Artisan Archive

Thread: Artisan TOP 10 Issues, LONG your input is requested.

Livius
Wed Jul 23, 2003 1:12 pm
#27

Jasarina:


"...I have to disagree here. They are structures and should give structure exp. Just add some new schematics that to that line that give the same GC exp as you get structure exp for harvesters...."


With all due respect I hope your personal opinions do not affect your duties as a correspondant. Your commision is not to present the ideas *you* think need to be addressed but to relay the ones we collectively think need to be addressed.


By extension since all those CDEF weapons are weapons we should not get GCXP from them? What about the armor? Food? By Extension if you follow the above logic almost nothing would give GCXP.


My take is if it's in the artisen skill tree it's GCXP if it's not in the artisen skill tree then it can give some other xp.


"...On another note I also think that you should not need GC exp for the novice elite professions but exp from that type of craft. For example structure exp for archiect. Tailoring exp for tailoring etc.. You already must hvae merchant exp for the merchant elite class so why not change the others to be the same?..."


Because it's a huge change that will take time, effort, resources to make sure it is balanced correctly. That sort of sweeping change should have been made during beta. Now we have what we have and to change it will either trivialize current masters or screw new crafters.

CerionSkydreamer
Wed Jul 23, 2003 5:15 pm
#28

I agree with much of what you say



EXCEPT #9. This is part of the game--keeping track of resources. Be sure of your resource spawn dates. That's all you have to do. You do not need an in game timer, or warning, or fail safe anything. I have absolutely no problem with the resources and the harvesters, and I only play about two or three times a week now.


#9 is a non-issue.









b Vist the NEW JEDI HOLOCRON -- Naboo -3246, 3984 Kauri Galaxy--CLOSED! R
If I had my choice, I'd still be a Creature Handler.
Instead, all I got was this lousy padawan robe.

BiancaMinola
Wed Jul 23, 2003 5:26 pm
#29

LOL, and I mean miners as a class. The few playing miners can not even put a dent in the resource needs of a galaxy, even if they are doing a very good job of keeping a few regulars supplied.


Bianca Minola

Ziroc
Wed Jul 23, 2003 9:07 pm
#30

Just a minor issue here. Dice rolls can only be seen in a group. I was wanting to do something that would require a large number of people to be able to witness the rolls, but only people in your group can see roll results
Jasarina
Wed Jul 23, 2003 9:18 pm
#31






Livius wrote:

Jasarina:


With all due respect I hope your personal opinions do not affect your duties as a correspondant. Your commision is not to present the ideas *you* think need to be addressed but to relay the ones we collectively think need to be addressed.








Iam still entitled to my personal opinions and I will continue to comment on issues and give my personal opinions on them. My commision is to collect the ideas and email them once a week and I can do that regardless of my own opinions.


It would take a great deal of reworking but yes I think that all items should give the exp type they are related to including weapons being weaponsmith exp. For example Engineering 1 takes 500 exp and that could come from any combination of exp in that line. Leave GC just to raising the business line up to vendors or better yet remove GC all together and put in soemthing new to raise the merchant line.


While the chances of such sweeping changes are very slim it is a very interesting idea.





Jaliss Anarwayn
Artisan of many talents
Jandreww
Thu Jul 24, 2003 2:46 am
#32






BiancaMinola wrote:

8. Bazaar Filter - The filter on the bazaar is pitiful. Deeds all show under misc-deeds instead of sorting to their proper area (very griefable when the name of the item can be altered), Weapons, resource containers, and clothing need to sort into more detailed categories. There are a million ways to approch the bazaar problems, but a better filtering system would go a long way toward improving the Bazaar.



Bazaar needs a search option desperatley. People don't realise you get pages and pages of results sometimes and many items will never be seen. If you want a bandolier you should be able to search for 'bandolier' and not have to pick them out of the Clothing list. This would also go some way to cutting out the CDEF annoyances.




Warracca- Eclipse



CraftAddict
Thu Jul 24, 2003 2:49 am
#33

I think the real problem is the inconsistency with the xp required to get to the elite professions. The issue of harvestor xp only nips at the issue. Why is it that future arcitects get the leg up on their next profession, when the other advanced professions do not get a product to make, while artisan, to boost their xp after attaining a novice elite? Conversely, why do the elite professions (above artisan) even require general crafting xp in the first place?


My number one recommendation would be tochange each elite profession to it's respective xp type; ie novice droid engineer would require droid crafting xp instead of GCXP. All the bright ones out there will soon realize that, currently, the only schematic that artisans have that gives anything other than GCXP are the ones under the instalation category. So, already arcitects, have a leg up on this one. Obviously, some items would have to be modified to give the apropriate xp. Going with the droid engineer example above (a profession I'm looking forward too), change it so that, say, droid batteries give droid crafting xp. So on and so forth for the other elite professions, giving each, in turn, a product or two that gives elite profession apropriate xp.


This does a few things. First, it makes things consistant. It took me a while to figure out that building harvestors wasn't giving me the right xp. (I don't hawk the xp meter and since us crafters seem to have been left out on the xp reporting feature that other skills get.) Second, it alieviates the need for power-crafters to have to flood the market with low cost goods simple to get the xp. So, us artisans can actually make money in our craft despite all the ppl that simply want the elite professions. Lastly, it just simply makes sense to require the appriate xp for an elite profession.


There are a few holes in this plan. It's not completely consistant to have a few chosenschematics givedifferent xpwhile most of the other artisan schematics give GCXP. It'll still be a little confusing on that front. Also, if each different category gave different xp, then the general crafting tab would have to be beefed up considerably to allow for a versatle list of items to make whilest traveling through the GCXP required artisan ranks.


On another note, I'd love to just see that harvestors give GCXP and avoid the whole restructuring that I proposed above. However, I'm still torn about what will happen to the harvestor market when the power-crafter start churning out harvestors by the droid-load. I'll also pretty sure it will make getting to the elite professions trival, which I don't agree with.


It's a tough call, but I'd still have to go with changing the xp type requirements on the elite professions, and changing/adding a few schematics to give elite profession xp.



I'm too lazy to correct my spelling BTW




Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
Jasarina
Thu Jul 24, 2003 5:49 am
#34






BiancaMinola wrote:

Just remember that 'sweeping changes' ususally means BUGS BUGS BUGS - and getting rid of the bugs is our first priority - lets fix what is broken, and then we can bat around sweeping changes.


Bianca Minola






Aye I completely agree. I honestly would never expect such sweeping changes anyway its just kinda interesting thinking about how it would work if it was different.



Jaliss Anarwayn
Artisan of many talents
LaserFloyd
Thu Jul 24, 2003 6:48 am
#35

I think the harvesters should be able to detect when resources are running low and maybe send mail to you or when you check the status it tells you that you've entered a certain time period and you have X amount of hours to relocate or destroy.


BiancaMinola
Thu Jul 24, 2003 12:16 pm
#36

Just remember that 'sweeping changes' ususally means BUGS BUGS BUGS - and getting rid of the bugs is our first priority - lets fix what is broken, and then we can bat around sweeping changes.


Bianca Minola

Myxxen
Sat Sep 20, 2003 8:32 pm
#37

I would definitely like a way to check the status of my harvesters in the datapad, and perhaps add maintenance credits to them. Though I do like having to skulk my way out to empty the hopper and add power. If you do automate that process, it should probably be through a high-level droid. But at least let us check them from afar.



Myxxen, Corellia on Eclipse

Master Artisan, Master Architect
BiancaMinola
Sun Sep 21, 2003 12:26 am
#38

Here's a list I made BEFORE the correspondents even existed.


Anyone else annoyed that 70% of these issues have not been addressed?


Hope you see this Sin.


Bianca Minola

Vaedross
Sun Sep 21, 2003 11:35 am
#39

Test Center Report

Some of these issues are not present on test center. They do not need
to be focused on by the devs, but QA needs to make sure they're present
in the live version.


BiancaMinola wrote:
1. Broken Artisan Schematics - These schematics are broken for the
purposes of experimentation. They allow only one experimentation point
regardless of the level of the crafter.
a) Bone Armor Segments
b) Casual Pants
c) Casual Shoes
d) Maiden's Dress
e) Simple Shirt


On Test Center I have 8 experimentation points for bone armor
segments as Artisan4133. If this is still an issue on live servers then
it won't be an issue for long. All clothes on test center have no
experimentation available because they have no qualitites and do not
decay. This is not an issue on TC.



2. Harvester Construction - Harvesters are not giving GC
experience instead they are giving Structure EXP - This contributes to
the 'artisan grind' complaints. In addition only wind generators allow
for experimentation on anything other than hopper size. This is insane.
Without experimentation for increased efficency, there is no way (even
on a 100% area and zero experimentation) to fill the hopper before the
resource shifts.


I am getting 425 general craft experience for constructing
harvesters. If this still is an issue on live then it won't be an issue
for long.



3. Experimentation errors - The system that defines 'success' of
experimentation does not appear to make any sense. At times a Great
success will actually lower attributes. If the starting percentage is
0, any attempt at experimentation will produce amazing results, but the
percentage will remain 0. A success may raise the attribute being
experimented, while lowering one that no points have been used on.
Someone needs to go back and check the math in this system - or explain
what is supposed to happen during experimentation so we can check it
ourselves. Also sometimes when crafting, we will be 'warped' 10-20 feet
from the spot we are at - killing experimentation (out of range of the
crafting station).


Completely in agreement.


4. Too many 'clicks' - Even with crafting confirmation off, there
are still steps where we get a confirmation box. Prompt when you
attempt to quit experimentation while experimentation points remain.
Prompt after every step of experimentation (attempt was an X success).
If you attempt to stop crafting in the middle of a session there are
TWO confirmation boxes to click through (this is again with
confirmation OFF).


There are many useless "OK" dialogs. Agreed.


5. Not able to examine items for quality - Deeds, crafting tools,
survey tools, clothing, sub-components, repair tools ALL do not give
any indication of quality when examined. It is impossible to tell if
(as an example) a weapon repair tool was made with no optional
components by someone with engineering 2, or if it has all 3 optional
components, and was experimented to 98% efficiency by a MA. It is
impossible to tell the difference between a fiberplast panel that has
been experimented with the highest quality fiberplast and metal, or if
it was made with throw-away fiberplast by someone with only Dom Arts 1.
IF the final products are different in quality, it should be apparent
upon examination. If the quality of components make any difference in
the final product's quality, their qualities should also be shown.


On Test Center repair tools have functionality ratings displayed.


6. Vender bugs - Many of us have lost items to vender bugs. Items
that are showing in the region, but not in the vender. Auctions also
'fail' and are removed from the vender after a time, with no warning.


Items showing as part of the region are carried by personal vendors.
The withdrawn items should have the coordinates of the vendor in the
"available list".
I deffinately agree that there should be a warning email 1 day before
items are destroyed.



7. Surveying Bugs - Waypoints get 'stuck' while running down the
highest concentrations, waypoints are still being created/destroyed but
they are not updating to our datapads. This occurs after 15-20 surveys.
The only workaround is a relog. After a resource shift, hand sampling
is not possible for a period of time. Survey tools need to show whether
or not you are in a build area, this would make harvester placement
much more efficient.


Agreed, deffinately a top issue.


8. Bazaar Filter - The filter on the bazaar is pitiful. Deeds all
show under misc-deeds instead of sorting to their proper area (very
griefable when the name of the item can be altered), Weapons, resource
containers, and clothing need to sort into more detailed categories.
There are a million ways to approch the bazaar problems, but a better
filtering system would go a long way toward improving the Bazaar.


I agree, the categorization needs some work. However items can't be
altered anymore. Most deeds can't be altered, and those that can have
their specific item name & description unchanged in the examine
window.



9. Harvester maintence problems - Resource shifting is completely
unpredictable, short of keeping a inventory of all resources on planet
Daily - we need a warning if we are placing a harvester on an area that
will be gone in 6 hours, since resources 'shift' as opposed to
degrading there should be a way, even if it's a new tool we will have
to make and use, to determine approximately how long the resource will
last. Red Mobs spawning on harvesters is irritating to the extreme,
even white or blue mobs can be a handfull if there is no way to destroy
their 'lair' (swoopers are my personal pet peeve - I can kill scores of
them for hours, and they just keep spawning right on top of my
harvesters). Harvesters are still being 'buried' by POIs and lair
spawns.


Mixed reaction here.
Resources should have some way of indicating its time to live or an
estimation (percentage?). If there is a percentage then players will
not be able to know exactly when to come back to the location (and thus
schedule a time to play and leave more committed players nothing to
do).



I do agree that resources should gradually decrease in percentage
rather than POP in and out.



IMO aggro red mobs are part of the game. Live with it. It's a
challenge. Hire a bodyguard, get a probot, or take some combat skills.
Clone often. HOWEVER, artisans should have more tools to avoid or
confront mobs while having no combat skills.



It is annoying to not be able to place harvesters near a lair, but
again I feel this is part of the game.



Harvesters burried by POI's is unacceptable. Mobs can spawn near them,
but lairs and POI's should *not* spawn on top of harvesters.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
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)
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