Artisan Archive

Thread: Top 5 issues revisited

EledrenRontas
Sat Mar 13, 2004 8:43 am
#40

XenoKronn-> /agreestrongly



-------------------------------------------------------------------------------------------

Sometimes I lay awake in bed at night and just look at the stars...

Then I wonder, where the hell is my ceiling?

The combat revamp is like trying to find a pot of gold at the bottom of a rainbow. You keep getting closer and closer, but you just never seem to get to it.
StrandedonEarth
Sun Mar 14, 2004 12:09 pm
#41

As far as the MA / resources stat survey thing goes, I'd be perfectly happy having to sample a resource to see its stats. Once sampled, the resource stats should be entered into a resource database in my datapad. The whole point being that then I could destroy my samples but still be able to see the resource stats without cluttering myinventory with samples or my writing it all down on paper. This resource dbase could be stored clientside, and would only be available to MA's. A bonus would be if it could separate currently spawned resources from 'expired' resources.



Bornov Erthumoi, 12pt (was FS) maker of Fine Melee and Ranged Weaponry
Gone on Hiatus, Clearance sale at:
Bornov's Implements of Destruction, -1130, -3050 NW of Coronet, Tempest

"Duct Tape is like The Force. It has a Light side and a Dark side and binds the Universe together"
wickedHangover
Fri Mar 19, 2004 8:23 am
#42

Not really a "top 5 issue" but it seems like this thread is where this idea might get the best attention:



Ok, I appreciate knowing I have3 plots left. But what would be more helpful is to see waypoints for the other 8 plots and what is on them.


Call me disorganized or whatever, but which would you prefer on your character profile?


Lots Remaining - 3


Or:


Lot 1: Small naboo house. Rori -4500, -2500 (create waypoint)


Lot 2: Equipment Factory. Rori -4500, -2600 (create waypoint)


Lot 3:Food and Chemical Factory.Rori-4500, -2550 (create waypoint)


Lot 4,5:SmallGenerichouse.Corellia 2200, -1500 (create waypoint)


Lot 6:BER14 Fusion GeneratorTalus 350, 781 (create waypoint)


Lot 7: BER14 Mineral Harvestor. Tatooine 3256 4567 (create waypoint)

Lot 8: (empty)


Lot 9: (empty)


Lot 10: (empty)






clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
slaier0702
Tue Mar 23, 2004 1:35 am
#43

Additional Lots being made available on attaining a Master Artisan or Elite Level.

On Attaining Master Artisan ( +1 Lot ) total = 11

On Attaining Master Weapon/ Droid/ Armour ( +1 Lot ) potential total of 12.
BristaAB
Sun Mar 28, 2004 5:57 am
#44

Here are mine:


1) Skill tapes. Poor availability, some tapes have mods left over from Beta (complexity, commando crafting etc). They should be accessible without requiring camping. Could they be introduced as a rare reward for Artisan missions perhaps?


2) Please fix the vehicle fix bug


3) Component quality needs to matter. Master artisan components seem to work equally well whether they are made of grind quality resources or good ones. It would be nice to be sought out because of the quality of my Power Conditioners


4) The random attributes of power ups is annoying. Instead of the current random system, one line, could we change it to multiple lines that we could choose to experiment on with different PU types starting out with advantages in a logical area (scope for accuracy, coupler for speed etc). It would also be nice to have some speed and damage prefixes on melee PUs and do simply delete the mine PU schematics


5) The higher end artisan missions are unlocked by having level 4 in a combat skill. Could we change this to an artisan skill instead pls?



Guru, I think having more than 5 is good - the docs always ask for about 50 and do quite well out of it





[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
Szoept
Tue Mar 30, 2004 3:18 pm
#45

My only addition...


1.) Make some type of scuplture or painting available in the Novice Artisan tree. Why ya gotta be an Architect in order to make a painting?


-Aleka



Explorer 86%
Socializer 53%
Achiever 46%
Killer 13%
Guruweaver
Wed Mar 31, 2004 12:04 pm
#46

An Update:

This thread has been shared with the Devs. Please continue to add to it as you see fit.

Take care!



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
MilamberDragon
Tue Apr 13, 2004 3:15 pm
#47








Guruweaver wrote:
An Update:

This thread has been shared with the Devs. Please continue to add to it as you see fit.

Take care!






Sweet, good to know. Now with a bit more from the pain-in-the-arse wookiee named Takat.


Glad you agreed on the schematics that are basically worthless. I love your updated top 5 and top 5 wish list.


I agree artisan mission need a rework I hope the mission selection gets worked over with one of the profession revamps maybe Image Designer we get a fix to our Mission Terms, how about have it check to see what kind of Elite Artisan youare and give you missions based on that. (Yeah I know a lot of coding, come one I only want to run so many survey missions and so many put these three pieces together and take them to x-npc at y-city.)


The survey droid looks promising if anyone has not heard check out the publish 8 notes for droid modules. This might be the DEVs answer to our long range problem for surveying. Now if they give us more lots (had to give up someto save my guilds, guild hall) and a way to place harvesters on more areas (ie less restrictions) would make having said survey droid useful in the end.


Well enough for now. Ill be back after I get home.




~MilamberDragon~

See Charcter Bio for my charcters info.
Javac
Wed Apr 14, 2004 12:25 am
#48

My addition would be to bring back the suggestion to increase the crate sizes for all of the electronics parts. All of the medic components come in crates of 50 armor segs come in crates of 50, why not GP/MM Modules and control units? Personally I'd like to see it at 100!



Calis Exud - Droid Engineer Extrodianre - Retired
Naufragus
Sun Apr 18, 2004 8:33 pm
#49






EpiFett wrote:
.

Right now, becoming Master Artisan is just a 'conveniance' for Droid Engineers and Archetects so they dont have to look for thier sub-components.



.




all artisan is a collection of noob skills....and a collection of items of dubious usefullness


but i am an archtiect....i just train master artisan every few months, make some schematics then drop it...


i dont think MA should be improved in anyway....after you have mastered engineering or dom arts or biz, you should then specialize and get a real profession...there is no reason to linger in this branch of the skill tree....its for beginners..noobs...lowbies


I also beleive that survey should not even be a skill....it should just be done by the tool -- with the range being effected by the tools quality.


Sativaa
Fri Apr 23, 2004 7:42 am
#50


2. CRITICAL BUG "Crafting Session Ended" during practice mode.


Do we have any clue on when this is going to be fixed? I am trying to grind my up to master Artisan and Master Architect but this "BUG" is a real pain in my tushy!



åå
~ Retired Master Chef Aidar ~
Sativa's Bar & Gril ~ Rori, 5790 -5470
Come Play Texas Hold'em With Me at
http://EdgarCayce.friends.poker.com
Rasorow
Wed Apr 28, 2004 9:10 pm
#51

Actually an Artisan can make a pretty decent living (and I have) without being a master. Being a master from what I see would only make life better (anyone want to help with the 300 AP I have left ;-) The skills are hardly dubious. Now if you wanted to say developed incorrectly... then I might agree. An artisan is just that, frist and foremost a craftsman/artist who is dedicated to crafting their goods. This is not the way the game develops, but should be the way it does. Those who choose to become engineers (whichever branch you wish) are dedicated to producing goods in an economy that has a demand and cornering the market. The Artisan profession with the Master Artisan should be concerned with hand producing the best. The engineers should be able to produce items that cannot be hand crafted (and remember a car can be hand built, as well as an airplane) but the engineers can produce more complex, higher quanity, but not quality that an artisan (master) can build. This does not say engineers dont build good quality items but if you were going to pay for an item - 1 by an engineer and 1 by a master craftsman (read artisan) you would pay more, and expect more from the master craftsman. Its to bad that SWG did not reflect this in the profession design...



Oh well, back to the game.. what artisans can build does sell, powerups do well as well as other items if you know what to craft, where to sell, and we are also the ones that go survey and seek out the rare minerals needed. I do not agree that anyone should be able to survey., Survey is a seperate and unrelated (in having common base skills) then actually making or crafting items. It takes a specifc knoweldge and skill to mine and currently that is somewhat reflected in game and should be left as is.



Rasorow


Musician/Artisan


Areriye
Sat May 01, 2004 3:52 am
#52

Surveying is too inaccurate. If I have surveying 3 trained, I should not be missing 3 times out of 4 on a 75% concentration spot.


It is because of this that not only are surveying macros not discouraged... they're almost a necessity.





-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
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