Artisan Archive

Thread: New Top 5 Issues List

Mirgonael
Mon Jan 10, 2005 7:55 am
#53

ISSUE: Vehicle Deed Appearance
RANK: 1
FIX: Make vehicle deeds look like the vehicles when dropped for display purposes. (Like with droids)


ISSUE: Default Vehicle Color
RANK: 2
FIX: Let us set a default color for a vehicle when we craft it. (Like with droids)


ISSUE: Vehicle Custimization Kits
Rank: 3
FIX: More color options for vehicles. (Like on the Flash Speeder)


That's all I have for now. /crossFingers
CTRL_ALT
Mon Jan 10, 2005 5:57 pm
#54

Issue: More craftable weapons and armor that are useful

Rank: 1

Fix: Allow some weapons that are optionally enhanceable...more things that are money-makers for pure artisans


Issue: Vehicles

Rank: 2

Fix: Lets see some motors, make them more complex. Allow motors and other things to be repaired and upgraded at the garage. Make experimentation really mean something.


Issue: Racial caps

Rank: 3

Fix: I may be a human, but other artisans are not, right now since 14 points really isn't that useful no one really cares; but allowing certain races to cap abilities higher than other races isn't fair.


Issue: Powerups

Rank: 4

Fix: Take out the guess work.


Issue: Mining

Rank: 5

Fix: Not real interested in this, but a slight bonus in some way to placing and/or using harvesters easier and more efficient.



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
CTRL_ALT
Mon Jan 10, 2005 6:02 pm
#55






Bitgolem wrote:

1) When you get to Architect, you should get additional lots.

If you have one house and 3 power generators, it doesn't leave you enough extractor lots to gather enough resources to build anything. Never will happen. What does this have to do with the Artisan profession?

2) Get rid of item decay altogether, it doesn't add anything to the game. Adds business and puts money back into the system.

3) Set the resources and leave them. Having to spend 80% of my time finding resources and babysitting extractors is not why I became an artisan. If you're gonna leave the resource situation the way it is, make a new profession of Miner and make it an advanced Scout profession and leave the Artisans to crafting. Okay, i'm going to drop 500 miners from lot-swappers on a 80% spot of good steel, good luck buying some from me. What does this have to do specifically with the Artisan profession?

4) Give an onscreen prompt like you get when you leave a city zone for when you can place deeds. "Zoning now authorized" or something to that effect. Usually when it says you have left then you can place, otherwise there are set limits to placing around cities which help alot. What does this have to do with the Artisan profession?

5) At survey 4, you should be able to survey the entire map. Increased range would be nice, but I doubt that the interface could display that much information effectively. Too good to happen.









CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
CTRL_ALT
Mon Jan 10, 2005 6:04 pm
#56






Chewato wrote:






Dpjarrett wrote:


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.






I would like to see different vehicles have different numbers of modules allowed. A swoop should only allow one module, a speederbike three and a landspeeder five. And different modules would take up more than one slot.


Some modules and there sizes and functions:


weapon mount - 1 module -allow firing in a 45% arc to the front


turret mount -1 module - allow a weapon mount to fire in any direction


passengeer seat - 2 modules - allow one person / droid to act as if mounted in the vehicle


storage - 1 module - allow 10 items to be stored in the vehicle



Message Edited by Chewato on 11-19-2004 02:55 PM



Combat vehicles aren't going to happen...if they do then they are really going to be crappy.





CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
CTRL_ALT
Mon Jan 10, 2005 6:13 pm
#57


whoa, somehow this got posted.




Message Edited by CTRL_ALT on 01-10-2005 05:16 PM



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
CTRL_ALT
Mon Jan 10, 2005 6:15 pm
#58








I am strongly in favor of a Geologist/ Miner profession with distinct surveying / resource gathering advantages however.



The miner profession is very cool to me, considering how unrealistic resources are gathered in this game. Smelting, alloys, farms to grow organics. All of this would be very cool. To pull this off I think that it would be impossible, the whole crafting and resource setup would have to be revamped. IMPOSSIBLE, so I guess you would have to make ideas to work with a broken system.




CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
petsod
Tue Jan 11, 2005 1:42 am
#59

Issue: Ability to choose how many items per crate when crafting an schemetic.
Rank: 1



D O R K F I S HM A S T E R A R C H I T E C T T
F L U F F I G T K L O T M O N G OJ E D I P A D A W A N
Drop won items in Aztec Mall, Dantooine Mining Outpost at -370, 2110.

Arhtas
Tue Jan 11, 2005 3:34 pm
#60






CTRL_ALT wrote:







I am strongly in favor of a Geologist/ Miner profession with distinct surveying / resource gathering advantages however.



The miner profession is very cool to me, considering how unrealistic resources are gathered in this game. Smelting, alloys, farms to grow organics. All of this would be very cool. To pull this off I think that it would be impossible, the whole crafting and resource setup would have to be revamped. IMPOSSIBLE, so I guess you would have to make ideas to work with a broken system.







why would they need to include that? a easy way to incorp a min proff would be to give thme things like another survey tree that eventually has double the current max and going up one tree gives a automatic bounes to the ammount of resources harvested(kind of like merchent build maintance reduce cost bouns) and a few other smiliar things like increaded hopper size by so much and kinda of have it like a merchant proff exept mining instead of placing vendors of course they wouldn't get any thing like extra lots and there bounes only affect the harvs they own and placed down.



Magni- lazy bum elder jedi
Monocle dog- dog entertainer

I am not a complete idiot, some parts are still missing
CTRL_ALT
Tue Jan 11, 2005 4:00 pm
#61






Arhtas wrote:





CTRL_ALT wrote:







I am strongly in favor of a Geologist/ Miner profession with distinct surveying / resource gathering advantages however.



The miner profession is very cool to me, considering how unrealistic resources are gathered in this game. Smelting, alloys, farms to grow organics. All of this would be very cool. To pull this off I think that it would be impossible, the whole crafting and resource setup would have to be revamped. IMPOSSIBLE, so I guess you would have to make ideas to work with a broken system.







why would they need to include that? a easy way to incorp a min proff would be to give thme things like another survey tree that eventually has double the current max and going up one tree gives a automatic bounes to the ammount of resources harvested(kind of like merchent build maintance reduce cost bouns) and a few other smiliar things like increaded hopper size by so much and kinda of have it like a merchant proff exept mining instead of placing vendors of course they wouldn't get any thing like extra lots and there bounes only affect the harvs they own and placed down.






Just for more realism. Other trees may give harvester abilities.



CTRL ALT, Tempest
Zion, Naboo Goleta Inc. (right in front of the shuttle)
Novice Artisan, Master Bone Armor Crafter, Dabbler in the wielding of a CDEF pistol.
A noob isn't a person...it's a way of life.
Alaino
Tue Feb 01, 2005 7:05 pm
#62


Issue: Mind is numb from collecting minerals and building grenade parts for hours on end
Rank: 1
Fix: Something to do while collecting and building at the same timelike chess......or even a gameboy



--Bloodfin--
--SpankYou VeryMuch--
--Master Bounty Hunter--Master Creature Handler--Carbineer--


Founder of http://ron.pcgaminguniverse.com
Jaqe
Wed Feb 09, 2005 5:03 pm
#63


Top issues in my mind:

1) Increase crate stack size. I like the ability to set the crate size, but if thats to tough I would say make things stack in the 100's if not 1000 range. Or allow crate recombination . . which may be to tough. I'm sick of trying to crama ton of junk into my inventroy when loadingup my factories.


2) Increase survey range. Double that crap!! At least 600 if not 1000m instead of the lousy 320m at master.


3) Finally they added surveying while mounted, which was a godsend! Otherwise it would have been here!


4) Powerup experimentation blows. How can a master artisan not know what kind of bonus their powerup is going to have when they make it? Thats just BS. You should be able to pick the mod that your powerup should have, and if you get lucky a third mod will be added to it.


5) More artisan content. Nuff said.



as a P.S.: I want my freak'n color back. I loved being able to color the names of the items I created, and I want it back. NOW!

Message Edited by Jaqe on 02-09-2005 04:05 PM





Jaqe - Master Armorsmith/ Master Weaponsmith
Omen Armorworks ( -173, -4914 )
Valley Of Omens - Naboo
Corran950
Thu Feb 10, 2005 12:35 pm
#64






Corran950 wrote:



Issue: Harvester E-Mails.
Rank: 2
Fix: Allow harvesters to e-mail owner when it stops like factorys do. I hate getting to my harvester to find out that it
stopped shortly after i set it.


Issue: Custom Vehicles.
Rank: 4
Fix: Allow vehicles to be modable
. Load your vehicle up on a platform at garage which will not cause decay if within area of effect, then go to the terminal to switch out parts that a artisan makes. Each vehicle when crafted comes with genaric parts installed.


Issue: Survey Skill Tree.
Rank: 3
Fix: Not much there in content
. Give people that have taken this tree some bonuses other than range, like additional lots for harvesters (probaly never happen), or the ability to find a resourse with the highest stat or specific quality you are looking for with out sampling.






Issue: Harvester Placement Issues.
Rank: 1
Fix: There needs to be a fix for placing harvesters, i been finding good spots on relitivly flat land and was only able to place 1-2 harvesters. Is there a way we could fix harvesters so they act more like houses in placement. Would it be possible when we activate a deed we can see exacly where we can place a harvester and where we cant,
for instance when we go to place a deed we get the overhead view and all places that we cannot place we see the yellow hatch, and places that isblocked by a temporary lair is shown as red or orange.


Issue: Crafting Station Hoppers.
Rank: 5
Fix: Would it be possiable to give a radial for opening station to reach hopper without using the tool.




Corran Tristen
Master Artisan - Master Droid Engineer - Master Carbineer - Rebel Pilot 4/4/4/3
Corran DroidWorks {CDW} Reopening Soon (TM)
"If you take sexual advantage of her, you're going to burn in a very special level of hell. A level they reserve for child molesters and people who talk at the theater." Book - Firefly
- Help Control The Jedi Population, Have Your Jedi Spade Or Neutered.
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