Artisan Archive

Thread: Artisan Top 5 Issues: New as of 6-10-04

BiancaMinola
Thu Jun 24, 2004 2:01 pm
#66

Holy crap, and I'm agreeing with Halaster.


Bianca Minola
ThothTheWise
Fri Jun 25, 2004 1:02 am
#67







Guruweaver wrote:





HalasterTheBlack wrote:

Why are you just giving cert proponents airtime in this? Certs are only wanted by a tiny minority here and the majority seems to strongly believe that certs will be incredibly harmful to galactic economies.


There are numerous other options for solving the x-server lot trade issue.


Why not allow equal airtime to, say, those who are proponents of removing the admin feature on harvesters? Or for bringing back the Miner profession? Or any of the rest of the options that will solve the problem without destroying the economy?







Go ahead, then. I'll add as many paragraphs as needed to the addendum.



Either post 'em in this thread or PM me.



Take care,








Having Myself 4 accounts (I let the wife play a pair of them ) two of which are Artisans, as well as having blatent self interest in the "harvestor debate" reguardless of my intent to down scale, I will (if permitted) add my opinions.



I can summerize what follows to a very specific idea...Reimplement Miner as a Profession. They are already toying with the idea of lowering the Skill point costs of "less desierable" classes like merchant, and politician...if they can only find enough "content" to make a half tree, by all means do so.



The Idea in Whole:







There is but ONE quick way to "fix" *cough* this situation....then of course theres the "right" way.


Which the Devs will pick is beyond me, but these are my opinions.



Way 1) simply remove the admin feature from harvestors and factories.


Way 2) Return to the Original Design at the time of Beta and after JTL ReImplement the professions of Industrialist and Miner.


Way 1, while being easy, affects more than just those like Myself who have x-server Lot traded. as such while effective, will cause a bit of an uproar.


Way 2 is Much more prefered in MY opinion. In early Beta every one could own but ONE HOUSE,...I would then propose to return to that again. This makes the larger Structures of Value for their storage capabilities.


The Industrialist Profession was there to allow individuals to operate more than ONE factory as well as gain some time bonuses in their operation. This was to get crafters and "business" to work together to produce factory runs of iteams. You (as a crafter) would SELL a scematic for a price to the Industrialist and he would then do the runs. He would then also SELL factory ran products for the crafters to buy if they wished not to await their ONE FACTORY ALLOTED TO THEM to run out all the different iteams they needed. REINSTITUE THIS CLASS, while also reintroduce the scematic Limit to 100.


The Merchant Profession was to be the ONLY profession out there with the ability to own and possess more than one house, and those were to be Tents. Along with their other abilities this would have allowed them to use them as either Selling points for their vendors, or as U-STOR-IT buildings for other people. At 75 extra storage each the unbalanceing effects are quite minimal.


The Mining Profession was (befor the unthinking declared it boring and irrelevant to the economy) to have been the Mass Havesting Source for all your Resourcing Needs. With Certs for mediums and heavies at different places within the tree as well as bonuses for their pull rates and, as has and was suggested, possibly the granting of more Lots to be used ONLY in conjuction with dropping More Harvestors.



The taking out of these professions and not countering the effects of it is what has led us to this situation. X-server cross trading originated because there was no other avenu to use to achieve the demands for the needs requiered. I have gone so far as gather and TRADEACCOUNT INFO with people upon my own server just to x-server lottrade. Why? because almost every bloody crafter/militant has more than one house and or more than one factory. Renting Lots is not a productive way to achieve ones goals.


Most Militants possess large abodes for the "cool" factor so that leaves them with 4 lots. Bothering that person (not to mention PAYING THEM) is foolish when the ability to cross lot trade exists in the manner of Mutal assured destruction of assets. Trust is easily maintained. One must remember that while not in retrospect looked upon as "within the spirit of the game" Lot Trading is not soly used by miners.


MANY times have i placed PA HALLS, and Factories for people who didnt mine. (i actually LOVED those trades...very easy to do)


The Devs got to far away from their vision of Specialization, and small departmentalization that they had in Beta. and its going to cost everyone now. To be a crafter was to be able to slowly craft things, unless one also took mining and industrialist/merchant.


What this WOULD HAVE accomplished was less overall competition of the master crafting professions, and more interdependancy on each other from components. The reason is MOST crafters would have either Specialized and CRAFTED, or dispursed their interests into some mining (to get medium harvs) Merchant( to get vendors and maybe a tad more storage) and enough Inductrialist to get another factory or so and speed up the process.


Leave it as is untill you cango back to the ORIGINAL CONCEPT. As has been Proven, by those like myself who spend 3 or more hours DAILY managing fleets of harvestors, there IS A CALL for the profession.


I'm willing to wait for it.






Now that's done with....


#2 shows verywell the buggs currently dealing with vehicals as well as giving excellent ideas on ways to improve the viability of Artisans in their upkeep and construction.


#3 oddly enough in all my days as a Master Artisan I have never once made a power up =P and i never realized it till this moment =P


#4 /agree with this statment overall as it relates to the capital making oppertunities of thoseattempting to begin this trade.


#5 My suggestion for a 5th point would be to do SOMETHING with the Survey line. Any benifit at all would make those skill points spent by Master Artisans more worth while than what it gives them at present.


I have probably moved your sub point from #1 into #5..but i have done so because it deserves to be adressed on its own merits, wholly unfettered with the absolute quagmire that is Harvestors. =)

Message Edited by ThothTheWise on 06-25-2004 01:17 AM



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Giamai
Fri Jun 25, 2004 3:07 am
#68






HalasterTheBlack wrote:





joined42904 wrote:

This may already be subsumed within #1 but I say we make Issue #5 that the devs should create a tool which allows them to track resources as they track other areas of the economy. Bianca has concurred with this request in another thread.


Those who wish to place restrictions on harvester use and those who do not have each accused the other side of not having sufficient data to back up their claims. A repost of Holocron's statements reveals that the devs themselves do not presently have a resource tracking tool.


Given the nature of the largest credit sinks in the game, I propose that the devs develop and implement resource tracking tools to keep track of resources asresources represent an important componentof the SWG economy.






Kill me now, I'm agreeing with joined on something!




woah, kill me too cuz i'm agreeing with joined on this point too




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TatersSWG
Tue Jul 06, 2004 6:47 am
#69


I would say, make Surveying 4 necessary for running harvesters.
Khristen
Thu Jul 08, 2004 10:11 am
#70

I would add to the vehicle section the need for the ability to repair disabled vehicles, maybe through the use of a kit created by artisans for that purpose. Nothing sucks worse than going through all the hoops to get an AV-21 and then have it destroyed by a stupid aggro butterfly while you're incapped with no way to fix it.


A kit would still allow artisans to have renewable income.




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Desirye
Sun Jul 11, 2004 3:27 am
#71






Khristen wrote:

I would add to the vehicle section the need for the ability to repair disabled vehicles, maybe through the use of a kit created by artisans for that purpose. Nothing sucks worse than going through all the hoops to get an AV-21 and then have it destroyed by a stupid aggro butterfly while you're incapped with no way to fix it.


A kit would still allow artisans to have renewable income.







Or maybe only master artisans can repair disabled vehicles at a garage ?



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Mariki
Sun Jul 11, 2004 3:50 pm
#72

Harvestor Certification was certainly not defeated when you can get anyone, artisan or not, to come in here and pad the ballet. It is impossible to have a vote on this issue when it benefits artisans and non artisans will certainly vote against it. It was a silly impractical idea to even consider a vote on this issue as its impossible to impliment andthis issue isnot going away. Why don't you just get real with this issue and figure out some way it can be done fairly rather then beating around the bush and saying we need a way to stop cross server lot trades when you know the ONLY way to do that is some form of harvester certification. There should obviously be at least certain profession requirements to harvestors. A quickly created charactor with no skill whatsoever should not be able to plop down ten heavy harvestors. You want that stopped then get real and spare us stupid ballets on this issue. You did us a great disservice by having a useless vote on this. Now get real.



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LeetoFedykin
Mon Jul 12, 2004 2:52 pm
#73

I think an awesome number five would be smelting. The combination of two resources to make a better and higher quality resource. I know non of the schematics would be able to handle it, but that could be changed with ease I think. Also, steel doesn't come naturally from the ground, it is an alloy of iron and carbon. My wish for number five is that they would put smelting back into artisan and make it a mini-game to give us a break from grinding and make better stuff.
HalasterTheBlack
Mon Jul 12, 2004 6:26 pm
#74






Mariki wrote:

Harvestor Certification was certainly not defeated when you can get anyone, artisan or not, to come in here and pad the ballet. It is impossible to have a vote on this issue when it benefits artisans and non artisans will certainly vote against it. It was a silly impractical idea to even consider a vote on this issue as its impossible to impliment andthis issue isnot going away. Why don't you just get real with this issue and figure out some way it can be done fairly rather then beating around the bush and saying we need a way to stop cross server lot trades when you know the ONLY way to do that is some form of harvester certification. There should obviously be at least certain profession requirements to harvestors. A quickly created charactor with no skill whatsoever should not be able to plop down ten heavy harvestors. You want that stopped then get real and spare us stupid ballets on this issue. You did us a great disservice by having a useless vote on this. Now get real.





Certs will increase cross-server trading.


Certs will make everything that everyone buys cost more and maybe even have lower quality.


Certs will make it *easier* for some people to make IRL $$ on SW:G.


In short, certs are bad for the *game*, and thus are certainly an issue that *all* players should have a voice in.


There is NO valid argument for certs that can't be solved another way - a way that does NOT increase cross-server lot trades and is *good* for the game.






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Korlan
Thu Jul 15, 2004 9:10 am
#75






HalasterTheBlack wrote:

Certs will increase cross-server trading.


Certs will make everything that everyone buys cost more and maybe even have lower quality.


Certs will make it *easier* for some people to make IRL $$ on SW:G.


In short, certs are bad for the *game*, and thus are certainly an issue that *all* players should have a voice in.


There is NO valid argument for certs that can't be solved another way - a way that does NOT increase cross-server lot trades and is *good* for the game.








no offense, but you are *assuming* that this will happen and only breading *fear* for something that has yet to pass.


Certs are already in use for other things I see no reason why it can't be the same for harvester's. We need more control and we need to have a way to discourage resource hogging.



Certs is one suggest and removing admin from them is another


i feel a combo of the two might work.... either way I'm hoping the devs will come up with something.



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HalasterTheBlack
Fri Jul 16, 2004 9:33 am
#76






Korlan wrote:






HalasterTheBlack wrote:

Certs will increase cross-server trading.


Certs will make everything that everyone buys cost more and maybe even have lower quality.


Certs will make it *easier* for some people to make IRL $$ on SW:G.


In short, certs are bad for the *game*, and thus are certainly an issue that *all* players should have a voice in.


There is NO valid argument for certs that can't be solved another way - a way that does NOT increase cross-server lot trades and is *good* for the game.








no offense, but you are *assuming* that this will happen and only breading *fear* for something that has yet to pass.


Certs are already in use for other things I see no reason why it can't be the same for harvester's. We need more control and we need to have a way to discourage resource hogging.



Certs is one suggest and removing admin from them is another


i feel a combo of the two might work.... either way I'm hoping the devs will come up with something.





Hey, if the devs want to implement certs, I'm all for that too. If the *devs* do...


I'm smart and malleable. I can adapt. I'm starting up businesses on several servers (because I'm having fun with the business side of things) and certs will only help me make more money for doing the same or less work. My argument against certs is, essentially, an argument to make things more difficult for myself. I'm doing that, though, because I believe it to be in the best interest of the game.


Please don't go thinking that I'm assuming those statements are true off the top of my head with little to no thought. I have thought through the whole cert scenario very thoroughly and interviewed numerous resource miners - both those doing it forfor their main professions and those doing it to support their combat characters. I've talked with x-lot traders and those who despise x-lot trades. I know what people are going to do if certs come around and I assure you that if they do, what I said will happen, will happen.





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Iakimo
Sun Jul 18, 2004 10:59 am
#77

Cool thread, people! I really like the ideas about making vehicles more complex and making custom paint jobs permanent. My suggestion on the paint jobs is that they'd be permanent, but subject to damage in the context of the game. For example, the paint could be damaged by those sandstorms that so frequently sweep Tatooine, or perhaps the developers could add an occasional hailstorm sound effect to thunderstorms on wet planets.


My vote for Idea #5 goes to bringing back the Miner character class.


I've been playing for about a month now. I've created a character that is effectively a Miner class. He's rapidly climbing to Prospecting IV, but is having to grind up Engineering in hopes of eventually building harvesters. Interestingly, he's also nearly reached Master Marksman because of all the fighting he's had to do in the course of his prospecting! He's also a fairly accomplished Scout and Medic, for the same reasons. In fact, he's even qualified as a Novice Creature Handler. In a lot of ways, my character (Iakimo, on the Bria server -- look me up, 'cuz I have such a sweet supply of Link-Steel Aluminum for you...) strongly resembles the old itinerant Wild West prospector, crawling across the land with his trusty mule -- er, carrion spat -- and grubstake, fending off the wolves -- make that Mountain Squills, and make that running away from Mountain Squills! -- as he goes.


Currently, I am able to barter raw materials (and even in the early going, just the location of some hot mineral prospects -- that's how I got my personal harvesters; information is definitely power, y'all...)for all sorts of useful things, from decent weapons and armor tothe title to a house --the latterfrom a grateful architect in exchange for some high-conductivity copper!


This character is so much fun, I can't believe the idea that the developers would dump the Miner class because they thought it would be boring! Egad....


The one thing that would round out this character as a class would be if he had a Mining Engineering skill tree. It would seem natural for him to be able to create his own small-scale mining operation and prospecting tools. Larger equipment might require the services of an Artisan or even an Architect -- but then, perhaps he could "slice" the mines for increased output as he gained expertise....


Artisans, on the other hand, really shouldn't have to waste timeprospecting. The Surveying skill would go to the Miner, while the Artisan could gain a skill like Refining and Metallurgy, which would enable the Artisan to create unique improved construction materials, and perhaps improve key characteristics in natural materials. Perhaps the Artisan would have to be physically present to build the larger harvesters, if an excuse to push him out into the world would be desirable.




---------------------------
Things every player should read....
1. GameSpy's interview with Julio Torres on the negative fan reaction to his earlier interview about the launch of the New Game Environment: Clicky

2. ZDnet's GameSpot.com's reader reviews of the Post-NGE Star Wars: Galaxies Starter Kit: Clicky No. 2

3. MMORPG.com's editorial on the ethics of changing an active MMORPG: Clicky No. 3
scott2978
Tue Jul 20, 2004 4:42 pm
#78










I'm something of an expert on firearms having been a US Army combat vet and a company armorer in the reserves afterward. I offer my suggestions for ranged weapon powerups. First I would like to note that the use of "chemicals" in making weapon powerups seems quite un-intuitive to me. Polymer is the more intuitive choice since it is likely used to a much greater degree in the high-tech weapons of SW than random chemicals like fluoride or Windex. Polymers are used today in weapons manufacture for stocks, hand guards, grips and frames for weapons of all types.


Muzzle -
In real life the configuration of the muzzle has the most effect on recoil dampening and flash suppression. Being as this only affects projectile weapons fired with combustion propellant (some are rocket propelled and others still are magnetically propelled ie: rail guns) this doesn't seem to have much use in a blaster, but this is science fiction, right? Muzzles should affect recoil (speed) and flash suppression (mind), with possible bonus attributes affecting the range of the weapon (ie: point blank attack mod, ideal attack mod and max range attack mod)

Coupler-
This imaginary component doesn't exist in real life so it seems particularly well suited to blaster weapons, since they don't exist in the real world either. The term "coupler" means "connecter" so it just feels to me like this part of the blaster should affect power flow from the energy pack to the emitter mechanism, the way a feed chamber does for contemporary automatic firearms. So, since the power connection of the blaster is being effected, min/max damage seem appropriate attributes to be modified by the coupler, with likely bonus attributes of increased specials efficiency.

Barrel-
The barrel of contemporary weapons effects accuracy the most, hands down. Regardless of weather we're talking about a projectile weapon or an energy weapon, the length of the barrel seems to be a factor in both range and accuracy (thus the existence of blaster rifles - why make a rifle at all if a pistol shoots as far with the same accuracy?) So, the barrel powerup should modify accuracy (attack mods) and should be either min/ideal or max/ideal but NOT min/max... there’s a reason it's called "ideal range" after all! A clear choice for bonus attribute for barrels is range increments.

Stock-
The stock of a weapon affects a lot of things, but mostly stability and CQB suitability (that's Close Quarters Battle for all you civilians out there) ie: fighting in tight spaces like room-to-room inside a house, or in tunnels or thick vegetation. Those kinds of things don't really relate to what type of weapon it is. Early hand-held rocket launchers like the WW2 Panzerfaust had no stock, but things quickly changed when the Panzerschreck and M9-Bazooka were introduced, increasing the effective range for those heavy man-portable weapons as well. So, I think the stock should be the one powerup that works on both ranged weapons and heavy weapons, but ONLY on rifles or carbines, NOT pistols (I know some pistols have stocks, but those are the rare exception because they don't really work as well as you'd think). Because such a powerup is so influential, it should also require additional crafting difficulty and materials. Something like 8 wood, 6 polymer and 4 metal with a complexity of 18, requiring a specialized crafting tool. The stock powerup should mainly affect stability (speed) and accuracy (ideal/max range attack mod), with a NEGATIVE effect on CQB suitability (point blank attack mod) to make up for it. Possible bonus attributes would be ideal/max range attack mod and/or ideal/max range distance. Note that this makes stocks ineffective for weapons intended to be used at very short range, like pistols and flamethrowers, just as it would be in real life.

Grip-
Most firearms have grips, and when I say firearms I mean any type of "shooting weapon" to include flamethrowers and rocket launchers as well as rifles and pistols. But, by far the weapon with the most to gain from a good set of grips is the pistol. The Grip powerup should therefore mainly effect operations at close range, like point blank attack mod and point blank range, with possible bonus effects being both speed and min/max damage (improved ergonomic grips deliver a surprisingly effective improvement on handgun accuracy, which in turn effects lethality).

Scope-
Is there any doubt as to what attribute the Scope effects? Well surprisingly yes, there is! There is more than one type of scope! Some are telescopic, some are thermal, some are infrared (and I must note here, INFRARED is NOT the kind of scope that lets you see through walls. Infrared is just another part of the spectrum of light that's not visible to the naked eye. Infrared scopes allow you to see this light spectrum. So if something is blocking you from seeing the target in broad daylight, it will block your infrared scope too! It's the Thermal scope that lets you see the heat radiating from the target, and then only if they are leaning against the wall will you see anything.) Some scopes are mere lenses with red dots in the center to help you know where the point of impact will be, and have no telescopic features at all. Some "scopes" are really laser pointers that project a red dot onto the target. And in the SW universe there are undoubtedly even more types of scopes (X-ray, pheromone, ect). The one thing they all have in common is that they are intended to make you more effective at using your weapon. So, while the obvious choice for Scopes is range, in reality the scope should primarily reduce a weapons specials cost instead, with range and attack mods as secondary bonus attributes.


I think I covered all the basic ranged weapon powerups here. These are just my own opinions, and may have some flaws, but hopefully someone will find them useful.







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