Artisan Archive
Thread: Artisans who play on test.
If you are an artisan who plays on test, and you notice an Artisan specific bug, please post it to this thread with as much information as you are able to give.
I tend to play on the live servers more than test (though that has been changing recently). If I can personally confirm and postto the devsbugs on test, maybe we can keep more of them out of live. This thread will help me do that.
Bianca Minola
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=22049
I posted some stuff there, but not all is artisan related.
The BIG bug for artisan on TC right now is crash-to-desktop when crafting some items.
THE FACTS ABOUT DECAY
1) When you are incapacitated all your items lose 3% of their max condition.
2) When you are killed all of your non-insured items lose 17% of their max condition.
3) Insurance costs 250 per item that decays.
4) Insurance costs 0 per item that doesn't decay.
5) Insurance follows you to a new planet.
6) Insurance needs to be re-applied after death (? need to confirm)
7) Resources and crafting components DO NOT decay.
8) This is an EARLY Test Center publish. Previously, changes would go live within a week, but now we might not see it on live for 2-4 weeks.
CURRENT DECAY BUGS
1) Insurance doesn't prevent Incap decay.
2) Several items without a condition are decaying. There's no way to tell what their condition is and they cannot be repaired.
3) Insured items need an indicator that they are insured (a blue "(i)" next to them? and text in the attributes).
CHANGES I WANT TO SEE / ISSUES
1) Artisan items (craft, survey, repair tools) should not decay. They have no condition, are not repairable, and are mostly used by non-combat classes.
2) Decay should be based on CURRENT condition, not MAXIMUM. This way an item will never be lost from incap/death decay.
3) Insurance might as well be permanent and expensive as an option instead of temporary and inexpensive. It would be nice to be able to buy both temporary and permanent insurance. Permanent insurance should *stick to* the item. Artisans should be able to sell permanently insured items.
Please don't fill your respective forums with decay chatter. It is FUD (Fear, Uncertainty, and Doubt). This thread is probably the only appropriate place for such discussion in the Artisan forum.
Remember this is a replacement for corpse-runs. Corpse-runs caused many of us to lose items permanently and it caused too many CSR tickets to be worthwhile.
Vaedross wrote:
CHANGES I WANT TO SEE / ISSUES
1) Artisan items (craft, survey, repair tools) should not decay. They have no condition, are not repairable, and are mostly used by non-combat classes.
2) Decay should be based on CURRENT condition, not MAXIMUM. This way an item will never be lost from incap/death decay.
3) Insurance might as well be permanent and expensive as an option instead of temporary and inexpensive. It would be nice to be able to buy both temporary and permanent insurance. Permanent insurance should *stick to* the item. Artisans should be able to sell permanently insured items.
1) I personally think that Craft, Survey and Repair tools should have a condition and be repairable. I mean, if crafting and survey kits wear out, this means that there will be a need for more kits... which we artisans craft. Therefore there is some more renewable items needed from us, and we aren't just around for Powerups or stepping stones to the elite professions.
2) I would like it more if the decay reduced the maximum condition by the same percentages. that way items can never be lost by incap/death decay, but it also means that the item becomes that much more fragile. It also means that there won't be complaining about "constantly repairing everything", it weakens the OVERALL item, which isn't repairable. Now that's a death "sting"! Of course, it'll result in higher current ratings than maximums, but that's not really a big deal. Max ratings are only there for the purposes of repairing items.
3) I disagree strongly with anything "permanent". Why notinstead have the option of paying for Several "deaths" worth of insurance for an item? And how many "deaths" you have insured can be displayed in the examine area, for reference sake. Plus the Blue "i" on the icon to let you know its still insured.
Vaedross wrote:
Ok there's been a lot of FUD spread about the incap/death decay.
THE FACTS ABOUT DECAY
1) When you are incapacitated all your items lose 3% of their max condition.
2) When you are killed all of your non-insured items lose 17% of their max condition.
CHANGES I WANT TO SEE / ISSUES
2) Decay should be based on CURRENT condition, not MAXIMUM. This way an item will never be lost from incap/death decay.
Snipped your post a bit to get the relevant bits.
I was curious about these bits of information. Are you saying Decay reduces current condition by apercentage determined by its Maximum rating?
Ie: If an item was at 500/1000, and you didn't have a chance to save it. You incap three times and Die.
Incap 1, 2, 3 = 3% times 3 = 9% of maximum.
Death = 17% of maximum
So if this happens, you lose a total of 26% off of this item.
26% of 1000 is 260
500 - 260 = 240
So your new item is at 240/1000, following your arrival at a cloning station.
Am I getting this right?
If so... That's a really big ouch.
I don't understand why they don't just take that percentage of the Maximum, like I mentioned in my last post.
Soif the above happened, it'd be reduced to 500/740. Same general result, but you won't lose your items. Just have their upper limits weakened.
Guttersnipe2 wrote:
I was curious about these bits of information. Are you saying Decay reduces current condition by a percentage determined by its Maximum rating?
Correct, your statement is correct and more clear than mine. It does hurt quite a bit.
Info/panic threads
On the Crafting Experimentation thing...
and
TH ... The Crafting Numbers you requested ... an *Accidental Nerf* for the entire combat class.
IMO it should be EASY to hit the upper limit of what your materials give you... not HARD.
Thunderheart wrote:
Solid feedback in this thread (not rants) will go a long way...
(crossposting to make sure you see it TH, I'm also putting this in front of Bianca)
These are the changes as I percieve them and my issues with these changes.
If a component lacks a requires quality it is counted as zero.
. . Schematics requiring "zero value" components is a problem. There are many elite level products that have carefully designed and tweaked maximum stats.
The T21 is one such item. Its maximum stats are published, but since it requires Alantium Ore (zero conductivity) those maximum stats are now impossible to meet. This could possibly require a massive re-examination of any balanced schematics in the game.
The effectiveness of each experimentation point will be based on the available maximum, not the schematic's maximum.
. . Experimentation points scaling on the available points instead of maximum points devaules the bottom end of components. Currently if you are a beginning crafter you can get less than perfect resources and save your better resources until you have the skill to not ruin them, or you can sell them to a master.
This means that less than perfect 1000 resources HAVE VALUE! Without this feature/bug everything that's not nearly perfect will be nearly worthless.
This will also make novice crafted items even more devalued because it is a change that drastically reduces the value of each experimentation point.
A master's range is affected the least by this change since they allready have the best resources and the most experimentation points. The novice's range is affected the most by this change since they usually have inferior resources and components
Novices don't need a huge penalty to their crafting. They already have an unreasonably high rate of failure. Currently if they have a success and that maxes out the quality of their available resources they move on to a nother quality and create a fairly balanced product that has desirable qualities. These items are possible to sell, but difficult.
Novices struggle to sell anything in this game, and with such a change it will be even more difficult to make sales. Because novices will have a harder time selling this will increase the incidences of grinding in the game.
While it is not a true bug, it has caused me to move off test center.
It seems that as soon as I get enough credits running missions and making things to start a harvester run, there is a patch and I cannot get back on for 2-4 days. That means everytime I get on after a patch, instead of getting my harvesters enough credits to run for a while, I am adding credits to repair them and maybe keep them running for a day.
When there is a known problem with getting online there should be some way the existing harvesters can get automatic maintenace credits. Dont even care about power since they harvesters will not be destroyed or damaged without power.
In the last month I lost 15 personal harvesters because when player cities went in I could not log on for four days, I was one of those who was in a building so was subuject to the CTD and could not play for two days. And when I needed to make my most recent harvester run I was in the city and subject to 1 framerate.
Fortunatly the new servers started up in europe and now I have started a crafter there. I really liked TC since I usually knew everyone on Talus. But now I am on another server and hopefully will be able to re-establish similar community.