Artisan Archive

Thread: Bugs, Issues, & Wishlist on Live Servers

Vaedross
Mon Dec 29, 2003 10:47 am
#27

Wishlist: put an item on a private vendor that only one person can purchase. Could be a merchant management skill. This allows you to use NPC's to sell custom order items.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
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NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
Indene
Wed Dec 31, 2003 2:36 am
#28


Bluue wrote:
Extractors Medium and Large are displaying on the status window the full amount of time it should have with the amount allocated for power but it uses it at twice the rate. It does allow power to go negative for the offset of twice the usage. So if i put 20k power in it it will go to negative 10000. The problem comes into play that if you put more power in the extractor then it uses up before the resource expires and have a negative balance without having the power expire to a point that it should be 0, and you retrieve the extractor then it gets reset to 0. ie I have an Heavy extractor and I place 20k power in it which should last 11 days, I come back in 6 days and it displays 0 power even though the extractor is still running, after 8 days the material runs out and i have to pick it up so there should be 3 days power left in the extractor but since it has a negative balance then when it is picked up it is reset the remaining power on the extractor to 0. When I place the same extractor elsewhere and try to run it without adding power it tells me that it cant run due to the lack of power.





Whenever you go to your extractor get off any mount (Including vehicle) Open the operate machinery window and turn the extractor off and on. That will reset the power into the positive values. When you redeed the extra power will be there. If the harvester has turned off because the resource is gone select another resource and turn the harvester on and back off. The 'missing' power will re appear and when you redeed the power will be there.

-Indene-



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Loki1975
Wed Dec 31, 2003 3:33 am
#29

Has anyone else had this problem after using the crafting tool?

1) can't run, my character only walks
2) can't access anything that needs to use the ctrl key, e.g. ctrl + I for inventry
3) stand, sit etc... don't seem to work

This seems to be fixed by either surveying or typing the command in to use the stand command from the tool bar.

Any ideas on this?
Dex1138
Wed Dec 31, 2003 11:10 am
#30



Loki1975 wrote:
Any ideas on this?


I'm guessing your crafting tool is on one of your Shifted hotkeys? If so, try tapping the shift key to unstick it then do whatever you need to.
This has been a known "feature" for some time now. Drove me nuts until I figured it out!



Tol "the Travelling Tailor" Doneeta
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Neutral
Wed Dec 31, 2003 12:42 pm
#31

Request:


Why can't we Artisans have permanent non-purchasable items on our Vendors? I'm talking about Price Lists, Welcome Notes etc. It's such a pain having to craft a bogus item to put on as a "Welcome to my store" note or Price List, only to watch it get kicked off with other items. All I want is a "Notepad" style item where all it is a comment from the author. It can't be bought and it doesn't get removed from the vendor with other items. One per vendor would be enough!


Also, why not have "Advertisements" as items to be placed on the Bazaar (only one per PC is allowed in each city) that allow people to download waypoints?


The current system is customer un-friendly and completely backwards You have to rely on them typing in a waypoint, naming it and then remembering what the place was!


Throw us a bone here, devs! We need to be able to advertise and make our customers feel welcome!






*The Pistoleer FAQ 2.1*

Goethe Sanskra
New Acropolis, Naboo (VALCYN)
Neutral
Wed Dec 31, 2003 12:48 pm
#32

Another Request:


Specially made items.People often request a specific items, why can't we place items on vendors that can only be bought by a person we specify? This way we can offer discounts to people and leave the items on the vendor for them for when is a convienient time for them to pick it up? (Instead of now where once the item is crafted you have to track down the person and meet up and /trade with them.)


This would be easier for the customer AND the crafter!






*The Pistoleer FAQ 2.1*

Goethe Sanskra
New Acropolis, Naboo (VALCYN)
Dex1138
Thu Jan 01, 2004 7:20 am
#33

Great ideas, Neutral! I think they should replace the default vendor start-up screen with an editable page of text. That way customers won't miss what we want to tell them!



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


Neutral
Mon Jan 05, 2004 4:43 pm
#34

That's a good idea too, but it would be easier if they could just put a "sticky" item on my vendor!!!


Also: Why don't the signs have additional information if you click /read? /read a sign called "John's Weapon Shop" and you're told "John's Weapon Shop"! Guess they'll fix this eventually though.


Come on, devs (or correspondent!).






*The Pistoleer FAQ 2.1*

Goethe Sanskra
New Acropolis, Naboo (VALCYN)
Beav
Thu Jan 08, 2004 5:22 pm
#35

I'm having a problem with a vendor, was wondering if anyone else had it, and how they resolved it. I create a vendor, place it, and initialize it. I get the "You've initialized your vendor" system message on my screen. The radial menu no longer allows me to rotate or initialize, so all looks peachy. But then, when I try to use the vendor, it says it's not initialized. Now, I can't initialize again, because the option's gone, and it refuses to acknowledge that I have already done so.

A CSR suggested that I remove the vendor and place another. Just keep doing that until it works, but I've been doing that, dozens of times now, and that's not helping me sell things OR keep my temper.

So, has anyone seen this one before?

--Beav



--Beav
Beav
Thu Jan 08, 2004 5:31 pm
#36

Oops....never mind. Found the answer on the Merchant board.

--Beav



--Beav
MachineZed
Fri Jan 09, 2004 3:36 pm
#37

I have no idea when this started but I have noticed lately when I am crafting. I cannot remove resources from one of the ingredients. This includes components. In order to remove it from the schematic i have to hit back that will take all the resources out of what I am creating (and place them in my inventory if I am either using my backpack, gladthese work, or my input hopper). I know this is not a show stopper but it can be very annoying if I place the wrong component in my product. I am a DE so putting different components in the wrong droid could be a waste of resources and components. Stupid profession bugs. Does anybody else remember this happening to them recently?



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X Machine'Zed X

Obsidian Dagger Squadron

IntoTheGarbage
Thu Jan 15, 2004 11:21 am
#38

Has anyone heard if the vehicle repair exploit has been fixed?


Not that I ever used it ummm, I ahhhh, saw someone try to use it on Lowca last night. (Yea, that’s the ticket) and it doesn’t seem to work anymore.


If so I am glad because if vehicles can wear out, people will start buying them again and we can start making some money from them again. I will make more money from vehicle sales than I saved from vehicle repair.


(That is to say: Money I would have hypothetically saved if I had actually used the exploit, which of course I didn’t and you can’t prove anything anyways....)




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
fsuchan
Thu Jan 15, 2004 2:09 pm
#39

Wishlist:


(I know this was brought up a long time ago, but I don't know if it was officialy shot down or not)


I'd like to have some way to see, on either a map ora survey tool, the borders of a no-build-zone. As it is, you can only use trial and error. There've been times where I've tried to place a harvestor well away from a city, and been in a no-build-zone. There's currently no way to tell if you're 50m, 500m, or 5000m away from a clear build zone. Even if it would pull up the placement window and show the yellow hatch marks you'd at least be able to tell when you were close to the edge.




Tholl
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