Artisan Archive

Thread: Artisan Issues Designer Responses

JawaJames
Tue Aug 19, 2003 9:20 pm
#79







Speardancer wrote:


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...







The way I imagine it, the simplest droid would carry power and money, it would measure how far you are from one of your harvesters on the same planet, it would blink out of existence, an after an appropriate amount of time, it would reach your harvester, empty the hopper, deposit your power and money as long as it was still running, pick up the hopper contents, recalculate your position, blink out again, and after some time, appear next to you.


The most complex droids could be programmed to make this run, say, three times a day, hit up all your harvestors and energy collectors on the planet, would do this even when you weren't online and would have a queue of what resource to start harvesting when the resource runs out, or to pack it all up.


Or, if they aren't going to make any of this possible on droids, at least make it within the reach of a mining class. The percentage of time running around doing menial tasks is way too high, and there's no good reason for it.

JawaJames
Tue Aug 19, 2003 9:32 pm
#80






LevaOripa wrote:


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.






Yeah, this occured to me a little while ago, when they fixed the powerups in factories. It seemd to me that the point of powerups was that you didn't have to be particularly skilled in order to make very good powerups. A newbie who's finished up domestic arts and engineering could make just as useful a powerup as a master crafter. But unless the master Weapon and Armor smiths are exclusively selling the higher tier stuff, there's no room for novices to be competative, unless they sell at drastically reduced prices, which makes it that much harder for them to advance.

VizSunrunner
Tue Aug 19, 2003 10:58 pm
#81

I havn't read all these posts, too busy, sorry if repeat.

One thing that could reduce alot of clicks and help with the resource managment is to allow crafting from a schematic.

Double click on schematic or select it once crafting too is opened. It would use the resources that where used to make the schematic and immeadiatly

The should have limited number of uses just like when used in factory.

Has small cost (1 set ofresources)

One problem is that it takes alot away from why to have a factory and also variations in experimentation.

Personally, I don't grind often and don't think there are so many clicks that I hate crafting. By far the biggest anoyance now is not being able to easily access resources in my pack. And in general not having enough inventory space.
Dex1138
Wed Aug 20, 2003 12:15 am
#82

Speardancer has the right idea: give us a choice of data terminal or droid. I'm assuming everyone screaming data terminal is either a homeowner already and/or an architect. It's not everyone's dream to own a home.
What we really need is a combat droid to clear out the areas around the harvesters before we get there! LOL



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Uklei-Yuma
Wed Aug 20, 2003 8:06 pm
#83

( 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



Yeah, Devs, respond to this post!
ummm....
....
...in the meantime, I will.
Yeah, the factories really f up the marketability (if there is any of handcrafted items). Since the only customization can be duplicated by anyone else (relatively), handcrafted don't mean squat.
Unless a more varied supply of items/customization is introduced, the only short-term solution I could see to that is make factories HORRIBLY expensive, and add a credit cost to every experiment point on every unit produced out of those factories. Correct me if I'm wrong, but that's how it works in RL, factories are enormous places (ussually), expensive to maintain, and every improvement process requires more equipment (more money).

--------------------------------
No more grinding! rrrrrrr....Serious!
Give us more options,failures,effects,breakthroughs,customizations, colors,accidents,(trails off into distance)

Uklei-Yuma
Wed Aug 20, 2003 8:08 pm
#84

ooops...the qoute from above I quoted was from LevaOripa!

------------------------------
bad, Grinding, NO! NO!
assassinsguild
Fri Aug 22, 2003 10:29 pm
#85

Leva Oripa 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.



Dude, it says in more than one place where the game is described that people have to get along to make this game work, that is a way of making it work.




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AnotherArie
Sat Aug 23, 2003 12:25 am
#86

I'd like to call attention to the thread - 'a call to repair repair tools'... sorry haven't read this entire post so not positive that the issue hasn't come up here. Issue in referenced thread is that ofoptional components not affecting quality of repair tools. Thanks!



Arie, Master Artisan / Novice Weaponsmith / Female
Tarquinas, Coronet
(email me in game for 30% + powerups and weapon repair)
Kristania
Sat Aug 23, 2003 4:55 am
#87

As a noobie artisian I have a question. When I make food would like to bundle , say 5 pieces of blob candy on the bazaar. Is there a way to bundle? plus would be nice if could stack same item in inventory. Thanks!



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jd2134
Sun Aug 24, 2003 6:39 am
#88

well first off i still cant sample after a shift even after the patch if that been fixed already and my waypoint still get stuck just not as often. dont know what going on but it really sucks risking placing a miner on something to find out what the stats are before everyone else goes and places there ten medium or heavy harvester on the spots with the greatest density.


sotram


ahazi

Jascentia
Sun Aug 24, 2003 9:28 pm
#89





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.



Resources don't deplete. They remain in a particular spot at a particular density for a somewhat random interval (6 to 12 days on Kettemoor-Tattooine, though Starsider's resources have never shifted properly and are force shifted by the devs about once a month. Then it disappears, hopefully, to replaced by something similar before everyone runs out of the last stuff.






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.



There is a built in rock bottom pricing market for resources. Or at least there would be if they'd finally bring macro sampling to an end. It's called harvester maintanance fee. Not to mention power consumption costs. It doesn't matter how many slots you have to use. If you pump 50k credits into your harvesters and get back 100k units of resource, then selling it for anything less than .5cpu is a loss to the seller. Are PAs better equiped to sell their resources for smaller profit margins? Probably. Can PAs find densities faster and use more lots? With more boots on the ground, they certainly could if they wanted to. I see your point about master crafters combined with PAs and factorys making for a virtual monopoly, but as far as resources go, the only real benefit of a PA that I can see is the power of numbers. And if that's your beef, then I'd say... JOIN A PA! Duh...






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.................



You could buy another house. Hmm... correct me if I'm wrong, but that would HELP the economy, wouldn't it?


~ Vaid (not Jascentia)






Jascentia
| Retired

Jascentia
Tue Aug 26, 2003 1:34 am
#90

Harvester maintanence droids are a bad idea. Convenient, yes. But so would be a droid that runs missions for me while I survey, or a droid that retrieves items purchased on bazzars in other cities, or heck, why not a droid that just plays the whole darn game for me. Every day I can sit down, log on, and see what my Tomagoochi has developed into next.


A poet once wrote, "My possesions make me feel heavy." The devs make you run to the harvester to pay maint and deposit power for a reason! I mean heck, with the sort of droid people are suggesting, we might as well do away with gathering resources at all. Might as well have an NPC vender that sells unlimited supplies of everything. What's the point?


I loved the idea someone had that resource stacks carried on your person should be limited to a few hundred in a stack and that for larger stacks of like 100k, you need a lifter droid to carry it for you. This stikes me as wonderful idea. It creates a dependancy on droid engineers without relegating a key part of the game play to automation. It also makes a player improvised miner profession more tenable as it helps create a futher seperation in player activity specilization because not everyone will want to have to bother with havinga lifter droid, or two, or three.


=============================


Terracing/Landscaping:


On another note, as far the player improvised miner profession goes, I think there needs to be a 'Terracing' skill maybe at the top of the survey tree. Camp sites can level the ground when placed on a steep incline. What if a skilled surveyor could use some sort of bulldozer droid to temporarily terrace a hillside for a deed they are trying to place? Again, this would benefit both miners and droid engineers.


~ Vaid (not Jascentia)






Jascentia
| Retired

SatchChackr
Thu Aug 28, 2003 10:18 am
#91

I'm very interested in this topic. I've got 2 Artisan avatars and I find 'em a little bit anoying at low levels. These are my points:


1) Experimentation:


It's true that there are items that don't allow more than 1 experiment despite artisan's experiment points. Besides, most experiments seems not to be effect at all or its effects are irrelevant makingexperimentation totally useless.


Another point that I find quite anoying is that experimentation doesn't give extra crafting experience or gives to low. I think that an easy way to implement this issue is correlate item's complexities with crafting experience, so more complex items gives more experience than less complex ones. In return I suggest to increase the experience points toachieve each new level. This will make harder get Artisan Mastership making only fishing poles in practice mode.


Experimentation UI should be more informative. I miss an item changes projection of a successful experiment before run it despite its final result.


I miss item's complexity information in statistics sheets. Item's complexityincreases insurance costs and experimentation increase complexity so this information should be shown, or betterthan complexity the insurance cost itself.


Used materials Overal Quality should affect experimentation risks also: higher Overal Quality means lower experimentation risks and viceversa.


Crafting Tool efficiency should affect experimentation increasing/decreasing successful experiment rates


2) Unpredictable craftings (power ups):


I find impossible to determine which power up I'm going to craft in second crafting step.It seems to be quite randomly, and default names doesn't give a clue because of the same name is applied to power ups with different final properties. Of course, experimentation is as random as the create item phase and you hardly get the same power up of the same type (scope, barrel, coupler,etc)using exactly the same materiales and getting the same experimentation results. This is a nonsense.


3) Tracking harvesters


I think the datapad is the appropriate place to set up a harvester status tracking system. This is a very good idea, specially usefull when you've got harvesters quite far one from another.


4) Too many clicks:


Its true, there are too many clicks. Ways to reduce clicks:


1) Automatic resources selection. The tool should be able to select the bestresource available in artisan's inventory for the crafted item. This feature should be optional and enabled / disabled with a check box in the crafting tool (I suggest in the select item step)


2) All confirmation messages should be optional and they should be anabled/ disabled with a check box in the craftig tools.


3) A "craftitem" command that can be put in the toolbar. This command should trigger a selecting tool dialog that shows available crafting tools in inventory.


5) Bazaar:


My suggestions are:


Basket for instant price items.


Give the option to sell whole outfits of clothes and armours binding individual items (each item with its own price, of course).


Add a cut and paste for editable description: It's quite anoying type once and again the same text for each item that is put in the bazaar.


6) Usefull items:


Low level artisans have a limited market, too limited market (low level weaponry, power ups, tools, and stop counting).Most of their craftings seems to have no interest for peaple, e.g., food, droid batteries, fireworks, FISHING POLES!!!, misc items like dices, most clothes (specially domestic arts I ones). I think this is due a lack of necessityof them. If people don't need 'em they won't demand 'em and is useless craft 'em because they won't be sold. This is particularly sad for a novice artisan because most of its schematics are those useless items that people doesn't need.


Create the necessity of such items is quite easy in some cases (I think), eg., people will ask artisans for droid batteries if a powerless droids begin to lose action points that only batteries can restore; food will be demand if its effects are longer than a few seconds (I suggest 10 min. more or less);it will be demand also if hungry pets refuses obey it's masters. But for items like fireworks create the necessity is far more difficult (I can't imagine why peaple shall ask for fireworks except for fun).


Craftableitems range is quite wide, even for a lowest levelnovice artisan, but there's no market for those items so they're totally useless. The only thing I'll add issome other weapons(now restricted to weaponsmith) and a little more ability to customize clothes atDomestic Arts II & III.


7) More useful datapad:


The harvester's status tracking system is not the only useful feature that can be added to artisan's datapad.


I found myself surveying once and again the same useless resource only to check if it's usefull because I forgot its stats. Ifresources stats are added to datapad the first time they are sampled those silly surveys won't take place anymore. This feature shoud be added to Scouts datapad also. I think that this infomust be under a third tab named Resources.



Well, that's all Ive got to say about artisans.


I hope you can forget my bad english butis not my birth language.


Greetings from Spain and keep up the good work 8D

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