Artisan Archive
Thread: Question of the Day 7-29-03 Top 5 for the week.
Post your top 5 concerns here so that we can begin to form the list up for the end of the week. Please try and not hit on the ones we already covered last week as the devs are aware of all thoses issues. Post your top 5 wants/needs or bug fixes ![]()
Jaliss Anarawyn
Master Artisan/Novice Merchant/Novice Chef
MaddoDoggiy wrote:
Can you remind us what you sent to the devs last week?
I'll find the post and bring it back to the front page. I really wish I could stick stuff like that to the top!!
Jasarina wrote:
MaddoDoggiy wrote:
Can you remind us what you sent to the devs last week?
I'll find the post and bring it back to the front page. I really wish I could stick stuff like that to the top!!
You can for yourself, it's the little "up" arrow to the right of the post ...
Bushwa
Yes I can stick it for myself but not for everyone else to find easy ![]()
Jaliss
Harvesters eating maintenance.
That's pretty much my top 5 right now... as my other concerns were in the last week's top five.
Many a time I've put in over a days worth of creds into a harvester only to come back 20 hours later to find it having gathered no resources and needing extensive repairs. I've talked to a CSR about this and he seemed surprised and unaware of the problem. I can handle paying maintenance and supplying power but the mechanics of it are in need of some serious help.
Hydrargyrum
Intrepid
Master Artisan
Weapon Smith
Re-Deed cost on harvesters too high
-why pay more than the cost of a new deed to move an old harvester?
No market for most artisan produced items
-I think you can sell power-ups, and droid batteries that's it
Broken schematics
- I'll keep bringing this one up till there fixed
Datapad waypoints stop updating with continued survaying
- This is extremely annoying
can't think of a fifth this will have to do
Jasarina wrote:
Post your top 5 concerns here so that we can begin to form the list up for the end of the week. Please try and not hit on the ones we already covered last week as the devs are aware of all thoses issues. Post your top 5 wants/needs or bug fixes
Jaliss Anarawyn
Master Artisan/Novice Merchant/Novice Chef
The problem with that is that pretty much all the top 5 this week are the same as last week because no changes have been made between then and now.If they keep seeing "different" lists of "top 5s" coming in - it will just confuse them. If they see the "same" list of top 5s coming in - they will eventually get around to fixing them - so they roll off the list.
1. Harvesters losing maint & power when re-deeding.
2. Losing all materials placed in the Crafting Window if you cancel.
3. Losing materials you drag out of the Crafting windows if you don't have room in your pack (lost 4 factory produced Wall Modules that way).
4. Keyboard mis-behavior when crafting with the EQ/FPS keymaps (hitting enter at the wrong time locks the crafting screen, so you have to cancel lose the materials, hitting enter to press the "default" button on a crafting form window also enables "chat mode" so you can't hit another hot-key until you get out of chat mode, etc.)
5.No commodities oriented items to craft at low levels to feed more advanced crafters (see Material Processing Schematics idea at:
http://www.ronsavagesolutions.com/~bushwa/SWG/SWG_Crafting.htm
Bushwa
Here's my 5. Not sure if they are consistent or inconsistent with the previous week:
1) The bazaar interface. If I call up weapons and sort on alpha, I should see them all. Orif it is going to page, it should show all the A-F, G-L, etc.. The multipaging, with new items in previous parts of the alphabet makes shopping hard. This makes it hard on crafters to sell.
2) There is a bug in the schematics such that when you are crafting you get locked in a "deadly loop" and have to exit losing your product and resources. It seems to occur when hitting the enter key too quickly just before "Create Prototype", but may be located somewhere else in the scheme. Anyway, you keep looping back to the product naming screen and can't get out without destroying the product.
3) Simplify and make sense out of the experimentation results. I still get mixed impact as a result of different levels of success.Failure, moderate success, success, great success, amazing success, .... result in inconsisent impact on product. Some higher level success take product down, and lower take it up.
4) Revisit the frequency and impact of product improvements as a result on experimentation. Its gotten to the point where unless you have a significant pool of experimentation points, it doesn't pay off to experiment. I always experiment when I craft in my artisan lines because I have a big pool of points. But, when I craft in novice weaponsmith I've stopped. There is a greater than 50% chance I will take the product backwards, no matter what its quality. If that's the intent, fine. But it doesn't encourage experimentation, which really plays into the grinding mentality.
5) Set up crafting missions to help support those working their way up the artisan tree. An NPCasks you to support the galactic war effort. Bring me a 10 crafted rifles. Have the NPC pay out based on their quality. That way new artisans don't have to take time away from crafting to run kill missions or fed ex missions if this isn't their thing.
1. Stop harvesters from losing maintenance/power. Many times I have powered a harvester for x hours only to come back a few hours early and see it is at 15 power and requires 320 credits to repair. And this isn't a rare thing. Pretty much every day it happens. I'm at the point now where I load up my harvesters to about 1am and then actually tend to them by 6pm or 7pm. At that point they will usually have an hour or two left in them and I am in no hurry.
2. Have experimentation make more sense. I multi-experimented on a blaster the other day, and with two great successes in a row on experimental damage, a moderate success negated one of the great success' speed. (Started at 4.0, went to 3.8, then 3.6, then back to 3.8) It would seem to me that ANY success should have a null-to-positive impact on the affected stats. But a success reducing stats seems bas-ackwards.
3. Give non-Master artisan professions something to do besides grind. As it stands right now, until you get level IV in the respective experimentation/assembly ability, nothing you make can dare to compete with a master's products. Right now the mentality is to get to Master as soon as possible because until that point nothing you have is going to ever be in demand. Devs have said they don't want artisans to perform this grind. The problem wouldn't be so bad except that because of the 100% factory xp exploit there is a proliferation of master crafters on each server. (Not saying all of them got to be master by the factory exploit, but I would imagine many of them did) So instead of a few masters there aredozens ofmasters supplying the galaxy leaving the potential crafters very little scraps left to sell to. Hence the grind.
One thought on this is to have experimentation points tiered instead of absolute. So say a level I weapon crafting might give 5 points to novice items, two points to level 1 items, and one point to the rest. Level two would give 10 points to novice items, 5 points to level I items, and three points to the rest. Level three would give 10 points to novice and level one items, 5 points to the rest. Level four would give 10 points to novice-level 2, and 6 points to the rest. Finally master would give you 10 points on everything. this system would allow a level one weapon crafter to make items at least slightly more comparable to a master, while at the same time not completely invalidating the time the master put into getting there.
That is all for this post. Will post the other two I am allowed as I think of them.
Oh, here is 4.
4. Implement powerful searching in the bazaar. It sucks that my super modified blaster that I spent much time (and resources) designing is in no way discernable from a grinded out blaster with horrible stats, unless I name the blaster "CDEF pistol 33-62dmg 3.3spd 4.98wnd". I mean I want to roleplay here, and I want to label my stuff with my brand name, but the bottom line is that until I get famous, my "CDEF Pistol RefMk2" doesn't look any different from the other 100 CDEF Pistols. You would think it does by the name alone, but unfortunately many grinders also put fancy names on their weapons even though they are junk. Bottom line, we need a way to search by stats on items and resources.