Artisan Archive
Thread: Artisan Issues.
oh yeah i hate that. They should put some kind of setting on harvestors for adding something to make it nullify the spawn points and only Master Artisians can make it or even better create a turrented gun for spawns for Novice Weaponsmith. Something that wont attack Players but only spawns and only to make them flee the area. But that would look kinda mean when you and all your friends find a nice resource spot and slap a few harvestor down on the ground. Suddenly all those little maulers start getting butchered by the cannons on top of a harvestor. Personally just remove the spawn point from the game till the harvestor is removed.
Remember we are not a combative class. So why think we are.
(major)1. structures should give crafting exp (when crafting the deed)
2. put a clothing tab on the bazaar and sort the clothing (pants, shirts, footwear, headwear etc.)
(major)3. artisans going to elite professions shouldn't be so high. (make it like 6k-12k)
(major for wookiees)4. wookiees should have the ability to craft a bowcaster from when the craft a specialized tool. (not just have the schematics in their datapads)
5. fix the surveying when the automated waypoint comes up in a lesser % zone when you see a higher %
(major)6. fix the chance on surveying when trying to gather minerals at a high % zone
thats my 2 cents
Too much waste is built into the game, I'm sure you know all about the harvester bugs, we need to be able to recover the excess, maintenance money and power when we want to redeed them.
The #1 thing we need is a SALVAGE button, after I sit there Xping for a while my inventory builds up with things I've made for Xp, I don't want to destroy them and lose all of the resources I just put into making them because sometimes it takes me 24 hours of harvesting to get enough resources for 2 hours of Xping.
I would like to be able to click on an item and then the salvage button and be able to pick one resource that went into the item to recover, not totally recover every unit that I used to create the item of course but maybe half or 3/4 of the resources that I choose to recover. Example.
I make a military Back Pack formulas I think is Fiberplast, Polymer, Hide and Hide. I make the the item then I click on it and then the salvage button, up pops a radial menu that shows me Fiberplast, Polymer, Hide, Hide. I click on one of these items and Poof1/2 to 3/4 of that resources lands in my inventory ready to be used again. No panels can be salvaged only raw resources. I don't see where the problem would be in doing something like this, it was in UO from the beginning and quite frankly I'm surprised it was not in this game from the beginning.
This is not something that is broken per say but I think that it needs to at least be looked at. Each elite crafting profession takes GCE with the exception of merchant which takes merchant exp. I feel each elite profession should take the exp of its type. For example weapons exp for weaponsmith, structral exp for archietcs, tailoring for tailoers etc..
You already need merchant exp for merchant so why not change the others to follow suit.
Another thing I wanted to mention was a way to check your harvesters though a datapad. Not to empty them or anything but just a way to check status rather then having to keep a written chart in a notebook on my desk ![]()
While theses are not pressing issues I think they are issues that need to be looked at.
I know that some of the powergrinders have managed to use Harvesters fairly effectively... However, Harvesters are worse than useless to the "casual" gamer... If you have tovisit your harvesters on aDAILY basis to pump them full ofvery hard toearn credits.If nothing else, at least allow the "Turn Off Harvester" function to actually ACCOMPLISH something, because they continue to use maintenance when aren't producing anything,AND they continue to operate when there's no power, how can this be? PLEASE change something in this process!! Granted, we know the Lars' family was kept quite busy maintaining their moisture vaporators, but we didn't see Luke and Owen out hunting to get the money to fix their vaporators. They had DROIDS (ahem!) do most of the repairs, and I was under the impression that they ran the farm as their way of MAKING money not spending it.
If the best way for aartisan to make enough money to survive is by running deliver/destroy missions, why are they wasting their time crafting? Just earn the money you want and BUY whatever it is you want. Artisan is the ONLY profession right now that can't be "pure". Brawlers/marksmen/scouts can rely solely on their skills and the money they very naturally earn to accomplish their goals. Entertainers/Medics have to struggle through meager tips sometimes, but they can be "social" without comprimising their "art". Artisans, on the other hand, have to have some OTHER way of making money in order to BE artisans, this should not be so! We have to have combat ability and wilderness survival to get out to our properties and sampling sites, and healing skills help in that regard as well. Personally, I like being a "well-rounded" artisan, but I shouldn't HAVE to be so in order to survive.... As it is, I'm so stuck with the "busy work" of acquiring resources, that I have hardly any time left to actually make things, be social or work on any of my other hobbies....and I'm still finding myself getting more experience with my pistol than with my crafting tool.
What would fix this issue?
1. Harvesters should be powered by "elbow grease". A farmer/miner should have dedicate some time and thought into keeping their machines oiled, powered, and maintained. But if I'm an Engineer, I should be able to fix something rather than just throw money at it.
2. A casual gamer should have the ability to shut down the equipment when they can't afford to maintain it. I shouldn't have to leave the dinner table and PRAY that my server is running so I can quick run and grab the measley resources out of my harvester before it blows up because I could only afford to keep it running for a few more hours.
3.Astromech's are REPAIR droids aren't they? MSE droids are MESSENGER droids are they not? Make these things useful! I should be able to buyor builddroids that help with the chores of maintaining harvesters:A MSE droid should be able to move resources in and out of harvesters, a power droid (Gonk!) should bea mobile battery to get out and run a harvester, an R-type astromechrepair droid should be able tothe maintenance work). This would allow for "pure" artisans to rely on the resources of their trade to continue their trade.
I'm not trying to nerf powergamers to the point that they're no different from the casual gamer. I just think it should be POSSIBLE for an artisan to advance as a casual gamer. A powergamer fighter can kill bigger mobs and faster and makes lots of money and expto buy "uber loot", but a casual fighter can still kill smaller mobs and make some money and exp. A powergamer healer can heal faster and make more exp and money, but a casual healer can still heal slowly and make some money and experience. But a powergamer artisan can make really cool items and sell them on the cheap if they want and comletely run the casual artisan out of business. The casual artisan just gets an inventory full of slowly sampledresources and morepowerups andrepair kits than are needed in the entire galaxy!
PLEASE fix this! Not just for the casual gamer, but for the powergamer as well. If the artisan profession can be self-sustaining, it will be more immersive for the powergamer and just plain more FUN. ...I don't consider myself a powergamer OR a casual player, I'm kinda stuck in the middle...if noone else, do it for me!!
Agreed that harvesters are a pain to look after. Since sampling has been seriously crippled (which I'm not totally against, taking a sample for quality inspection is a bit more 'realistic' than digging up tons of ore with your bare hands).
Adding to the list of suggestions:
- If the resource being harvested runs dry, send an ingame e-mail to the owner (with attached waypoint).
- If maintenance remains unpaid beyond the point where the harvester would be destroyed, return the deed to the owners inventory (without the hopper contents of course)
- Add Structure Status to the Datapad's waypoint details (radial menu/Examine)
Droid repair tool is useless. Same with batteries. I can just store my droid and recall it and all is like new. Even if you keep your droid out and use a battery, there is no indication of it's current power level, or rate of drain.
There is no indication on repair tools if they contain optional components or not, and if they do, what the components do. The repair tools need a stat that shows how likely you are to repair a weapon. I know artisans that have their weapons destroyed trying to repair them. Obviously, it's more of a job for a WS, but even then, you don't know what the likely results of the repair will be short of lots of trial and error.
Clothing decay should be in, but primarily as a result of battle damage. Newbie starter clothes should not decay.
Experimental stats ofof Master Artisan Micro Sensor Suite seems independant of subcomponent quality. Final product also has no stats when examined. Why bother? Is there a point to experimentation on tools and other items which have no numerical stats in the final product? Sometimes it seems so, other times not... just looking for official confirmation one way or the other.
Powerups don't assign stats or a name until after the crafting process is over. Thus the powerup cannot be named or put into a factory schematic. Stats are random, but should be the result of focused experimentation. I'd like to see a screen much more like weapon experimentation (experimentation bars for damage, range, etc.)
If the random stat generation hits on the same stat twice, only one is retained. I made a scattering muzzle of flaring. Both parts of the name refer to Point Blank penalty. After experimentation I should have had two stats, 33% and 16% (99% experimental efficiency), but only had 1 stat of 16%.
When crafting items for my vendor, I often find that they don't show up in my saleable inventory unless I change view to the list format.
Why do my vendor items expire? Why should I run out to my house and reprice everything that hasn't sold every week?
Maybe not artisan related, but the /con system seems to be off a level for my MArt. I never see greens or lt. blue, (except green con babies) when solo with expert pistol (lvl 3) and a decent DL44. Newbie mobs around town are all dk. blue, but stand little or no chance of hurting me before being killed. I can solo a white con (with me having no armor) if I stand there and take damage (it maybe gets me to 50%) while shooting at it. A yellow con is about an even chance with no tactics (stand and shoot). There is too much variation in reds... I can do significant damage to some, and almost none to others.
I got one. Just got a private clothing armor crafting station. Set it up in my house, and read the explanation, in which it says I can put resources in the crafting stations output hopper. But it does not say exactly how to do this. So I click on output hopper tab on the radial menu of my crafting tool, nothing comes up. I try it several times. Nothing. So I forget about it and begin to craft. Then I see an out put hopper tab in the crafting screen. So I click on it and find that I can drag resources into the hopper. So I drag a few thousand bone, a few thousand hide and about 20 fiberplast panels in there. Then, one by one, they all disapear, over a period of about 30 seconds. So now i am out 10 000 credits worth of resources, and nothing to show for it. Little peeved. If this is a bug or known issue, I wuold say it deserves fixing.
Also...make premium sales DO something. please.
Mawg Marmont