be able to craft multiple items simutaneously. Is there a dev's position statement on this issue?
Here are my top two issues:
1) Not being able to drag resources from a wearable container (such as a backpack) during the crafting session. Very annoying!
2) No path to following once you achieve Surveyor IV. It is so annoying tracking down resource spawns especially since you can't survey while on a mount/vehicle. I could potentially see this become a new elite profession (Prospector?) where survey ranges can increase even further (read: planetary surveying) and craftable items such as survey maps for non-prospector classes could be created and sold. You could also add bonuses to resource properties (UT, OQ, etc) based on Prospector skill levels. I can see playing a Prospector as being a rewarding class!
How hard would it be to add a command to retrieve resources from your harv.
theres a text command for almost everyhting else, and it is great because the radials of harvs are filled with lag.
Probably a new one to most of you, but a BUG I have seen:
If you double click a resource during a crafting session, and it goes to the input boxes... then you double click the input box to put the resource back in your inventory... the resource disappears. You lose whatever you put there. Can anyone else confirm this?
farmersckn
ok, i for one am no expert on artisan and only use it to survey for Dr resources. but i happen to learn a hard lesson today that caught my attention. i had bought a fusion ion generator, left it out for about 3 or 4 days, when i redeeded the installation, it didnt tell me to empty the hopper. as for the heavy mineral harvester, it told me to empty the hopper 1st before redeeding. now i assume that i probly had upwards close to 55-60k worth of radioactive. all lost cause it didnt tell me to empty the harvester.
now, i know some might say its cause its a generator and i shoulda known better or asked around 1st. true, that many of you fellow artisans have learned as you go along as i have, but how many of you made the same mistake and, "@!@#$! !#@$!@#$," about it? now unless i'm just an isolated inncodent, i'm sorry for wastingmy fellow artisan's time, if not, then the devs do need to correct the issue with the generators so ppl dont lose any (energy) resources. i hope i have pleaded my case as clearly as possible and i am open to any arguements.
thank you