Artisan Archive
Thread: New Top 5 Issues List
Generic tools need to be craftable in Weapons Crating kit and have the standard crafting kit expirimentation added to it.
LadyGrey wrote:
Issue: Generic Crafting Tool
Rank: 3
Fix: Give us back our experimentation of generic crafting tools. There is a definite market for these tools, but it is only a viable market if they have been experimented on.
shadowlurker wrote:
Issue: Resource shifting or anything that causes a harvester to turn off
Rank: 1
Fix: A mail informing the owner it has stopped so artisans can spend more time crafting and less time babysitting the harvesters.
Better idea,
Miners, Factories, and houses appear in Datapad. BasicInformation listed is:Location, Maintnence Money, Power, Lots used, Status (On or off),and Manufacturing (On or off).
This information is not Realtime (to reduce lag from this system) updated every 3 hours. Manufacturing would be triggered when the mail is sent. Also right clicking would have the radia selection of "Create Waypoint." Having it in your data pad may reduce the CS need in finding lost harvesters that get warped to 0, 0.
Jake-MP wrote:
Egeis wrote:
shadowlurker wrote:
Issue: Resource shifting or anything that causes a harvester to turn off
Rank: 1
Fix: A mail informing the owner it has stopped so artisans can spend more time crafting and less time babysitting the harvesters.
Better idea,
Miners, Factories, and houses appear in Datapad. Basic Information listed is: Location, Maintnence Money, Power, Lots used, Status (On or off), and Manufacturing (On or off).
This information is not Realtime (to reduce lag from this system) updated every 3 hours. Manufacturing would be triggered when the mail is sent. Also right clicking would have the radia selection of "Create Waypoint." Having it in your data pad may reduce the CS need in finding lost harvesters that get warped to 0, 0.
Even better idea, expand the structure module in droids to contain that information. It will already tell you maint. information, so expanding it to include this other stuff shouldn't be too much work (famous last words). And it would provide a MUCH larger market for these things
Except they probably want to fix the horrific bugs associated with the Struct. Maint. Mod in droids before trying to expand it to include anything else.........
Jjiaah wrote:
Except they probably want to fix the horrific bugs associated with the Struct. Maint. Mod in droids before trying to expand it to include anything else.........
Dpjarrett wrote:
Jjiaah wrote:
I'd settle for a /time and /played command. Heck, even EQ has that...
So does SWG. /earthtime will tell you the current date and time according to your computer's clock.
Oooooo! Didn't know that! Thank you! ***** for you my friend ![]()
/em clears his throat and gets back to the issues.
Issue: The lack of an ability to customize vehicles (beyond their color) has everyone driving around in a vehicle that looks and behaves exactly like everyone else's.
Rank: 1
Fix: Allow master artisans to create vehicles with optional add-ons.There was a post on this awhile back. I've included my ideas from this post below (plus a few new ones that I've come up with recently):
- A storage bin. Basically a trunk. It would work exactly like the droid item storage compartment.
- A sound system. Ever get tired of listening to the same music every time you're on Corellia? With the sound system you would be able to select any SWG music that you wanted to hear while driving around. Since all of the sound files are on our hard drives already surely there must be some way they could implement this. Or, better yet, work in a generic CD player that would simply play whatever CD is currently in the player's CD Rom drive.
- An armor mod. Just something that your local armorsmith could whip up for you to increase your vehicle's ability to take a beating in combat.
- A gun mount. I know that this one has been mentioned before and there are really mixed feelings about it, but I think it would be nice if we could have just a basic laser weapon mounted onto the speeders. The Endor bikes in ROTJ had them, right? I think it should be a fairly weak gun. No armor penetration. No specials. Just something that you could use to blast those evil settlers while jetting around on Tatooine. Also, no XP of any kind should be awarded for using this weapon. I think the trade-off for the Devs giving this to us would need to be that more NPCs start attacking speeders. I know that BH marks will take your speeder out if it's close and they kill you. And I know that some NPCs have area attacks that can hit speeders, but I think that your everyday NPCs should start attacking speeders once the speeder starts firing on them.
- A rechargeable turbo mod. Just something that would give you that little extra boost of speed when you needed it. As much as I hate to say it, I like the idea someone had about the turbo mod decreasing the max hitpoints on a vehicle with each use.
- A special mod to assist in water travel would be pretty cool. Just something that would make your speeder travel more efficiently over water.
- Ability to name your vehicle. This one is primarily intended for people like myself who use a macro everytime we mount our vehicle. If we had the ability to name our vehicle it would eliminate the problem of hitting your "mount" hotkey and having your macro target a speederbike 50m away.
- A remote control mod. Basically the ability to call your vehicle. When a player generates a vehicle with this mod for the first time a remote control is added to their datapad along with the vehicle. The remote control is tied to the vehicle (ie. it cannot be deleted until the vehicle is). When the player is out in the field and they have wandered away from their vehicle, they can use the remote control to call their vehiclewhich causes the vehicle to automatically drive to the player's location.
Issue: There is no way to tell a vehicle's experimentation percentage unless the crafter puts that information in the title.
Rank: 1
Fix: Put either the vehicle's experimentation percentage or the total number of hitpoints (or both) into the vehicle deed.
Issue: Crafters generally have to put up a second or third house to store all of their stuff.
Rank: 2
Fix: Increase the maximum stack for resources from 100,000 to 1,000,000. Increase the item storage limit on houses. At the very least change the item storage limit so that a player receives 75 items per lot used. As it stands now there is no storage benefit to having a large house; storagewise it's more efficient to put up 3small houses and get 450 storage spaces as opposed to the 250 you get out of a large house for the same number of lots.
Issue: The 2000 customization lifetime is too high.
Rank: 3
Fix: Bring the customization lifetime back down to something reasonable. I got a very favorable response from my customers when the kit lifetime was 200 calls. Bringing it back into the 200-400 range should be a happy balance.
Issue: The only way to know if your extractor is still running is by checking it out for yourself.
Rank: 5
Fix: Instead of having waypoints added to our datapads we should have pieces of data added for every extractor we drop. These data elements should contain the following:
- The ability to turn the data element "on" and have it give the player an arrow leading to the associated extractor. In this respect extractors would be similar to missions in that we have still have a waypoint to them, but without the need for an extra data slot for said waypoint.
- The extractor's current status: either ON or OFF
- If the extractor is OFF an explanation as to why (ie. lack of power, resource no longer exists, full hopper)
Jjiaah wrote:
Jake-MP wrote:
Egeis wrote:
shadowlurker wrote:
Issue: Resource shifting or anything that causes a harvester to turn off
Rank: 1
Fix: A mail informing the owner it has stopped so artisans can spend more time crafting and less time babysitting the harvesters.Better idea,
Miners, Factories, and houses appear in Datapad. Basic Information listed is: Location, Maintnence Money, Power, Lots used, Status (On or off), and Manufacturing (On or off).
This information is not Realtime (to reduce lag from this system) updated every 3 hours. Manufacturing would be triggered when the mail is sent. Also right clicking would have the radia selection of "Create Waypoint." Having it in your data pad may reduce the CS need in finding lost harvesters that get warped to 0, 0.
Even better idea, expand the structure module in droids to contain that information. It will already tell you maint. information, so expanding it to include this other stuff shouldn't be too much work (famous last words). And it would provide a MUCH larger market for these things
Except they probably want to fix the horrific bugs associated with the Struct. Maint. Mod in droids before trying to expand it to include anything else.........
Well.... OK, good point