Artisan Archive

Thread: Artisan Issues Designer Responses

Maarek_Steele
Sun Aug 17, 2003 11:16 pm
#66

Too many clicks:

Filling resource boxes are worst. Two modes: quality and practice. This will auto-fill the boxes, but uses quality only for deciding what material. Not only does it streamline the programming, but it will also make it so those who take the time to fill in the boxes themselves will get better products.

Otherwise, keep the clicks. Just like playing Star Wars 3 for 50 hours to get to Novice Musician and Music Knowledge I is tedious, there should be some tedium in crafting.

Also, instead of "placing item in output hopper," how about actually turning the time into the artisan actually crafting the item while not at a crafting station. It seems a bit odd to me that I'd be able to run a surveying device and a crafting station at the same time. To me, I'd think of the artisan as someone who actually handbuilds objects, and the crafting tools are more handtools than ultra-low production combo design studios and factories. In a sentance, if it's just the crafting tools, the object has to be hand-made, and nothing else can be done in that time; only with crafting stations and factories can the objects be made while doing something else (incuding starting another crafting session.)

Overall, make things more useful. Bone armor is useless. Crafting tools are one-offs; every artisan makes their own, and only one of each. Dice are useless. Fireworks are frivolous. The only firearms that non-weaponsmiths can make are CDEFs, which leaves both artisans and low-level marksmen in a bit of a tough spot for weapons.

I think maintenance should be able to be paid remotely (what, you can leave money for the maintenance guy/droid/whatever in the harvester, but not transfer it to his bank account?,) but at the very least make it so a droid that is sent could fail (might be taken by pirates, rust during a river crossing, etc.)




Saliim Dignoblus: Starsider's resident pole-swinging, droid making, PhD fish

Sto-pri "Sto" O'fafo: Someday, Tarquinas will get another master musician. Some day.

Trystan1969
Mon Aug 18, 2003 2:59 am
#67

I have a problem with you changing harvesters back to generic. By doing thing. HOW IS ANYONE SUPPOSE TO REACH NOVICE ARCHITECT?



They also changed the XP requirement for Novice to General XP, just like the rest of the crafting profesions. It is now inline with everything else.


As to the remote monitoring of harvestors, please do not make it house related. I have yet to buy a house and really don't want one. I move around a bit, having to travel to a specific place to check on my harvestors is just as bad as going to the harvestors (if I toss all of them up in 1 spot). Plus, that's more lots than I would have to waste rather than tossing up more harvestors.


Not everyone who uses harvestors is a crafter and needs a house. I have no use for a house and don't plan on having one for awhile.

falacy
Mon Aug 18, 2003 4:02 am
#68

"Players would like to see a way of tracking harvester and structure maintenance rather than having to go to the particular structure all the time."



How about making this functionality into a droid module!


There are a lot of math and utility things that could be built into droid that would REALLY help Artisans. For more thoughts on this, go to


http://members.shaw.ca/rallybc/misc/swg/droid.html






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Cranerat
Mon Aug 18, 2003 6:30 am
#69

We still cannot sample for a newly spawned resourse after it appears. The message "Too low of a concentration to sample" or some such still appears. The bug isn't fixed yet.


Vendors are still failing to initialize for customers and owners alike. Materials when bought are still getting stuck and not able to be redeemed.


Your little trick of the Pop-Up window stating "we detect a higher concentration of a substance would we like our survey tools to point to it", or "would we like to attempt a sample of it for 300 action" needs to be selective. I personally want these turned off when I am sampling by hand and I know many people I associate with find this extremely annoying in the game. If I am looking for a substance that is fine, but to have this come up all the time while extracting resources is a total pain.


I have been getting a message telling me I don't have access to an openend container in my inventory after I had it opened and had items stored in it for weeks. I fiannly removed the items and now it's an empty container in my inventory untill it works again.


What good does experimentation do on survey tools? A better made survey tool should do something for the owner. Longer range, added bonus to hand sampling. Something for the time or trouble to make a good survey tool.


KzinKiller
Mon Aug 18, 2003 10:00 am
#70

On the ability to check harvester status/function without actually visiting the harvester:


Give the DE's a break here and make this a Droid function! God, give droids something to do that players actually want. What is more of an R2 function than saying "R2, go out to the moisture vaporator at -1142 -6620 and report your findings to me when you arrive."





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Zarghanon
Mon Aug 18, 2003 4:15 pm
#71

Regarding this issue :


3) Too Many Clicks – Crafters feel that there are too many clicks associated with making items and would like to see more keyboard shortcuts


I would like to have a "Save last configuration" option on a crafting tool. This option would allow crafting tool functionality similar to afactory schematic in the tool's memory.


When Right-clicking the tool it should haveoptions to "Activate/Deactivate last configuration" and "Activate/Deactivate experimentation".


Here's how it would work :


1. You go through the whole crafting UI as normal and at the end you would have the option to "Save last configuration".


2. Before using the tool again you can hit the "Activate last configuration" option. (Right-click on the tool , this item will be on the radial menu.)


3. You can also "Activate Experimentation" from the radial menu.


4. Now when you double-click the tool it will skip the schematic screen and the resource screen. If you have the proper resources in your inventory it will fill the boxes and end up at the experimentation screen.


5. All susbsequent uses of the tool will add resources and stop at the experimentation screen. To reset the tool you would right-click again and select "Deactivate last configuration". The next time you use the tool it will pop with the default schematic selection screen.


Make it so!





Regards

Jukskei Boomkweker(CTO)
Bombardier Industries - "We kill it, You clean it"
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116, -4076 Apotheon, Naboo
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speardancer
Mon Aug 18, 2003 4:38 pm
#72



Anteraan wrote:

"The idea of being able to make the data terminals something that can track your harvester/building info is great. IYou should be able to go to your home and look up all your current strutures status, and also use this terminal to pay maintanance fees for each of them as well. As for the process of collecting these resources from harvesters, that should remain a manual operation. It makes sense that a person would want t o make visual checks of his physical structures on a regular basis, and this should be the main reason for making personal trips to the harvester sites."

I agree with this, but I'd also be amenable to a droid function for maintenance. Perhaps power should include a physical visit as well, but I haven't thought that through completely yet. DE's could use a break, and this fits in well.

Also, a reclaim maintenance/power option would be outstanding, and shouldn't be all that tough to code. I understand that your time is limited, and this would be great from a cost-benefit standpoint.






How about offering both a droid, and a terminal for houses? A droid for those who don't want to maintain a house, and the terminal for those who do?

Basic function should be the same.. change anything that's purely data. This means paying maintenance, and the ability to change what resource is being harvested. But until they come up with a way to hook the power directly to the harvesters, depositing power and clearing hoppers should still require a visit to the harvesters.

[caution, rambleing thoughts follow, proceed at your own risk]

Although long term, I'd love to see a droid who does these functions for you.. and since you need a physical place to bring the items to, combine it with a terminal. Start the droid out, tell it which harvesters to check, and in which order, how much power to deposit... it takes a certain amount of time, and then the droid returns, and you recover the resouces out of the terminal...



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
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Betatoxin
Mon Aug 18, 2003 5:02 pm
#73

Of course if it is off planet you should have to pay passage for the droid. Perhaps 75% of a person since a droid does not necessarily need to be in a pressurized cabin.
Fonduro
Mon Aug 18, 2003 6:20 pm
#74

My harvester won't redeed, it seems that the program doesn't register that I've emptied the hopper.

As for the harvester manaagement, I've heard calls for a droid that can be sent out to manage harvesters automatically. I know that I would at least be able to check a harvester w/o having to run to it.

I'd like it if, in the crafting system, there were a way for the resources to automatically go into the right slot (provided you have only one container of that rescource type).



Ollock Ackeop
Artisan
Sacred Silver Blades
Bria Server

I just like to know certain things.
kittle31
Tue Aug 19, 2003 12:24 am
#75

Regarding "too many clicks"


Things that are a pain


- finding the proper schematic. I run multiple crafting tools, and when im making 3-4 of the same thing (Armor segment for instance), remembering the last schematic crafted works great. but if I need to switch schematics then its annoying. Suggestion: EACH crafting tool remembers its last schematic. so I have 1 tool for armor segments, one tool for fiberplast panels, and so on...


- im done crafting --Make the item already!!! The last series of screens after you press "assemble" should be merged into one screen. Have buttons for experiment, create prototype, create schematic, a checkbox for practice mode, and a textbox where we can customize the items name. Fill in the name, or just press 'create prototype' and your DONE. No more click.. wait.. enter.. click.. wait... enter



Things that work


- Contrary to what other posters say I think the resource selection window works well. Part of the Art in Artisian is choosing what materials go into what slot (I got a 6x improvement in one of my items simply by swaping locations of 2 materials). If the game does all the work for you -- what is the point of havng all the different resources?


Any form of hotkeys, or automated resource loading is just 1 more step towards unattended craft macroing.



Factories are still broken


Waypoints getting stuck are still broken.




Voxor
Master Armorsmith
Bloodfin, Naboo
Malgg
Tue Aug 19, 2003 7:27 am
#76

Q wrote:


This is something we’d like to do more with. Overall we’d like to add additional experimental value
to the crafting system and relevant items down the road. Unfortunately no ETA on when we can get to
it.


OK, I've finally found the time to read through the entire thread, and I noticed that Q responded to 1b...but not 1a. What about the bug with the experimentation points?


Thanks!




Orion Randrick - Master Smuggler/Teras Kasi Novice/Rifleman
Wandering the galaxy homeless since 6/27/03
LevaOripa
Tue Aug 19, 2003 9:16 am
#77

Q3po Please Pretty please respond to this issue


Coments from others are most welcome too


(Item 1)


Total Master Domination of the global and even Galaxy market


Let me explain what i mean in detail using weaponsmithing as a example but5 all crafts are the same


A player achieves master weapnsmith sometimes very very fast using exploits from factorys/Group supplied resources then totally domminate the market with factory made goods destroying a player based economy .....This weaponsmith becomes the economy.


It all boils down to using experimente made componants in factorys then mass prodicing a product nobody other than a similier character can compete with.


No novice weaponsmith can sell a weapon because mass produced factory made weapons are superior from a master so 1 master can put a entire servers weaponsmiths out of work.


A HANDMADE weapon experimented on should be superior to a factory made weapon or any product for that matter.


True a master weaponsmith have more experimentation points than a novice and can hand build a better weapon.....It should be that way...However a master weaponsmith should not be able to reproduce this weapon in a factory........ its a work of art.


Or any componant that he used experimentation points on.


If experimentation points were not allowed in schmatics novices could actually build products and sell them instead of just GRINDING there way to master level.


Its very satisfying to hand build and sell a product and those using factorys to mass produce products using experimentation points in the componants are destroying a very fun part of the game for the majority of the crafting players . And totally domminating the global and even galaxy economys.


Hand built should always be better than mass produced


With just assembly bonuses a master weaponsmith can build and mass produce a fine high class weapon and sell it . He doesnt need the extra advantage of using the experimentation in mass production.


Factory made should be plain jane wallmart specials


Hand built should be works of art I think it should be this way in all artisan crafting


Isnt the whole idea for someone Novice and master to make items for the player based economy ? Well it isnt working.


you have a few selling to the whole economy and the rest grinding


( Item 2 )


Adminstrator sharing


Many guild groups use members who are only in the game for pvp or pve to get there slots for structers/mines so the artisans of that guild can have basically unlimited slots for placing extra mines andstorage so they can deplete rare or good resources in very short periods of time.bacically this is also destroying the game for the other artisans.


A solution to this is allow all players to havea house slot for free with no other slots except for factional slotsartisans having 10 slots at least it will cost these people some skill point to do this exploit a better solution might be thought of by someone else.


( Item 3 )


Resource trading should be stoped cold.......resources should only be able to be bought and sold on the public bazaar because so much exploiting and resource hording is going on when 50 guild members all give there hides bones raw materials to their master armorer or weaponsmith to get free armor and weapons and then this same armorer and weaponsmith then begins to sell his product in the open economy how do those other artisans compete with them .....They cant its total dommination.


I see these items as major problems that need addressing ASAP


Edit this post if you think these exploits should not be common knowledge but IMO it already is and is flagrently abused on the 4 servers i play on 3 of which i have quit but i havent deleted the characters yet.......lol


( item 4 )


Item limits in houses hurts the economy......I like to have many differnt outfits to wear I also hunt and sell hides and meats /bone I dont like wearing a back pak when dancinbg so how can i buy lots of nice clothes buy medicines and food and store all that with only 75 slots available in my house for petes sake how can i furnish my house.................This is totally absured it hurts furniture makers ,taylors Chefs I cant save up 500 worth of hides because there are 50 differnt types on just the planet i live on and artisans like to buy in big lots so what am i to do flood the bazaar with hide and meat lots of 27 of this and 63 of that ......... I am a doctor i have to carry many different medicines to treat wounds


There should be a much higher limit on stored items in a house or frankly a house isnt worth having for just 75 item slots........this has put a terrible strain on the economy its being felt now and will get much worse...The house limit should be 500 for a small 1000 for a medium and 5000 for a large. with artisan item slots being unlimited.


If stored items in houses does notcause lag in the game there is no good reason to have a limit period.........


If it does and the bank safetydeposite boxdoes not cause lag then home owners should have more bank safety deposit box space over non home owners.


If large numbers of items generally cause lag then find a storage way it doesnt because storage if items benifits the econmy countless ways.



Leva Oripa




1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
Mystyrys
Tue Aug 19, 2003 5:36 pm
#78

New Bazaar category - Advertising or Classifieds.
Name of shop, Waypoint, Sales Type(s) (Customizable - like Seller's description text box), name of Merchant/Crafter, City, Planet.



AFK is not OK
Clicky - AFKers are disruptive to my Gameplay - Clicky
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