Artisan Archive

Thread: Focus Thread: Enhancement Requests (Since Publish 7)

TatooinainWarrior
Wed Jun 30, 2004 8:29 am
#27

I just got to say... i was expecting a back round econemy on SWG... with NCP's buying up low price stuff on the market (and the junk dealers don't count) where the NCP market can help relegate the main player market. It's not exactly a free market right now anyway.


Ra'ven Zahadoom (in game)



Ra'ven (Infinity)
Canceled, last day of play is may 21st
Former High Council Memeber of Dorsai
The former Hunt Leader for dAcE
The former Field Marshal of EpS

Fireworks Guy for Phoenix Star
Still the Watchmen for Ephesus
*Member of the Infinity Roleplay Community*
Ieshedi
Sat Jul 03, 2004 6:56 pm
#28

The artisan and merchant skills need a serious re-write. I wish the dev's would throw us a bone and at least let us know that there's a light at the end of the tunnel.


The number one thing that would improve both professions, and be good for the game, is to make everything in the galaxy wear out. EVERYTHING. Harvestors should begin to wear out over time and start to lose their BER values. This should be displayed in the deed so that people buying them can see what they are getting (i.e BER 13/9 showing that it was a 13 and is now a 9.). Vehicles - same thing. They should never repair to 100%. Each repair should cost 5% of the overall vehicle maximum. Start with a 2400 and repair it, it's now a 2280. Eventually, they become too expensive to keep and are given away to a new player and another purchased.


I like the idea about adding vehicle customization kits (optional) to the creation of vehicles. On swoops and speeders, there should be an optional Gun Turrent, for a CDEF type weapon. Very low power, but wickedly fun! I'd also like to see the vehicle creation change. Right now it's two resources. Add an engine (now there's a concept.) Make the engine a Master Artisan item that takes 4 or 5 resources and effects the speed of the vehicle.


Add more items. Add more items. Add more items.... I think everyone gets the point. Items need to be necessary for both other crafters, and for non-crafter players. Give all crafters more input into the design of the object, color, etc. so that we can make unique items.


My big issue - As a master artisan, I should be able to pay more to "fix" a less than desireable experiment. This should be a skill given at master, or maybe given earlier and improved on as you move up the tree. Maybe I have to add more resources and credits to the item (and if I do this step - the item can't be made into a schematic). However, if I experiment and get a "Good" and want a "Great", let me add more resources and credits and improve the experiment.


Yes, as someone else said in a previous post, someone should be able create pictures (and RUGS!). This should be a crafted tool that takes a screen shot and can make it into a limited print picture. But this should be in the Image Designer field. We should make the tool - maybe a one time use item - and the paints.


The idea of having a skill level associated with the extractors is also a great idea. Yes, it may drive the price of resources higher, in the short run, but the market will respond with more people placing extractors as they see what they can sell for. Besides, if you get your own resources instead of trying to buy from the "unknowing", it won't really matter.


Don't mess with the bazaar. Leave the limit at 6000, it's already killing the merchant profession. Raising the limit would kill it altogether. (Besides, it's hard enough to find anything on the thousands and thousands of items on the bazaar, as it is)


Oh, how about realistic quests! NPCs could give production orders for items that help move the economy along and return credits and limit edition schematics. How about we tie these quests into the skill tree? Really, that should be done with ALL the skill trees.


Stack limits and item limits I won't go into, that can fill hundreds of pages of threads. Besides, on those issues, I don't think the developers really want to hear our opinion. (Just for the record - I'm against adjusting them.)


Just my two cents here. I'm not hopeful for any real work from the dev's. Appeasing the masses yearning to hack and slash seems to be the emphasis. Guess I'll have to learn to use a light saber or wait for EQ 2.


Ieshedi - Master Artisan/Architect
Dameos
Thu Jul 22, 2004 6:41 pm
#29

a few suggestions.


1. make the crate sizes uniform for all factory runs.. either make everything max of 100 or everythign max of 25 or even 10... somethign uniform or perhaps make it part of the schematic creation size... you select 1000 units to make each crate will be 100 large... or soemthing along those lines a scalable crate size...


2. give master artisan some "hybrid" classes... right now there is only Artisan, and Brawler that have no master level classes based on them... all other have 1 or 2


3. give master artisan some more schematics useful schematics... granted we have vehicles and the sub components but other than that a master artisan is near to useless... the only bread and butter we have for a stable income (and it isnt really that stable) is vehicles... once someoen buys a vehicle they probly wont buy another unless they mess up and it gets destroyed...


4. I love the idea of a scalable area to place harvesters... give MA a tool craftable and usable only by master artisans to flatten up to a large footprint for harvesters i can see an exploit for this with house placement... but i am sure there is a way to differentiate between houses and harvesters in the code.


5. make everything that can be experimented on have a visable reflection of its quality, and a reason for its quality.. for instance fishing poles... I cranked out a factory run of 1000 99% quality fishing poles... they are rated when inspected at 99 quality but what exactly is this rating? i tested it in fishing between it and a crappy non experiments fishing pole and saw no difference... the master sub compononents also can be experimented on for durability, and quality yet they show neither stat on the final product and if you read the boards people have no clue if the ratings even effect the item you are using them in... what does durability and quality of a control unit do in a torch for instance? as a matter of fact why in the *Edit* does a torch need a control unit? its a piece of wood with a rag and some form of flamable liquid that is lit on fire...


6. Vehicle customization kits.. awsome idea... bad thinking on the final... it loses its color each time you summon the vehicle... ok so leave the vehicle out... but wait if your a BH you are doign alot of planet hopping... oh yeah ok so keep multiple vehicles... heh at most i believe a customization will last for 8 or 10 summons... thats a max of 8 or 10 days... cuz everyone sleeps sometime i think... make em perminent... or make em as one poster said... usable by the artisan in the crafting to make perma color bikes...like armor, clothes, droids, and probly ships when they come out..


7. again with quality and what not... whats the rating on crafting tools? i have heard speculation that it is an increase / decrease in the crit fail roll on the final assembly... ok thats possible how about some clarification... on sampling tools... why can i experiment on them? it doesnt seem to effect the amount of resources i can hand sample... nor does it effect the range or quality of the rresource survey... why can i experiment on the quality / durability of a survey tool?


In ending i see ALOT of room for improvement in not only the artisan tree but all the crafting trees... too many unexplained numbers... prit a book or guide explaining what these thigns do or remove it from the code... i know you used to be able to experiment on the walls and stuff fro architect... but you removed that because it had no effect on the final outcome of what it was used on... which leads me to believe if there is a number i can experiment on then it must do soemthing... but what? instead of USER speculation and misinformation how about a dev explanation...


P.S. WHAT THE FLYING MONKEY TAIL is the Birdcage thing for?


thank You Have a nice day and thank you for playing SWG


Asimon Soltaire

Corbantis Server

Corellian Merchant




Master Artisan
Master Merchant
Master Rebel Pilot
Master Shipwright
BigRig
Sat Jul 24, 2004 9:20 am
#30

Everybody has said this before but I'm gonna say it again anyway.


Experimentationought to make sense for everything you can do it to.


For example, survey tools should give you a little more units when you sample, etc.


The biggest tragedy I see is the fact that the only thing experimentation does on vehicles is give them more hitpoints, what a freakin' waste.


The game would be MUCH more of a game if we could increase the speed of bikes at the expense of their hitpoints, or increase the armor of bikes at the expense of their speed Adding weapons to them like that one guy said would add a whole new layer of fun to the thing too.


Smugglers ought to be able to slicevehicles and make them even faster too.


And they ought to be made out of a heck of a lotmore than two components, because then it's a lot more fun trying to find quality stuff to experiment up the fastest hotrod.


Combustion/reactor components that use radioactive fuels, etc.


Heck, make it so that we can hack an engine until it's super unstable and likely to kill the rider (but FAST awyah).


I think vehicles are one of the biggest things the game has going for it, races and vehicle-related mini-games would be a lot more fun with a little bit more thought put into vehicle construction. It amazes me that it ain't already like that.


With JTL coming out, I thought it'd be a good idea to scream about this a little. Even if there's some Vehicle mechanic profession, I think the one good thing they did was give vehicles to Artisans, they're likebackyard mechanics. NASCAR got a LOT of toothless hillbillies involved man.


And I hear jedi can outrun a speeder bike. WHAT THE HECK is THAT all about ahaha.
Slurmaddict
Fri Jul 30, 2004 11:09 am
#31

/agree



the extra command would be bad. grinding is bad enough the way it is ... if you don't like the proffession then don't do it. If you just want to be afk all the time then what's the point of playing at all? Why not just hire someone to play the game for you? I know it is work to get master but then againmost thingsworthwhile don't come easy
Ezri-Jael
Wed Aug 11, 2004 3:39 pm
#32

Hello,

As an aspiring Tailor I built up my Survey tree first so that I could provide my own materials. What I would like to see is in regrards to the harvesters. I use personal harvesters and I'm constantly having to re-enter names into the Administration portion of the harvesters. I'd like to see the little 'tab' linked to your friends list as I always give my honey and alts admin rights in case I'm not able to check them right away.





Please allow me to introduce myself; I'm a Twi'lek of wealth and taste. I've been around for a long, long year, stole many a man's soul and faith. So if you meet me, have some courtesy, have some sympathy, and some taste. Use all your well-learned politesse, or I'll lay your soul to waste. Pleased to meet you, hope you guessed my name, but what's puzzling you is just the nature of my game Silent Guardian of the Nightsisters Just as every Imperial is a criminal, and all the Rebels saints..as heads is tails..just call me Protector 'cause I'm in need of some restraint.
Ezri-Jael
Wed Aug 11, 2004 3:55 pm
#33


Hello,

As an aspiring Tailor I built up my Survey branch first so that I could obtain my own materials. What I would like to see is in regrards to the harvesters. I use personal harvesters and I'm constantly having to re-enter names into the Administration portion of the harvesters. I'd like to see the little 'tab' linked to your friends list, as I always give my honey and our alts admin rights in case I'm not able to check the harvestersright away. I also like someones idea of allowing us to place harvesters on uneven ground. Some of the highest concentrates always end up on slopes.

Also, I would like to see a "teaser", if you will, in the tailor tree. Throw a prime color into the mix of the drab pallet. Yes, you get the cool, bright, vibrant colors when you get much higer, but make it interestingas we are climbing the tree. Toss a color or two down to us lower artisians. I don't always click away grinding tailor...I like to make things for guildies and to sell on the bazaar, but better color choices would be nice.


Hadassah

Ahazi

Evolution, Rori





Please allow me to introduce myself; I'm a Twi'lek of wealth and taste. I've been around for a long, long year, stole many a man's soul and faith. So if you meet me, have some courtesy, have some sympathy, and some taste. Use all your well-learned politesse, or I'll lay your soul to waste. Pleased to meet you, hope you guessed my name, but what's puzzling you is just the nature of my game Silent Guardian of the Nightsisters Just as every Imperial is a criminal, and all the Rebels saints..as heads is tails..just call me Protector 'cause I'm in need of some restraint.
ObiVader
Tue Aug 17, 2004 6:57 am
#34

I'm new to the Artisan profession so far, so many of the suggestions that have been made are still beyond my capabilities. However, on a basic level I agree with the lack of surveying experience gained by actually surveying!


I think SWG could provide a minimal amount of XP each time you survey for a resource and increase the amount gradually by the concentration percentage that you locate. Then continue to provide surveying experience for sampling the resources too. The current amount of XP you receive for sampling seems to be fine right now.


This would be in line with several of the other professions. (ie. Entertainer gets minimal musician XP for playing a song, which then increases when you perform flourishes. If you then conduct entertainment healing you receive a basic amount of XP for that skill too, which then increases as more people listen to you perform.)


Why not make XP earning comparable among the different professions if you have the ability to do so within reason?
Page 3 of 3