Artisan Archive

Thread: Focused Discussion: Artisan Wishlist

ImLucas
Sat Nov 22, 2003 7:48 pm
#40

If that's all that's bothering you guys... Then check out my Crafting Assistant spreadsheet thread.

That thing will quickly show you which resource is better for you needs.


That should do the trick for ya.



┌──────────────────────────────────────────────────────────────────┐
This thread has been tainted by Loserwan Ka'Newbie of Tarquinas.
└──────────────────────────────────────────────────────────────────┘

Segfault
Sat Nov 22, 2003 8:50 pm
#41

The problem isn't figuring out which is better. We can do that now with calculators, or spreadsheets like yours, and there are even a couple websites dedicated to it.


The problem is that its terribly inefficient. It seems like this is something the game should be doing for us, rather than us wasting time on it out of game.




At the end of the day, -Dark always wins.

Aeval
Dark Legion
Segfault
Sun Nov 23, 2003 1:00 am
#42

That'd work well. Have some type of resource computer craftable by artisans that sits in your datapad (or is some kind of upgrade or optional component to a crafting tool) to do the math for you. It'd be more difficult than just adding the bar to the client, but it'd follow the overall theme of the game better.




At the end of the day, -Dark always wins.

Aeval
Dark Legion
Ruuka_Eno
Sun Nov 23, 2003 2:08 pm
#43

We should be allowed to make 'Works of art' (ya know the nifty things we see all over the NPC city locations) as the name ARTisan implies.



Either move Weapon Upgrade Kits and Armor Upgrade Kits down to artisan level (since they use artisan expirementation points) or make them use their respectice classes' points (Weaponsmith and Armorsmith)



Allow the artisan to pick the type of boosts for the power ups (at least the primary). It gets very old making 30-50 different power ups everytime you need to make a new schematic.



Give us some reason to expirement on Survey Tools or even use decent metals making them. How bout adding a functionality rating much like what is on crafting tools that allows for extended ranges and/or accuracy when surveying. As a side note, LET US USE THEM WHILE WE ARE RIDING A MOUNT! My god, it almost makes me want to stop surveying after the 50th time dismounting in 10 minutes just to find a decent concetration of resources.



Give master artisans a slight discount to maint costs to installations and vendors like merchants receive (they should stack). Or, better yet, give master artisans a bonus to succeed on combines at the elite professions they are based from artisan. Give us a reason and a benefit to master artisan.


Lastly, can we introduce a new building and/or furniture that is designed to hold our resources in bulk. It would be nice if it had a similar interface to a vendor (with only the stockroom option) that allowed us to sort thru the resources by catergory (i.e. copper, steel, berries, etc as well as having sub categories for the specific types i.e. ostrine ore, platinine copper, neutronium steel) It can be very cumbersome going thru a full input hopper full of many types of resources and having to mouse over or examine each one to determine which to use. Heck, maybe just change the interface on theinput hopper in the crafting stationsto do this!



Hailene Da'Covale


Master Weaponsmith-Master Merchant-Master Artisan


Chaser of resources and sometimes women...


Proud member of MASON on Naritus Server

HuntingOhioan
Sun Nov 23, 2003 10:22 pm
#44

how about a sherwin willliams ? I'm sorry but if I pay a half million for a two story house, you bet your ass it aint gonna be in "puddy" or "Imperial Steel".



-Hunting Ohioan

"The Fighting 128th Jolly Rogers Squadron" - Crypt Fighter Wing - Commander


HuntingOhioan
Sun Nov 23, 2003 10:24 pm
#45

Tattooine, fine. Naboo? I could care less.But Corellia?






-Hunting Ohioan

"The Fighting 128th Jolly Rogers Squadron" - Crypt Fighter Wing - Commander


Barnabas01
Mon Nov 24, 2003 1:48 am
#46

I'd like to see some kind of resource map option rather like Ctrl-M but purely for resources that you've surveyed. It's annoying that you have no way of tracking where the resources are other than making pen and paper notes of them. It would also be good if there was a way for Artisans to share this information with each other - perhaps some form of Artisans Guild Resource map - whereby if you pay your fees you can access the map to locate resources, or you could pay a fee to get a waypoint to a resource you need. The most important thing though is to make it easier for you to note the results of your own surveying.



There should be a way to setup a generator in conjunction with a harvester or two so that energy is automatically supplied to the harvesters. Perhaps some form of cable that you have to craft to link them would be appropriate? Or perhaps Generators should be treated as Powerups or additions to Harvesters - you can place them on there own but you can physically attach them to another device that needs power.



Fair enough that you can't survey from your mount because you're not on the groun but why not get a Mounted Survey Tool that does enable you to do this - it could be an advantage for Master Artisans.



How about a General Survey Tool for Master Artisans meaning they only need carry one type of tool for surveying. Either that or the ability for them to survey all the resources of a particular type (i.e. mineral) in turn/at once and find out what exists (rather than mucking about with the tool for ages). Even if this took a very long time it would still be better than the current situation.



Being able to zoom in/out on the resource map would be good to see what results you've got for the last few surveys you did for the resource you are on.



An Upgraded Data Module that allows you to store more schematics would seem reasonable - again - perhaps another Master Artisan bonus.

Hakai
Mon Nov 24, 2003 7:23 am
#47

i like the idea for making Mod creation less random. How about making it less hard for those of us SERIOUS mod makers to mkae what we need?


Also...man i miss my Ti--83! ran out of batteriea a while ago and forgot to get some more. For a straight month everything is with paper and pencil! lol.....well at least i can say my probabilities and statistics has come in good use (friggin random as hell on Weapons mods)




Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
ShortStuff
Wed Nov 26, 2003 3:06 pm
#48

My Wishlist item:


To be able to craft with resources that are in my backpack. It seemed to work for a day then stopped.





Ade Bre'Nel - TKDS
Master Smuggler - Pistoleer 0 0 3 0 - Commando 1 0 4 0
Zeraht Fawe - TKDS
Master Artisan - Master Tailor - Master Chef - Merchant 0 4 4 3
Proud Member of the -PIE- Faction

Prowler24x
Thu Nov 27, 2003 2:28 pm
#49

i dont know if anyone said this yet but...


MINER PROFESSION, either after master artisan or survey 4, could be to combine resources and stuff, read other threads about miner profession for better ideas, but that wouldbe GREAT




--------------
Prowler24x
Name: Ryenorr
Galaxy: Kettemore
Location: Las Krayt, Tatooine
Scout:4040,Marksman:Master,Artisan:4-1-0-1,Politician:1-1-0-0
Holocrons: 1-Carbineer:Novice
HuntingOhioan
Sat Nov 29, 2003 9:25 am
#50

Bionca:Seeing how we're getting vehicals in artisian, how about a little discussion on making of a new branch instead of Master Artisians making the swoops and such. I'd like to see the divisions start to take place. Terrestrial, atmospheric and space. I know these are not going to be in yet, but it would be nice to see the direction we're going here. Limiting it to MA doesnt seem right to me either. Pieces and parts make the whole. Always envisioned these things being more complex. I mean realy, we;re going from Birdcages to vehicals as our schematics? Seems quite the jump.








-Hunting Ohioan

"The Fighting 128th Jolly Rogers Squadron" - Crypt Fighter Wing - Commander


DarthFettmule
Sat Nov 29, 2003 3:18 pm
#51

One thing I've been pondering, about Artisan (and it's elite-rofessions) are the way crafting expereicen is calculated. It seems to be only based on the amount of resources used, and not the complexity of the item crafted, which seems kinda strange to me.Sewing a simple full body suit to a Hutt would yield enourmous amounts of experience due to the almost infionte amount of resources needed, while crafting nano-technology, or micro-cpu's would yield almost nothingm, due to using veru little resources.



Perhaps make the exp based on both resources and comlexity, or if this is already the case, a larger weight for the complexity part of the experience is not out of the question?



DarthFettmule
Sat Nov 29, 2003 5:46 pm
#52

Another thing. Saw this in the thread "Artisans: Doomed to failure", posted by JehannumRaver:







3) My view on skills has always been that it should not be too hard to gain skills, but it should take a long time. Ultima Online has a good approach with their Guaranteed Gain System. In UO, you do not necessarily get XP for everyaction performed, but the first action in one day, 6 hoursor whatever (depending on your level) will result in XP, guaranteed. It basicallyguarantees that even casual players will eventually be a grandmaster, after a sufficiently long time but without a lot of effort. Powergamers can grind away and reach grandmaster status faster, if they want. It will be very hard, but they'll get there faster.


This system in principle strikes a good balance... powergamers will have a sufficiently hard time to master a skill quickly, but the mechanism that makes it hard for powergamers does not make it impossible for casual players. Casual players can master the skill with decidedly less effort, but it will take that much longer.


A possible implementation in SWG might be to make the XP payout for any action much lower than it currently is, but give players a fixed 'free' amount of XP for every skill executed on a particular day. You could even reduce the XP payout with each subsequent action. An example:


Crafting a ribbed shirt currently gives you 150 XP (I think). You need to grind out 333 of these shirts to gain 50000 points for a particular skill box. Suppose you change that to the following schedule:
- 1000 skill points given for any tailoring action, every day
- 150 skill points given for your first ribbed shirt, but3 skill points less for each subsequent shirt, with a minimum of 10 points left over.


The casual player who crafts and sells just a few items every day will eventually have the 50.000 points, after 50 days. This player chooses to avoid the tedium of grinding, with the drawback that he'll take a long time to gain his XP.


The powergamer will still grind ribbed shirts, but after 50 shirts on any given day, the XP payout is reduced to 30... the more he grinds, the slower he will go, but never will he stop gaining XP.







This is a real good idea IMO. The casual players, those who like to craft an item here and there and experiment greatly, have a decent chance to get thebetter skills, eventually, without having to grind endlessly.



Those who wanna zoom past too master (for whatever reason9 can setup their macros to grind and grind and grind and reach those same skills, although not as fast as currently.



Page 4 of 6