Artisan Archive
Thread: Top 5 issues revisited
Not really a "top 5 issue" but it seems like this thread is where this idea might get the best attention:
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 ![]()
This thread has been shared with the Devs. Please continue to add to it as you see fit.
Take care!
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.
EpiFett wrote:
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Right now, becoming Master Artisan is just a 'conveniance' for Droid Engineers and Archetects so they dont have to look for thier sub-components.
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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.
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
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.