Artisan Archive
Thread: Top 5 Next Round!! 8/15/03
An explination of the Functionality Ratings and their impact is critical.
I became an Master Artisan after some friends explained how MA's are the only ones who can build the components for tweaked out repair tools. I finally make Master Artisan, find a Droid Engineer that isn't so bitter and angry that he will deal for storage compartments, and make a few tools. Using 974OQ materials and experimenting with all components I can make a repiar tool upto 51% functionality. Then I find out the optional components don't affect the FR.
What does that mean? Functionality Rating isn't explained. The only guide I have for its effect is hearsey. The only guide I have for the effect of optional components on my repair tools is hearsey. It is practically impossible for player to build enough repair tools, and then have enough objects to be repaired to generate empirical statistics.
To top it all off, because the components don't impact FR, an advanced class crafter can make the repair tool using 16 resources, and experiment it to a higher FR. So my repair tool with all those extra components is valueless, except to those players who *believe* that they are important. (Once again, there is no way to get a viable sample size, so hearsey and rumor is all that they have to go on.)
The FR is also important for crafting tools and stations. The crafter I'm sharing a house with bought crafting stations with functionality ratings -11%, with a promise "to replace them if we could provide evidence that the FR had any impact." Once again, it would be very difficult and expensive for a player to get empirical numbers (although, in this case it would be possible, if someone really wanted to expend the hours and 1000's of resources it would take). This is complicated by the fact that public stations don't list their FR. (How do I get a control group if I don't have known quantity anywhere?)
This is one case where a being a Master Artisan could have some real benefits an opportuity to make something that might sell for a *gasp* profit, but is denied because of a simple lack of information. If a Dev would just explain the mechanics behind FR, that would help. If they implements a change that showed the impact of the extra components, that would be blessing.
We really need a fix on repair tools. These could be great sellers if they only worked. The optional parts should add to the repair ability of the tool and the effectiveness of the tool should be stated in an obvious way.So when you examine the tool it would say 50% chance of complete repair, 30% chance of partial repair, 10% chance of failure, 10% chance of critical failure. Wouldn't that be nice?
At Master Artisan addthe ability to add the second color to all artisan level clothes. Tailors already get this ability, but most tailors don't make artisan clothes because they no longer give experience.
Remote harvester monitoring would be nice too.
As a person with neutral faction (who intends to stay neutral) I would like the ability to sell things directly via the trade window with people displaying a faction flag instead of being forced to sell through the bazaar or on a vendor.
Instead, I get a message that says that I cannot trade with a member of an opposing faction. Excuse me, but how can someone be an opposing faction when one is "neutral"? I realize that they probably have it that way to prevent non-factioned players from helping factioned players in a fight, but it is an aggravation to me, because I make many of my sales directly.
Perhaps there could be a free trade neutral zone in towns where such transactions could take place.
However, my primary issue is that I wish that the crafting bugs could be fixed!
I think that more stats on things being created would be useful, such as Weapon Upgrade Kits, I think that anything that is experimented on should be displayed, thus, helping the professions by making us create better items to sell better. Also, I would like to see "unlocked containers" fixed, I started using them in my house to store items, but I keep having alot of problems putting things in and taking things out, also, I have heard that items disapear in them. I think giving us furniture that can hold items, or other storage options for our homes would be really good...
And please, take away the interrupt to our surveying. Or at least give us an option to disable it, I don't macro survey, but I do go afk while I'm surveying, and it is really annoying to come back and see that I got all of 10 resources.
I think surveying needs to be taken up a notch in order to be able to mine more at a time, how about a mining tool to increase sample amounts?
1) Bring back the mining profession. There were some suggestions that a forging ablity be developed attached to it. For those that are artisans and moving to an elite profession (e.g. weaponsmith) you are going to find a frustrating limitation on crafting due to gated resources (e.g. need plumbum iron). The miner could forge higher level metals from minor ones. These should be the ones needed for higher levels weapons (or items) in addition to rare spawns.
Yep, forging would not only allow rare minerals to be found but allow new schematics (yes, please!) to include minerals that would NEVER be found raw.
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from Schattenherz
2. diary or notebook
Right now i can send mails at myself, but i can't edit those without sending it to me again.
That is a GREAT idea. And thank you for saying it should be a craftable item. Too many handy game functions are being given away. Granted, it's a sci-fi game with advanced tech, but EVERY player is wired better than most RL special forces people, or some jets for that fact. Yoda didn't have no electronic radar! Chewy didn't have the ability to send a tell to Naboo without sittin in the Falcon! (although, as I understand it, he did create a fairly successful web-based business in hair care products)
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from crypticfirefly
As a person with neutral faction (who intends to stay neutral) I would like the ability to sell things directly via the trade window with people displaying a faction flag instead of being forced to sell through the bazaar or on a vendor.
Instead, I get a message that says that I cannot trade with a member of an opposing faction. Excuse me, but how can someone be an opposing faction when one is "neutral"? I realize that they probably have it that way to prevent non-factioned players from helping factioned players in a fight, but it is an aggravation to me, because I make many of my sales directly.
Yeah, and isn't that the point of a neutral businessperson? To make money off of both sides. I agree. This should be a bug not a design flaw. Even Rebels and Imperials should be able to trade (if they want to).
ooo...and how about a TEF if ya get caught trading with em by an opposing faction.
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Stop the Grinding! Give us more options and outcomes while crafting!
I am a Wookiee...not a Cookie. No cookie-cutting!
There should be a workshop buildings in all big cities.
In them you should be able to experiment all possible items. And it shouldn't have much furniture in it. It should be a good, lag free, high fps place to grind stuff. Yeah!
2. Bone Armor Segments bug
The experimention bug on it should be fixed.
Yes the good ol' pocket watch. Should show the local time on a planet.
Factories!
- Fix the production-stopping bugs.
- Fix the permission bugs (i.e. admins can't do anything other than load schematics)
1. In the resource display window, during crafting, allow the option to view the stats of all items via a change view click. And make it sortable - so I can see the highPE stuff or whatever....
2. Definitely create miner, and allow them a survey branch that gives them special survey skills. Wider area; all resources in a spot.. etc
I mean bone armor is such a crap, no armorsmith produces bonearmor.
(hehe i could be wrong
Thumps up for advanced bone armor segment for MA!!!
e.g.
Structural Integrity Enhancer :: Armor Effectiveness 1% Random (Kinetic, Blast, ...)
Then ppl would using the slots on cloth more.