Artisan Archive
Thread: Change in how I'm reporting issues to the Devs please read/reply.
If I understand what you are asking for, here are what I would consider the top five, non-bug, non-"balance" issues:
- Artisans do not have enough items to craft to make a viable living. More useful items, craftable at decent quality levels by non-masters, are needed. Right now, powerups are about the only thing an artisan can sell, and that's just not enough. Items that can be customized (colors, etc) would be really nice.
- Some of the items that would provide income, such as control units and other electronic components, have no value due to bugs in some of the other professions' schematics (i.e. control units have no effect on the quality of items produced in which they can be used, as a result, no one really needs them).
- Crafting missions are not worth the time to run them. Survey missions not far behind.
- Bazaar issues in general (see bazaar discussion thread). Any improvements made to the bazaar will help artisans.
- I think a bigger issue beyond any potential role in the GCW artisans may have is the role of artisan in general. What is the purpose of master artisan? Right now, the only reason to be master artisan is to be able to craft a handful of components that are only actually required in a couple of items. Otherwise, master artisan is just a waste of skill points. And why do I need to learn how to cook or sew in order to make control units?
TK439 that is exactly the kind ofresponce I am looking for in this thread. ![]()
Bianca Minola
TK439 wrote:
I think a bigger issue beyond any potential role in the GCW artisans may have is the role of artisan in general. What is the purpose of master artisan? Right now, the only reason to be master artisan is to be able to craft a handful of components that are only actually required in a couple of items. Otherwise, master artisan is just a waste of skill points. And why do I need to learn how to cook or sew in order to make control units?
Micro Sensor Suites, Advanced Droid Motive Systems, Personality Chips, Level 5 and 6 droid modules, Advanced Droid Brains (needs 4 GP and 4 EMM identical actually), Seekers, Probe Droids, Droid Customization Kit, as well Power Droids, and Probots need to use Micro Sensor Suites. I know Archs need the items as well. It's more than a couple of items, in order to be a DE you MUST be a master artisan... which sucks.
As for strictly artisan issues (as to keep this post on topic) my main one would be having Artisans play a more active role in the GCW... possibly factional mission terminals which allow you to help repair a base (ie: by builiding a component for it). Factional items that can be crafted would be nifty as well.
My second issue comes from being a DE... in order to be an effective DE, you must also be a master artisan. Well, that's a LOT of skill points. Another way to view what TK439 wrote would be to either add more reliance on the electronics components OR to add less reliance on them (or drop them to the engineering line). Overall, I'd like to see more reliance on these components in all crafting professions.
My third issue deals with harvestors. There should be a way to check the contents, maint levels and power levels remotely for these.
Last night on test, the correspondents had a 'meet and greet' with the Devs on Test.
I, your humble correspondent, had a chance to speak with RThornton, the Dev who is responsible for Artisan, Architect, and DE. We spoke about a couple of issues, and I asked how he wanted our issues presented to him on the correspondent forum.
RThornton would like to see our 'top 5 issues', bugs (those things that are broken - not those things we want changed/balanced), and balance issues only if they are game breaking. So, this weekend, that is exactly what I am going to compile for him.
This is the thread for you all to give me your opinions of what you consider to be the 'top 5 issues' for artisans. Speak now, or you'll have to wait for the next one. ![]()
Example of issue:
Artisans have a limited role in the GCW, as PvP is entirely combat-centric.
Example of bug:
Waypoints'stick' and no longer function when I do X.
Example of balance issue:
Why is there no certification on Harvs? I can't use a DX2 without being a pistoleer, why can pistoleers use a Heavy harvester.
PLEASE use this thread for ISSUES (non-balance)only. Feel free to comment on which you think are most important.
Bianca Minola
1. Remote harvester check giving on/off status, hopper size, power and maintanence remaining.
2. Master Artisan is a lot of skill points for a bunch of, umm, cheesy electronics. Those some of the advanced combat professions don't have it much better, like commando needing unarmed that really has nothing to do with the final profession. I believe power ups for turrets should be craftable by master artisans getting them into the GCW. Maybe better gun power ups with master artisan. Other than more experimental points, something that would make me want to keep master artisan rather than making 20 crates of the different electronics and then dropping it.
3. Tool's effectiveness seems to have little effect on final out come of crafting as do crafting stations. Maybe have the tool give a bonus to both experiment and complexity. I low effectiveness tool maybe caping off at different complexities. Crafting stations adding in more exp points or you need a HQ one to get all your exp points. Something that is both relivent and can be seen in game to make high quality tools worth more than a just a number.