Artisan Archive
Thread: Artisan Issues Designer Responses
kasuta wrote:
If you could get a vendor without researching business, what would be the reason for anyone to research business?
If you could get a pet without researching creature handleing, what would be the reason for anyone to research creature handling, oh wait you don't have to.
Since people can have pets and harvestors without having the proper skills I figured what the hell can't hurt to try to break the rules some more.
As far as general items go.
-Fish Bait, certain types to at least augment that which can be foraged.
-Signal Flares, like fireworks but longer lasting, to help group members find each other.
-Different fishing poles. Decay on these would be good.
-Further decorative items for home, not furniture, but paintings, sculpture, and the like. It would be nice if elements of them were hueable. We would have to have a raise command to place them though.
-Simple plants that would decay
-Generic decorative items like stereos with an multiple options to generate a small area of music. Stuff along this line in the engineering skill tree. Decay on this would be great.
I'd say general items that while not vital enhance homes and the game play expierence. It would also be nice if a Master Artisans had more Masterspecific schematics.
Thats all I have for now.
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6) Usefull Items - Artisans need more items that players must have and decay on general items such as crafting kits and survey tools. Droid batteries are given as an example
We'd be open to sugestions on this topic. What kind of things would you like to see?
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These are just suggestions and nothing more, little things I thought of.
I would like to see:
1. "Building Permit Tool" - allows people to use and see where buildings are permitted
2. "resource Countdown tool" - allows people to determine how much longer a resouce will be located at its current location
3. "Skill Enhancers" - allow artisans to make skill enhancers that fit into socketed items.
4. "Structure Watch - an item that allows you to keep track of your structures (maint, energy, production)
5. "Cleaver" - Allows a scout to harvest 5% more resources (limited duration)
6. "Vendor Production" - Cuts vendor maint. 5% (limited duration)
7. "Harvester Production" - Allows harvesters ro increase production 5% (limited duration, 1 hour maybe? depending on the experimentation)
These are just some ideas, some are probably pretty bad and others might be good. Just what I could think of.
Nimhnoid, Bloodfin