Artisan Archive

Thread: New Top 5 Issues List

Korlan
Tue Oct 26, 2004 8:51 am
#40

Not to be troll, but can we stick to the topic of 5 issues.


We now all know how the clock works.



New Issues: More Artisan Loot Schematics

Rank: 5


Yes we have AV-21, but how about something new for us artisan. As a WS I really like the loot schematics out there, but wish artisans had a bit more love when it come to looted schematics.



New Issues: Increase Useage of Schematics

Rank: 5


For some looted schematics a once time use is a bit much when it takestime an team work to get them.I would like to see that increased to atleast 2 ueses.




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Egeis
Tue Oct 26, 2004 1:59 pm
#41






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.




Generic tools need to be craftable in Weapons Crating kit and have the standard crafting kit expirimentation added to it.

Egeis
Tue Oct 26, 2004 2:07 pm
#42






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.


Jjiaah
Wed Oct 27, 2004 4:06 am
#43






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.........
Chaosium_451
Wed Oct 27, 2004 4:22 am
#44






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.........





Amen brother! I've lost like 6 droid to that little bug. I keep forgetting to remove the structure before redeeding it.



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Jjiaah
Wed Oct 27, 2004 12:22 pm
#45






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.


Ybagi
Thu Oct 28, 2004 5:10 pm
#46

1. Survey SEAs do not provide any bonus even with +25.


2. Duration on powerups needs to be increased.


3. Quality should matter on subcomponents crafted for other professions.


4. Melee powerups need more variety.


5. Increase crate sizes.


6. Grenade powerups have 100 uses while the actual grenades have only 5 uses.


7. It would be nice if crates were listed on bazaar/vendors under the catagory of the item in the crate instead in a separate factory crate catagory.


8. The quantity of resources collected through surveying needs to be increased.


9. Usefulness of wind energy needs to be looked at (does anyone use wind energy?)



Yv
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masterbahumet
Fri Oct 29, 2004 4:35 am
#47

1. the in game clock ------------------command /earthtime(gives time relative to your computer clock


2. harvestors, houses and factories all be treated the same as in having some kind of warning about lack of energy,maintnenance, or resource depletion.


3. shipwright should be treated as jedi with regards to skill points


4. LOCATIONS FOR THINGS SUCH AS "MERCHANT TRAINERS" SHOULD ALSO BE INCLUDED ON IN GAME MAPS, AND ON HOLOCRON; SAME AS ALL OTHER TRAINERS ARE AVAILABLE THERE FOR EASY WAYPOINT.


5. NPC ENTERTAINERS IN AREAS WHERE THERE IS LOW POPULATION OR NO ENTERTAINERS PERIOD WOULD BE REALLY HELPFUL.( and of course these should cost extra credits regardless and could be placed to be deactivated when player entertainers were present)



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Dpjarrett
Fri Oct 29, 2004 8:46 pm
#48


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)



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Roycroft
Fri Oct 29, 2004 10:08 pm
#49

Not nearly as well written as many above me, but if I'm not too late:


1) My biggest pet peeve since digging into artisian....power-up crate quantity. I can shove 25 swoops in a single crate but only 10 2k credit power ups?? Inventory space is becoming a rare commodity...this would boost pup desirability significantly and decrease vendor space consumed. Strong vote for the #1 spot here.


FIx: Increase crate size to at least 25...preferably 50.


2) Survey 4 Improvement. I almost don't care what improvement of those mentioned abovewould be considered...survey more area, harvester buff (ber/pwer/maint), a new droid (made by DE's) that handle more harvester chores, etc.


Fix: I'd vote for ability to survey a larger area if it came down to which...but just give us *something* here.


3) Customization of vehicles.


Fix: Follow the JTL ship building model...maybe to a lesser extent though.


4) Harvester managment tools (or lack there of)


Fix: Email notifications when resource shifts.


5)Just an idea/add on (no *fix*)


Turrets/weapons mountedon vehicles. Not something that's going to 3 shot a rancor or anything heavy...but something....pretty Star Warsy imo. I wouldn't want it to unbalance pvp though....as I enjoy that too...either enable insta pulling bikes when under attack from vehicle weapon systemsor slow the bike down enough where basic burst run can keep up. I know, I know...I'm dreaming



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Raggedranger
Mon Nov 01, 2004 7:20 am
#50

1. Definately the vehicle EXP or HP on the deed. this would help a lot of ppl, but then again might drive lower end artisans out of business from selling regular swoops, as you'd always look for amazing swoops. (just my opinion, it may/may not be a problem, but just something to think about especially as artisan is a starting proffesion, so shouldn't be too hard to get into the market with these types of things)


2. Harvie deactivated message, would be extremely useful, as well as out of power/maint/hopper full, something like that would be great


3. Surveying 4 (or master) informing of resource shifts? maybe would be a nice reason to get it, as well as a harvesting bonus, or increased range again


4. (maybe not a huge artisan issue, but what i think would be helpful) Draft schematics, switching places when you log on, gain new schematics, maybe there should be a new sorting method, like a specific code for it? #1 - generic crafting tool? something along those lines might be useful


5. Sub-components, need to have experimental % that actually matter, so there is a reason for maybe specialising in these?


Thanks for you're time, everyone else - great posts, hope these changes happen, for the better of the artisan game
Jake-MP
Tue Nov 02, 2004 6:20 am
#51



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
Dethsyn
Fri Nov 19, 2004 6:42 am
#52

1) Vehicle modifications


2) A general email that a harvester has stopped functioning. Don't tell us because of a resource shift, just don't include a reason.


3) Uniform crate size for everything


4) The ability to use factory crates in your crafting station's imput hopper. As it stands now, if I put my crates inside it and then log out; when I log back in I can see the crates, but I can't use them unless I take them out of the hopper and place them into my invintory.


5) Change vehicles to not start showing smoke/signs of damage until 55%, back firing at 40-45%, flames and thick smoke at 33%.



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