Artisan Archive
Thread: Poll Please post only yes or no to each idea 8-21-03
NO
2. Harvester Limitations of any kind
NO
3. Remote mointoring of structures though mails only
YES (don't like the idea of being able to add power remotely.)
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
NO
5.More Lots based on crafting skill
ONLY IF INCREASE IS VERY SMALL (i.e. *only* one extra lot would be all the additional lots you ever get.)
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
YES
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
MAYBE-- Can I have it for food items as well?
8.1 screen crafting UI with tabs
Don't care
9. 1 screen structure UI with tabs
Don't care
10. Remove the shaded background from crafting so we can chat while crafting
YES
11. Ability to create custom schemtics though a custom crafting interface.
MAYBE
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
NO. (I would note that food is a forced consumable already, comperable to droid batteries, in that it is required for healing pet wounds. Weapons, powerups, armor, droids, all are consumed eventually. It is just that some are consumed faster than others. Some structures are even consumed. The only people really getting in trouble in this regard are those who make clothing. If clothing were to decay, it would help people sell it. It would also be nice if tailors could remove skill-enhancements from garments that are wearing out and place them on other garments (kind of like salvaging buttons.)
1. New Profession: Miner Class
No.
2. Harvester Limitations of any kind
Yes.
3. Remote mointoring of structures though mails only
No.
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
No.
5.More Lots based on crafting skill
No. Unless talking specifically about harvester lots, then yes, if tied to Surveying line of skills.
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
No.
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
No.
8.1 screen crafting UI with tabs
Couldn't care less. I'm here to play the game, not grind.
9. 1 screen structure UIwith tabs
Yes. Much better UI concept.
10. Remove the shaded background from crafting so we can chat while crafting
This is a problem? I can chat just fine while crafting just by moving my window to another place. Additionally, you can adjust the transparency of your windows in the Game Options dialogs.
11. Ability to create custom schemtics though a custom crafting interface.
Yes.
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
Yes.
Regarding the Miner Class, I'm not entirely certain what it's supposed to be, an Elite Profession off of Surveying? Dunno how playable that'd be, but then, some people like being Merchants.
The rest all sound like good ideas to me in one form or another. Though for 8, I think there are better alternatives.
Tar'Ra
1. No
2. Yes
3. No
4. Yes
5. No
6. Yes
7. Yes
8. Don't care
9. Don't care
10. Yes
11. No
12. Yes
Now, as to why:
1. I am unclear on how a miner profession would be structured skill-wise, and also on how a miner profession would help with the economy.
2. This would depend heavily on how it was implemented, but if there were some basic restrictions on harvesters (such as, novice artisan for personal harvester, surveying II for medium, surveying IV for heavy) I would be for it. I don't think that the requirements should be much higher than that, and I definitly don't see putting any certifications in master artisan.
3. I would prefer a tool for this; I don't think that email would be an effective enough method for monitoring.
4. I am in favor of an item to assist in remote monitoring. I also like the idea of a "repair droid" of some sort which could upkeep a harvester, at least for a while.
5. I don't think that the more lots idea will work for several reasons; first being, the developers created the lot system to specifically make certain that each character was able to own some property. I don't think that the underlying system will allow for some characters to have more lots than others; the purpose of the system is to make sure that new players have lots available even after other players have been playing for a long time. That is also part of why there is a limit on the number of characters that can be created on a server; the server itself only has so many lots.
6. I really like the idea of salvaging equipment.
7. I like the idea of being able to refine a resource; it would have to be balanced against to keep naturally occurring high-quality resources important, though.
8. & 9. I don't care about these much, although I would like to have a button on the crafting tool for "use previous settings" for use when repeating the same item several times. This would replace the schematic selection and resource selection windows when used.
10. The modal windows during crafting are probably there to prevent some sort of exploit; but if possible, I would like to see them removed.
11. I'm not completely sure what is meant by this, but I think it would be better to have other issues taken care of before adding too much complex new stuff.
12. My only concern is what would the penalty be for not eating, for example? Otherwise, I think there needs to be some sort of opportunity for repeat business of crafters.
1. No
2. Yes
3. No
4. Yes
5. No
6. YES
7. Yes
8. Yes
9. Yes
10. Yes
11. Yes
12. Yes
Here are my votes:
1: Yes
2: yes
3: yes
4: yes
5: yes
6: yes
7: yes
8:no, i don't mind the current setup at all
9: no, the current is fine
10:no, unimportant, can still chat just move the windows around
11: no opinion because i haven't used these yet
12: YES definitely!!!!!!
1. N/A - New Profession: Miner Class
2. NO Harvester Limitations of any kind
3. NO Remote mointoring of structures though mails only
4. YES Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
5. NO More Lots based on crafting skill
6. YES A salvage command to allow us to salvage some of our materials back from something we crafted.
7.YES A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
8. YES 1 screen crafting UI with tabs
9. YES 1 screen structure UIwith tabs
10. YES Remove the shaded background from crafting so we can chat while crafting
11. YES Ability to create custom schemtics though a custom crafting interface.
12. YES More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc.. But only if they are extremely easy to make
1. New Profession: Miner Class
yes
2. Harvester Limitations of any kind
yes
3. Remote mointoring of structures though mails only
no
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
yes
5.More Lots based on crafting skill
yes yes yes
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
yes
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
yes
8.1 screen crafting UI with tabs
yes
9. 1 screen structure UIwith tabs
yes
10. Remove the shaded background from crafting so we can chat while crafting
yes yes yes
11. Ability to create custom schemtics though a custom crafting interface.
yes yes yes
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
yes
1. New Profession: Miner Class ----------
2. Harvester Limitations of any kind ------------
3. Remote mointoring of structures though mails only ------------No
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc.. ---------
5.More Lots based on crafting skill --------- Yes
6. A salvage command to allow us to salvage some of our materials back from something we crafted ------- Yes
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners* ---------
8.1 screen crafting UI with tabs -------- No
9. 1 screen structure UIwith tabs -------- Yes
10. Remove the shaded background from crafting so we can chat while crafting ----------
11. Ability to create custom schemtics though a custom crafting interface ---------
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc.. -------- Yes
2. No. Reduce production and give Miners better ones.
3. No. Fix /assist and the /tell system first.
4. Yes. If it's not difficult.
5. No. Everyone wants it, let's be unique and not ask.
6. No. Make crit fails a percentage.
7. No. Make miner, or don't bother.
8. Yes. Devs are changing the craft UI already though.
9. Yes. See 8.
10. Yes? Didn't find I couldn't chat while crafing.
11. No. Not yet, anyway, fix big stuff first.
12. --. No opinion.
1. New Profession: Miner Class - no opinion
2. Harvester Limitations of any kind - no opinion
3. Remote mointoring of structures though mails only - no
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc.. - yes
5.More Lots based on crafting skill yes
6. A salvage command to allow us to salvage some of our materials back from something we crafted. - emphatic yes
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
8.1 screen crafting UI with tabs - not sure what you mean
9. 1 screen structure UIwith tabs - sure
10. Remove the shaded background from crafting so we can chat while crafting - yes
11. Ability to create custom schemtics though a custom crafting interface. - yes
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc.. - no opinion
NO should be an engineering skill
2. Harvester Limitations of any kind
yes/no/maybe - no maintenance fees - hire an engineer to fix/recondition
3. Remote mointoring of structures though mails only
Ja, Da, Oui, Si, Hai, Yes
4. Droids and/or crafted terminals that can be placed in houses to mointor structures and pay maintance etc..
NO prefer #3
5.More Lots based on crafting skill
no
6. A salvage command to allow us to salvage some of our materials back from something we crafted.
no
7. A architect crafted Forage that lets you takes metals and improve them at a cost of some kind. Require artisan crafted power mods to run. *only if there are no miners*
Nyet - need mining skills for engineers
8.1 screen crafting UI with tabs
Ja, Da, Oui, Si, Hai, Yes
9. 1 screen structure UI with tabs
Ja, Da, Oui, Si, Hai, Yes
10. Remove the shaded background from crafting so we can chat while crafting
Ja, Da, Oui, Si, Hai, Yes
11. Ability to create custom schemtics though a custom crafting interface.
Ja, Da, Oui, Si, Hai, Yes
Ja, Da, Oui, Si, Hai, Yes
Ja, Da, Oui, Si, Hai, Yes
Ja, Da, Oui, Si, Hai, Yes
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
Ja, Da, Oui, Si, Hai, Yes - ties in with the idea of repair/recondition by engineers
1. New Profession: Miner Class
YES
12. More forced consumables other then droid batteries. Examples: food/drink ,power mods for houses etc..
YES