Artisan Archive
Thread: Artisan TOP 10 Issues, LONG your input is requested.
Hmm, other issues:
1) No repeat business. There is very little in the artisan tree, or any of the elite crafting trees, that people need to buy more than once. Once you have a pair of work pants, you never need to buy another. The only things that people buy over and over are powerups and food (not counting medicine and spice as those aren't artisan professions). Some form of decay and item loss needs to be installed for all items, structures, and pets (yes even creatures)
2) Fluff Items. Dice, configurable dice. Uh, why would I want to make these? Fireworks have a market, what, twice a year or so? Fishing poles apparantly have some use, but how about putting bait in there somewhere? And if were going to have schematics for things that have no real purpose, give us more room for them (I'm going for two Arch. and DE and will need the room).
3) Not enough schematics, several in the wrong place. How is it more difficult to make a heavy axe (eng. 3 or 4, can't remember which but believe its 4) than it is to make a energy weapon (cdef pistol, rifle, carbine)? Why must one be a weaponsmith to make weapons more advanced than what a novice is skilled with? Make more weapons and armors available, more schematics in all the professions, and bring some of the gear that people still working on a marksman or brawler branch would want down into the artisan trees.
4) Apprenticeship exp. Sorry, I'm not doing any combat. If probots ever get unnerfed, or a decent combat droid comes along, I'll make it and bring it with me to clear space around my harvesters, but I'm not taking up combat. So I'm not able to train the hordes of people looking for someone to train them in pistol or unarmed. I'm looking to master 3 artisan professions, hard to do without app. exp., and thats sort of hard to get when there are few people looking for training in what you know. (My alt. working on commando however had enough to get master marksman long before he had the trees full, and still have half of what he'll need for master commando). Maybe it's only my pet peeve, but unless a lot of people start making secondary and tertiary characters looking to train artisan (or combat prof's eventually), fewer people will be able to make master. I'll be able to manage in the meantime, but it's something for the dev's to look toward for the future, maybe some quests that will give app. exp. perhaps, down the line?
5) Ranches. It's the far future, at least technology wise. Did the emperor pull the jedi mind trick on the entire galaxy and make them forget animal husbandry? Why is it that the only source of meat is from killing things in the wild? I can forgive high level chef items requiring rare meats harvested from dangerous animals on Lok or Endor for instance, but to have to go out and kill hordes of chuba's to get enough meat for a hamburger barbecue for you and a small group of your friends is sort of ridiculous. (Hmm, maybe something that can be worked out for BE's, growing high protein, low fat, meat animals for harvesting?) As for what the scouts would do, how about getting the rare, hard to get samples?
Just the ones off the top of my head.
First, you can turn off many of the confirmation dialogues in your options menu, maybe not all, but quite a few.
Second:
Vaedross wrote:
IMO aggro red mobs are part of the game. Live with it. It's a
challenge. Hire a bodyguard, get a probot, or take some combat skills.
Clone often. HOWEVER, artisans should have more tools to avoid or
confront mobs while having no combat skills.
I don't think it would be fair that someone could spec 100% in artisian skills, taking no combat skills and have the luxury of being able to avoid red mobs in any way. Conversely it also isn't fair that combat professions can run harvesters and get the same return on their investment that we do, I addressed that in my topic Mining Profession v.1.
When combat droids are finally put into the game (no I don't consider probots good bodyguards
) then the artisan's will have a way to protect themselves. Until then, its a great roleplaying experience to see an artisan asking around in town for bodyguards to accompany him/her on a harvester check, I've been on both side of that question.
This thread is out of date, I know it - and would like to revise it.
Please feel free to add to this discussion oradd your own issues, I'll get a new top 10 list started soon.
For the purposes of this thread, I consider current issues on the LIVE servers to be our issues. I will be playing on Test a bit, and will report updates from there. But IMHO until it is fixed on live, it isn't fixed.
Bianca Minola
Insert at #2:
#2 Waypoints failing to update when running & sampling.
Recently fixed/resolved (and not listed below)
* factory crate issue
* harvester destroy warning email
* ban all players of guild by tag, or rebel/imperials from shops (use "GUILD:name")
Artisan Bugs:
#1 artisan missions gain in difficulty as combat experience increases
#2 Warn players before destroying ALL vendor stock items.
Send players a warning email one day before items in their vendor's stock rooms are destroyed.
#3 ability to turn off offer ability on merchant
#4 crafting station & tool quality doesn't affect crafting/experimentation or the effects are reversed (-14 is better than +41)
#5 experimentation is very inconsistant, 1-2 points == don't bother experimenting
#6 some experimented "success" reduce item stats
possibly fixed? I guess we need to give the devs specific examples.
Artisan general issues
#1 100 item schematic limit is too few.
For fiberplast panels this means we only get 2 crates out of a factory run. Please allow each schematic to make *AT MINIMUM* 10 factory crates of the item we're crafting.
#2 CSR compensation for game bugs is inappropriate and slow
You need to be much freer with replacing lost items especially for artisans. It is extremely discouraging to a businessman to lose his business and not have insurance. If a loss can be proven then it MUST be reimbursed. There must be a method for escallating inappropriate responses. Players guilty of abusing the escallation risk losing their escallation privaledge.
CSRs should be able to reimburse artisans with named resources and increase schematic counts. CSRs should be able to REPLACE lost unique items! CSRs should be authorized to reimburse players for purchased items.
#3 no reason for artisans to mine remote planets
the resources on intermediate and remote planets should bennefit non-combat players as much as the weapons experience bennefits combat players
#4 more complex items at low level
it's extremely boring to grind through wind harvesters, and cost prohibitive and a waste of the economy to grind on bone armor
#5 not enough artisan items
We need more content and more bennefit to being non-maser and/or non-elite artisan. Weapon & armor repair kits should be 100% effective past a certain quality and have a chance to repair the weapon with less quality loss.
#6 not enough business-line content
Non-premium auctions should be stripped of item color in name, and premium auctions should allow color in description and item name.
#7 more content in merchant tree
this affects artisans because these are our elites
only bennefit to merchant is dressing up your vendors
listing and vocalization are broken
#8 remote vendor administration
we need to be able to manage our stockroom/offers/sales without being present.
#9 ability to post a "pricing notice" for accepted offers
#10 members-only guild houses
these would be public, but not open to all, only guild members. allow us to place vendors here
Artisan suggestions:
#1 + droids controlled in business/merchant/artisan?
We need a way to defend ourselves!
#2 ability to let other players offer items for sale on your merchant (might be design problem not easily solved)
if we have specific relationships setup with players for item delivery then we should be able to allow only them to offer items to our vendor
#3 ability to restrict item offers to certain categories
If i'm a weaponsmith then I certainly don't want people offering me weapons! Conversely if I'm a pure merchant and not any kind of crafter I will organize my shops to traffic specific items.
I can't say it any better than Alacrity does here.
All I can add are slight emphasis changes based on personal experience and preference:
1. The Bazaar item sortingsystem is a disaster and a disgrace. It isn't necessary to be Donald Knuth's cousin to come up with a reasonable sort routinethat also uses the existingobject category tags to display items in the correct section. (Deeds in "Deeds", Clothing in "Clothing" -- you get the idea.)
2. Is the 24-hour exclusion on sampling new resources really a bug? Has a developer been documented saying so?
3. The surveying/waypointproblem is one of the few Artisan-related issues I'd actually call a "bug." Thus it ought to get priority when changes are being considered.
Overall, and having read the wish-lists of numerous other professions, Artisans honestly just don't have that much to complain about. There aren't really any seriously broken skills/abilities, especially not when compared to certain skills/abilities in other professions (unless you consider vendor behavior part of the Artisan profession, rather than Merchant, which I don't).
The only serious concerns are general issues of balance and usefulness and FUN: Do Artisans have enough things that only they can do that are useful (in a global economic sense) and fun to do? If the profession is just a stepping-stone to the "elite" professions, then it's just a grind and it ought to be taken behind the barn and shot. If on the other hand it really is meant to be a worthwhile profession in and of itself, then the things that Artisans can make have to be both useful and fun.
You should only be an Artisan if you WANT to be an Artisan, not merely because it's a useful appendage to the profession you really want. When we achieve that, then we will have succeeded.
My advice: the Nemoidian Birdcage is actually a cleverly-designed matter transportation device that can be used to warp the Artisan who created it (and whatever he orshe is carrying)to any point on the planetary map once per day.
Heh-heh-heh....
--Flatfingers
4 stars only because there are a lot of Combat folks who would like to take us behind the barn and shoot us in favor of NPC venders
Don't give them any ideas.
Good posts on this thread ![]()
Bianca Minola
1. The long-standing bug where you cannot sample a newly-shifted resource.
2. The long-standing bug where your datapad gets stuck if you /survey too much.
3. A good description of how the quality of Crafting Tools and Stations affects crafting.
4. More unique and useful items/abilities to make Artisan less of a springboard for elite crafting, and more desirable unto itself.
5. Harvester Power display should read the same as Maintenance - in days/hours/minutes; Email notification of Harvester deactivation, for any reason (resource shift, lack of maintenance or power)
6. Artisan Mission Difficulty should be based on Artisan Skill Levels, not combat ability.
7. Better organization of items on Vendors and the Bazaar - more sublevels (like Ranged Weapons->Pistols); the ability to enter Search terms for finding stuff; lengthen the expiration time for items in the Stockroom (72 hours is not enough!); allow for longer auction times on personal vendors.
8. Fix Experimentation issues - poor descriptions, experimentation that has no effect (harvester hopper size for example)
9. Streamline the crafting process, perhaps by using one interface screen for all steps; display the amount of crafting XP awarded on the screen.
And finally,
10. Give us a use for the Nemoidian Bird Cage!
OK, Scanned this list and didn't see it addressed (OK, Maybe it was, but I missed it...) The issue is a small one...
Once upon a time, I had a bunch o bottles of bees & butterflys... I thought they were quite useless.
Then I discovered the nice "Creature Habitats" with the good hefty resource requirements, I realized that making one for each of the bee bottles I had in my packwas gonna give me a Nice return on investment.. (2xresources=XP)... so, I obtained theraw materialI needed(a-la-have pistol, will travel) then I went and found a nice quietspot to campand made them all (14 of them)
when I was done, I headed out to try to sell them.(I heard that entertainers seem to like them for flourishing or something )... on the way to town, I looked at my skill tree to see how close I was to the next box...
I was so astounded at what I found that I walked right into a pack of aggro's...
The sum total XP granted for all that work...............0
(PLEASE, don't tell me that building a butterfly nest grants architect XP... that would be not funny on so many levels)
One of the things that gets me mad is after a resource shift, and retrieve my goods from the hopper, and it is stuck with a "0" still in the hopper (like it just collected part of a full resource when the shift occured). When this happens and the resource is gone, I have no way of destroying my harvesters. I have lost two heavy minerals and one medium flora with this bug in the last month. That adds up to a lot of cash! (if there is a command to bypass this, please send me an email).
I think the idea about the amount of time for the resource shift is a great idea! But this skill should only be given to people with Survey IV (after all it is a pain to get to survey IV, reward us for our time) This waynot everybody will have this skill, you have to earn it.
I also love the idea about sending an email to let you know that your energy or maint. will run out 6 hours before this happens. This way we have a warning. And if were not on to see the email, it is our loss. But at least next time we log on, we will have a message to let us know.
I make almost all my money off of the selling of resources, so thats why my responses are mainly focused on the resource portion of the list.
All and all I think you compiled a great list, and if anybody knows about a command to dump the hopper when it reads "0" please email me, or add it to the list for me.
Thanks for you time,
Nimhnoid, bloodfin
Doctor, Commando, Pistoleer