Artisan Archive

Thread: Artisan Issues Designer Responses

Poldano
Tue Sep 02, 2003 1:22 am
#92

Jascentia, you should study some economics. One of the first principles driven into students headsis that price is determined by demand, not cost of production. What you said in your "DUH" response was that price *should* be greater than the cost of production.That will eventually happen in a rational free market, sometimes by driving producers out of business. That notion should strike a chord with some of the other threads in this forum.


The demand in this game comes only from players. In some places there are not enough of them to produce any kind of demand sufficient to support advanced artisans or elite artisan-derived professions, in a rational free market sense.One result of this situation is grinding, either of practice items, or of missions. Another is hoarding.


I disagree with you on the containment limit for houses. Maybe as a basic limit, 75 is OK, but there should definitely be ways to increase it without buying another house. There are some ideas about this on the Architect thread. The best I've seen is toallow storage-type furniture such as chests, armoires, and bookshelves to actually store things. Then, limit the amount of furniture in a house, which may already be done (I've never been in a house, and have seen maybe three or four). This would probably give a limit of around 500 to 1000, which would be about the right number considering what a person can "carry". It would also improve the market for simple furniture that is easy and relatively cheap to make, and enable a market for clothing and possibly foodstuffs, contributing to the economic rationale of the tailor and chef professions.


There are some additional arguments I can put forward along these lines. The first is that houses reportedly use up lot space, of which every character is limited to 10. I have not yet determined this personally, but if so, there is good reason for a character to avoid building unnecessary structures. The second is that, eventually, a nerf will happen that willresult inloss of carried resources upon death, making some kind of non-personal resource storage highly desirable. My character generally hangs around a place where there is no bank, so banks are not always a solution to this problem. I alsoanticipate the development of wilderness areas, where banks and other amenities of civilization will not be available.


Poldana, aka Saego Kennar, Wanderhome.

mallov
Tue Sep 02, 2003 4:51 am
#93

need ability to turn off mines so they do not harvest or use maintenance,




Need something like a vacation mode, or if an emergancy pops up. This would prevent mines burning.



For example, twoweeks agomy motherboard burnt up, the only thing that saved me was I had enough maintenance,




Be nice to have a feature if you could log onto to site and place everything on Vactaion mode, or if your away for few days just shut down mines.

Aeldor
Tue Sep 02, 2003 5:32 am
#94






LevaOripa wrote:

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






Item 1


I agree with this. Hand crafted items should be better then anything a factory can churn out. Remove all exp from factories and people will be less inclined to use them expect for the things they really need from factories.


Item 2 and 3


Theses are not exploits. Its called having friends There is an advantage to banding together with friends. You should try it sometime.


Item 4


I completely agree here. Houses need much higher item limits.They also need decay so that there is a reason to buy new homes from atchitects but that is another issue all together.



Elanoic
Wed Sep 03, 2003 2:20 pm
#95


Q-3PO wrote:


Whoops there's more:


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



We’d like to redo the crafting UI at some point. What types of keyboard shortcuts would you like to see? What would they be connected to?



I'd like to see an icon on the Assembly screen which can be dragged to the quickbar.


When clicked, the quickslot will bring up the Assembly screen for the same crafting tool, with materials loaded exactly as they were when you created the shortcut. If not all materials are available, the Assembly screen will open with all slots empty, and bring up a modal dialog indicating the error.


This will allow for material experimentation (drag the icon when all slots are empty), grinding (drag multiple icons up with all slots full, for multiple crafting tools), and a combination of the two (fill slots with materials you know work, and leave the rest empty).


-c.




The cold, hard truth is this : Jar-Jar Binks has a higher bodycount than Boba Fett.
-Gunman_Felix, Doctor message board
Wellia
Thu Sep 04, 2003 2:44 am
#96

Wow, where do I begin? I'll try for brevity, but don't blame me if it doesn't happen.

1: Not much to say here. Except perhaps to add that I'm completely baffled that you can have 0% risk rate on experimentation and have it fail so completely that your item goes down to 0. And being a Master Artisan doesn't seem to make a difference, to be honest. I have just as many fails with better tools and better skills as I did as a Novice Artisan.

2: I have comments for a couple of these points.
c: This is BAD. I've found myself suddenly surrounded by FOUR nests with aggressive creatures while going about my business. Sure, I know, it's a risk we take...but FOUR? And not constantly in the same place, hmm? There's nothing worse than not being able to reach your harvester for a week because a Shaupaut (Naboo) is right smack next to it.
d: Yes, please! Let's meld this into one thing to do! I think we should receive status reports and be able to pay maintenance and transfer power from the terminal in our homes. Notice I didn't say gather resources? Sorry, but I think we should still have to do /some/ of the work. Along with this, just let me say that it would be kind of nice if we could declare our residence in a place we're an admin of even if we don't technically own it. Sometimes we share lots with a friend for a reason (partnership hath its rewards) and that puts a bit of a crimp in the whole sharing plan.
g: Yes, okay, so there wasn't a G...but there SHOULD have been. Can you say massive factory problems? Getting 2000 meters away to be told that your factory stopped having made 48 out of 100 items is annoying, especially if you have far more resources than necessary. Furthermore, when it stops it burns one of the schematic copies despite not giving you the finished item. To make matters worse, it often doesn't restart for a full day. Oh, and the messages about the factory being finished are rather uninformative. I'd rather see, "Your factory has completed its task" or "Your factory has stopped because you are short of resources." As it is, you have to wonder why it stopped, at least if the numbers aren't right.

3: Yes, oh yes, oh yes... Look, I understand that it may not work, but how about this? Once you process the resources and have your "raw" item, everything else is condensed into one screen? Experimentation, coloring, naming, whether or not it's a schematic, prototype or practice run....even if you add a little button for experimentation on that screen, it STILL can't be as clicky as what we have now.

4: About this...
a: Sometimes they just don't even show up. And once, the other day, I had my entire datapad look blank. I had to log out and wait for ten before it was back. (You have no idea the panic I went through)
c: Amen! It's a bit hard to know where we can and can't build, even without zealots claiming that they staked out this land no matter how long you've had your things there. (LOL! That one still cracks me up!) Not having to run 10 meters and check again would be a great blessing.

5: A great big yes to all of this! Also, it would be nice if you could search the private vendors too so you don't have to run all over the Creator's green earth...er...Naboo...just to find the part or item you want. Additionally, it would sure help crafters find their markets without spamming everyone by yelling every time they run through a city. I find that extremely annoying and refuse to do it, no matter HOW much I want the business.

6: Along with this, please make the repair tools work better? I've made some VERY nice repair kits, complete with all the extras and a really high rating and they still ruin armor more than fix them...this just can't be right.

Hmmm....have I mentioned my problem with User XP? Well, if not, I wrote a nice, long post about my concerns with it. Thanx for listening.



Wellia (aka)
Jacinth Zedrian - Master Tailor - Theed, Naboo - Shadowfire
Visit Just by Jaci at -5315, 3323 for all your clothing needs or mail for special orders.
Elentir Corvallis - Novice Scout - Radiant
NarfleTheGarthog
Mon Sep 15, 2003 4:59 pm
#97

After reading through this post I have to put my $0.02 in.


First I agree that the crafting UI needs to be made into one tabbed window. Although I don't like the Idea of Auto resource allocation for two reasons. As I gather resources, I find that I may exchange a resource based on the ammount I have left to enable me to make more of that Item (XP). For selling Items I think Factories fufill this role (when they work). Second, experimentation. If I am trying to find a good max for an item I may try different resources in different slots on each craft till I get the experimentation level I want.


What I would like to see is, instead of showing the inventory make a small box under each resource slot that shows the items that can be used in crafting.


I like the idea of Droid automation of harvesters IF it is a higher tier crafter skill only. This would keep resource farmers (combat classes) from depleting resources we need and hoarding/flooding the market.


The main problem I see is that with a week or two you can master a profession. If you slow the XP down, it would take too long to get anywhere, so I have an Idea to adress that.Add two more tiers to the crafting classes making 24 instead of 16 skills to master. This will add two weeks to a month to master the craft by just XP. Though It still would be easy to level in a short period of time. We would also be able to spread the craftable items around a bit more to make a little more sense as well as add new items to the list. The extra skills should require questing to unlock instead of just forced XP eliminating mastering a profession by using a 3rd party macro program which is running rampant (mostly because I am seeing a lot of first time MPG gamers/old fans that are impatient.)


Tailors have extensive customization options, why not the rest of us?


It would be nice If we could adjust color/size of crafted items like furniture, houses, and vehicles/ships (when they appear.)


Another Idea is to add optional add on components to crafted items during the process that are only obtainable as Quest or other professions Items. These would be like weapon powerups but are added to an optional slot during resource allocation for permanent effect. To keep these items unique, thier effect could be controlled by the total crafting XP level. Also the items would be non-repairable (except harvs/houses etc.) A good example would be an optional slot for housing that adds a basement for extra storage..


It would also be nice to be able to control access to certian rooms and keep them as local chat only for guild privacy etc. that can't be heard outside the room.


More craftable items. Gambling terminals with configurable odds would be nice. I think it would be cool to run a casino out of my Large house


I have more Ideas but I'll have to add them later, time to go home and play since I am behind a nasty firewall at work




Why not:
Get rid of professions altogether.
Move all the items, titles, and skills from the profession window to the expertise windows for each professionn.
Add a cap on Expertise points used per tree.
Increase Expertise points gained by 50% to 75%.
Give all characters access to all expertise lines.
Then CH/BE Wont suck when they are added in.
.

Geneticus - Jedi Retard
Nibiru420
Tue Sep 16, 2003 6:16 am
#98

Would think that an item made in a factory would actually be BETTER than something someone slapped together. Look at the time it takes to make something by hand, maybe 10-15 seconds?Even less when they reduce the mouse clicks. In a factory it is a controlled enviroment, more time is taken to make it, everything is precise. Of course the quality is going to be better.


I can see someone in RL crafting ablaster by hand in a few hours, its gonna be a piece of junk. I'd much rather have a factory made pistol. Sure, if its made by hand its gonna be more elegant and artful, but that doesn't make the pistol do more dmg, craftsmanship does that.


As forviewing harvesters via datapad, put a tab in the top where draft schematics is, called "installations". Put everything you have admin rights on in there. Including houses, factories, harvesters, all that. Allow us to see current status, what its harvesting, what percent, change resource, how much maintence pool all that. And while revamping datapad should go ahead and allow us to add our own tabs to help organize the pad some. If I'm on Rori, I don't really need my corellia waypoints.


Eventually would be nice to have Droid Engineers make mainence droids, like were all over the Star Wars movies. They would have to be real expensive to make, not jsut regular mouse droids.Maybe put its control in the datapad in the installations tab. You drag the installations datapad entry on top of it, and this programs the droid with the installation's loc. You deposit power and money into the droid and select if you want him to retrieve hopper. the droid goes off on his mission. Maybe not literally have him in world, just have them ride off into the horizoin, have the time calculated by how far he has to go, so in case you log off he can still complete and we won't have droids running everywhere. Personally I'd LOVE to see maintence droids running around by themselves, but thats jsut me. He can only do one installation at a time, but we could have multiple ones out at once.






----
Pogo,
Master Doctor, Master Combat Medic, Crappy PvP
Kauri Server

"Her bouquet cleaved his hardened shell, and fondled his muscled heart ...
He imbibed her glistening spell, just before the other shoe... fell"
-An Unknown 20th Century Poet
drksky
Thu Sep 18, 2003 12:55 am
#99

I mentioned this in the Dev boards, but I'd like to see a add button added to the Add Event Pop-up menu for the Fireworks Show package. That way, you can click in the list and just click the add button (keeping the pop-up open) instead of having to open that Add Event radial 20 times to make a complete package.


Also, it'd be cool to see different levels of Show Packages, like maybe at least one more that allows more than 20 fireworks to be added...a Fireworks Finale Package.


Small issue, but I like the fireworks and people seem to want them.


While I'm at it, I'd like to see different effects depending on the materials used (or at least different colors like it real fireworks, i.e. Copper=green, Aluminum=bright white (or loud explosions)).

lilmikeydotcom
Thu Sep 18, 2003 2:00 pm
#100

I whole-heartedly agree that hand-crafted items should be superior to their mass-produced counter parts. Exceptional items should be a rarity in the galaxy otherwise their value diminishes hurting all artisans. Removing the experimentation bonuses from factory produced items sounds like a decent plan to me. Removinglower schmatics or limiting the datapad schematic storage size forcing higher artisans to drop lower schematics seems like a decent idea also. There's no need for a master weaponsmith to toss out a bunch of bone armor taking business away from the mid-levellers that could really use the experience and cash.

2X2L
Mon Sep 22, 2003 11:04 pm
#101

Thanks for giving us a chance to chime in with suggestions. (I hope this doesn't come too late.) Something that would make it much easier to plan out when we need to log on to keep installations from rotting is an installation management tool which would allow you to:

A. Select the harvester/building you wish to manage from a list, and

B. Display slider switches on the same window for adding maintenance and power which, when manipulated, cause the remaining time on those values to update on the fly. I'd also like the remaining time on maintenance and power to be displayed in the same format. The tool would allow maintenance to be paid to any installation from anywhere in the game (or within range of a city if you prefer.) The power slider switch would be grayed out if the player was not close enough to the slected harvester.

- Chulok, Master Artisan on Bria

Response to:

******* 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.

We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?******
rdpmackie
Sun Sep 28, 2003 4:39 am
#102

on 6/23/03 Q-3PO wrote:


4) a) Wayoints seem to get stuck while attempting to run down the highest concentrations on a resource, and at times point in the wrong direction.


These bugs should be fixed as of the last patch


This is not true. This happen to me all the time. I am assuming the 'patch' you are referring to is one that is downloaded automatically when you start the game.




(ggggggggggggggggg9W[[[R[O[M[A[C[[[X9ggggggggggggggggg)
- j e d i f a b u l o u s -
- A L L A E m b h -
- for teh win -
Kristania
Sun Sep 28, 2003 5:11 am
#103

Yes my waypoints still sticking...big pain in bootie esp as would like to take advantage of the pop up screen bonuses. I am a master artisian who samples by hand as i dont want the headache of ingame bills for harvesters..factories etc. I play for fun (yes I have lots fun as only "bill" I have is my house ) lol. Anyway enjoy making things for my friends and enjoy hand sampling as I watch tv and chat with friends while I do it. Stuck waypoints prevent me from getting benefit of bonus pop up window. Plus have to run to higher percents with window up as I have no sense of direction.


Looking forward to more schematics being offerred soon (hope anyway). I dont make much money as craft stuff for my friends for free...place a few things on bazaar..but friends save their hides..meat..bones for me so is a good exchange. I love making both clothes and food but no sense progressing up those branches as no deterioration of clothes will be end of tailoring branch before long and chefs foods definately need added buffs. Right now just master artisian is good enough to make some credits on bazaar and that is sad for entire professions. Good for a lazy carefree lady like me but bad for elite professions who have worked hard to get there.




I have the right to remain silent...but not the ability
Sashalanda and Myki ingame characters..both just chatter since NGE.Shop location Tatooine Bestine 600m away at -1626 -3068

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TheOtherDernth
Mon Sep 29, 2003 4:35 am
#104

All of the Survey bugs are still in the game.



D'ernth - Corbantis Galaxy

"The sky is blue, water is wet and Jimmy, ol' Satan Claws, he's out there"
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