Artisan Archive
Thread: Artisan Top 5 Issues: New as of 6-10-04
TFU
Wed Jul 21, 2004 4:41 am
#79
Well I have read a few of these comments .. and some are acctually very interesting ...
weapon power up modifications might be a good thing esp that suggestion that the first stat should be a choice and not a random .. the rest I think is good to keep random to keep the pup alive as a multi maker item
veichles are always a debate .. but instead of making them multi sub component items .. could one perhaps make a boost item slot .. where one could put an enhanced motor (for speed) or an enhanced fuel tank(extended ham since that is what it uses for fuel ....another thing one could discuss ..) and maybe an armour plating to make it more protective .. I also have wished from the veichle introduction that the landspeeder should have a trunk (i.e. an storage compartement maybee of 5 items or something .. )
a fuel tank for veichles could work like an extractor where u fill it up with energy ...
and to make server croosover slot trades less lucrative and the crafter proffesions more good at what they do .. the bonust to harvester efficency due to skill might be a good way...
well that is it for now ... will post more if i can think of something else 
Nagabow
master artisan, master weaponsmith
Wanderhome
thydbault
Mon Jul 26, 2004 5:26 am
#80
Vehicles have become a very important part of the economy and the game play. i was on before the vehicles were. Running for thousands of meters to complete a mission was very irritating. if the vehicle production process becomes to difficult or time consuming. There will be a vehicle shortage or the price will skyrocket, or both. The vehicle crafting processis just fine.
We deffinatly need to fix the harvester bugs. I check my harvester twice a day on most days. There have been quite a few times that i found them off all the resources are gone and the maintanance is zeroed out. This is not only irritating it is down right wrong. it would be the same as if a master brawler stored his armor in his data pad and when he reequipped it later on the stats had dropped to zero. Or the mayer of a town paying maintanance on a city hall and later finding it it flames. It's just not right.
Here is possably a new ideal on the cross server trade of lots, Add "Lots for Rent" to the bizzar terminal. any player wanting to rent out those lots must list them. Players who want to rent can bid. The winning bidder gets a proxy deed. The number of lots on a server is a finite number each player on a server has a name each lot should have a name associated with it. If a lot exists without a valid name it is a bogus lot. it dissapears along with anything on it.
I believe this would help the economy in several ways. New players could get a reasonable amount of income for the lots they arent useing. It would make availabe a large number of legit lots for legit players to rent legitamatly. This would in turn bring the price to rent a lot to a more reasonable rate. 50k per day is not reasonable. What people do with the lots they rent is of no concern. The harvesters are not the problem the ability to get extra lots is.
-Gman-
Mon Jul 26, 2004 10:13 am
#81
All this talk and no action. Just tell us how and when they plan on "fixing" the cross-server lot trade issue. We/they have been talking about this since before Fan Fest. The longer they wait, the bigger the problem gets. Whatever they do decide on, it is not gonna be pretty. But at least if they tell us the plan, we can prepare and plan ahead.
Hello?
Hello?
Message Edited by -Gman- on 07-26-2004 10:18 AM
thydbault
Tue Jul 27, 2004 4:27 am
#82
I have often wandered why a character who makes a multitude of complexobjects can't even smelt metal and make alloys. This seems like it would bean awesome addition to the MA skills.
Guruweaver
Tue Jul 27, 2004 5:32 am
#83
thydbault wrote:
I have often wandered why a character who makes a multitude of complexobjects can't even smelt metal and make alloys. This seems like it would bean awesome addition to the MA skills.
I've brought up the smelting thing to them before. It isn't going to happen without a complete overhaul of the resource system. The current system does not allow one to 'fabricate' resources of arbitrary stats. The only resources that can exist is the resources that have already spawned since the game went live.
So, were you to smelt or refine resources, you could only convert them into a resource from the past. I've lobbied for doing that rebuild, but there isn't time for it right now, what with the Jedi changes, Combat Rebalance/Revamp, Jump to Light speed, etc.
I love the idea, but it isn't technically possible at this time, according to what I've been told.
Take care for I remain Guru and you are my people
Crimsonsplat
Wed Jul 28, 2004 11:38 am
#84
Since the certification issue has come up in this thread, I'll preface my question with a post that I made in the Architect forum, where the subject came up.
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Well, the solution that keeps getting tossed out (edit: I mean at us) is that we evil cross-server lot traders don't need those lots at all. We should reform ourselves and buy in bulk from vendors. We just play the game "wrong."
The only problem is, where do you think the mass-quantity vendors are getting their products?
Mines set on cross-servertraded lots, of course.
To further amplify this point,on 4/30/04, the economic logs for one server were published as a Friday Feature. What caught my eye was this remark, which I went back and looked up:
When money comes in from the faucet, it's actually being "minted"- it's being created by the game system. The sink is basically the whole game. It's the bank accounts, the player inventories, all the money that is used for trades and transactions among players, etc. When money goes out the bottom, it's deleted from the system, rather than circulating back to a central bank.
(Credits aren't the only thing that is generated, of course - a significant faucet into the game economy actually comes in the form of resource mining. Since the amount of money and the amount of resources coming into the game at a time both vary, you get small fluctuations in the price of resources as the value of both the resources and the currency changes.
In short, a draconian end to cross-server lot trading would wreak havoc with the economy, and they know it. Any solution they factor in must maintain approximatly the same number of harvesters as exist now, and further, must not alienate vast quantities of crafters, who then leave the game--making the situation far worse. Crafters are a vital link in the game--in a worst case scenario, a mass crafter exodus takes place (and those that replace them can't get to master for weeks, due to lack of resources), thenother players get frustrated with inability to buy housing, furniture, or armor, (or paying outrageous prices) and decide the game isn't worth playing, and it snowballs from there. Total collapse of SWG.
I"m not saying that's going to happen, or that it's likely to happen. But it's a possibility they can't ignore.
So what I'm saying is, if you're going to kill cross server lot trades, just do it, but give Arts and Archs bonus lots. A master of both should have +40 lots, minimum. Then if they triple master Merchant, or another crafting profession, add a few more in.
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And my question is one I'm sure we'd all like to get an answer to:
When the hell are we going to get to submit the next round of questions? It's been weeks!
OK, so TH got promoted, whoopee. PUT SOMEONE ELSE IN THE JOB. Sony, the fact that you bumped a critical customer contact person up without having a replacement immediately lined up speaks volumes about how important customer contact, and our feedback, is to you. You think we don't notice?
HalasterTheBlack
Thu Jul 29, 2004 9:32 am
#85
"In short, a draconian end to cross-server lot trading would wreak havoc with the economy..."
I think that's a bit of a leap. Cross-server lot trading is about to go dowhill anyway, as the vast majority of the resources that came from those lots were going to support the holo-grind (either directly or by making harvesters to mine resources that went to it directly). The holo-grind is over, thus there is no longer a need for these resources.
You'll still have the mobile lot owners providing the high-quality resources, in the same quantities they are today. In the absence of a holo-grind, *these* are the resources that matter. Because they're going into our guns and swords (in SW, huh?) and armor. But again, the number of miners for these wouldn't change with eliminating x-server trades, so I don't see how the economy will have been wreaked with havoc.
When the hell are we going to get to submit the next round of questions?
Amen, brutha. And this time around, can we please choose a question that we don't already know the answer to, and don't expect that the answer will be, "we'll consider it" or "we'll get back to you after the XX revamp"? PLEASE?!?!?!
Guruweaver
Fri Jul 30, 2004 12:19 am
#86
The whole '19 questions' thing is on hold right now.
Very sad.
I"ll let y'all know when/if it is coming back.
I remain Guru and I hate coming to y'all with empty hands...
Very sad.
I"ll let y'all know when/if it is coming back.
I remain Guru and I hate coming to y'all with empty hands...
Deornwulf
Thu Aug 05, 2004 9:04 pm
#87
Issues with surveying
The current interface used for placing harvesters is cumbersome and needs to be revamped. It is beyond irritating to spend a good 20 minutes trying to find the "magic" spot where the harvester will fit by trying to place it, getting all red, moving 20 meters or so, clicking it from the inventory again, etc.
My suggestion would be to instead have the surveying tool include a window that shows viable placement spots. The tool could be set by the user to the size of the harvesters one wants to place and show those spots in green on a display, possibly even including the number of the given size harvester that will fit within the green spaces. This window should also show those nasty "building is not permited" zones.
This suggestion is made out of logic, not whining. It seems counter-intuitive for an advanced society to have a tool that can determine the density of a particular element in the ground but require someone to try to build the harvester to determine if the terrain will allow for building.
A creative idea that I will probably never see but would find really cool is for there to be added into the game a survey vehicle. (I don't really understand why we can't survey while mounted?) The vehicle could enhance surveying range, improve sampling, and allow for surveying on the fly. To compensate for the "huge advantage" this would give us crafters in finding good harvesting spots, the vehicle could be fragile, require survey devices each time, or have some other penalty to keep it from being too convenient.
-Gman-
Fri Aug 06, 2004 11:42 pm
#88
I guess we got a few answers this week. Is this what we want? Time will tell.
Chaosium_451
Thu Aug 19, 2004 2:12 pm
#89
MarcoRenaldi wrote:
3. some type of harvester bonus of survey tree. THis could be improved extraction rate, decreased main/power consumption, or reduced pull up fees
Refining is a great idea!
DMSL
Wed Sep 08, 2004 2:24 pm
#90
Fix general crafting experience. I have some medic skills and i've crafted a bunch of stimpacks, but i don't get general crafting xp for this, when i really should. Name says it all basically. The word "general" isn't there for show.
Vrok51
Sat Jan 01, 2005 3:51 pm
#91
Why do you guys want to make vehicles more complex? Answer; to stop competition and drive up prices.
Are you nuts? It wont stop competition and will not effect prices! It will just make the task more tedious.
A good example of how this has not worked is the case you are currently making to make Pups less complex.
I am a Master Artisan. I just dont come on the boards very often, so I am sorry I am posting so late on this issue.