Artisan Archive

Thread: Our Dev Question for 6/9/2004

Guruweaver
Mon Jun 07, 2004 4:35 am
#1

Hello all,

Please use this thread to debate what our next question to the developers should be.

Our last two questions and answers can be found:

Our Question Answered
Our Question Answered 5/5/04

As our last two questions have revolved around improving artisan/Master artisan, I would recommend a different focus this time.

Some suggestions:

1) Artisan Mission fixes/enhancements: Artisan mission provide much needed income to crafters just getting started. We would like to see some changes/fixes in them. First, currently Artisan missions difficulty level scales with combat ability, not crafter ability. This requires the crafter to either be good at combat or to group with someone good at combat to increase their mission payout. Artisan missions should scale on crafting skill. Second, crafting missions should require the crafter to make a real item, not a 'fake' item with 'fake' parts given by the NPC. The crafter could be required to make a crafting tool, for example, of at least 50% quality (just as one idea). The mission would only assign items that the crafter has schematics for, of course. Can these ideas be implemented?

2) Artisans possess a unique skill tree in all of the professions of SWG: Surveying. This skill allows the artisan to look for resources on a planet and to 'hand-mine' or sample the resource for it's quality. Higher skill levels result in longer survey range and greater sample sizes. Would it be possible to take this skill in resource discovery/recovery and translate it into a bonus to harvested resources when using harvesters? For example: Survey 1: +5%, Survey 2: +10%, Survey 3: +15%, Survey 4: +20%, Master Artisan: +25%

3) Artisans posess a unique set of schematics: repair tools. These tools allow the repairing of degraded weapons, armor, and clothing. There is considerable debate on how repairing works. There is no apparent repair skill, nor is there any documentation on the repair process. Is there an 'invisible' repair skill? There is some anecdotal evidence that elite crafting masters (weaponsmiths, armorsmiths, and tailors) have a better chance of successfully repairing an item from their field than someone without those skills, using the same quality repair tool. Other evidence exists that it is strictly a random roll based upon the quality of the repair tool. Either way, repair risk is very high, even on top quality tools and crafting masters, and impossible to guage. We suggest that Artisans be granted a repair skill. This skill would be in our skill trees. Weapon and Armor repair would increase up the engineering line, clothing repair up the Domestic Arts line. A documented repair skill, and obvious repair risk (as with the risk in experimentation), would be a boon not just to the artisan, but to all players. A 'field repair' skill would be a most welcome enhancement to our profession. Can this vision happen?


These are but a few examples, please chime in with your own. I don't know how long we have, perhaps Wednesday of this week or next week, but we should reach consensus soon.

Take care,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
joined42904
Mon Jun 07, 2004 7:45 am
#2

Guruweaver,


Thanks for letting us know about the last two questions. It seems the harvester certification idea has been around for a while. And it was interesting to see Sinist "quit" one prior time. Lol.


I can see two excellent lines of questions regarding (1) enhancing the survey line or (2) specifically making the time/credit average rewards of artisan missions in line with combat missions. As things stand now, the only real market forcrafted goods is the player market. While it is nice to see players depend on crafters for goods, I am not so sure that crafters should absolutely depend on the player market for basic income such as that needed to run their harvs. The fact that artisan missions are often very time-consuming I think means that beginning artisans have a hard time finding the money to run their harvs...at least I did.


My preference would be a survey line question. Of course, I'm one of the more vocal proponents of harvester certs, so my preference may be skewed by that fact.


Question: The surveying line of artisan skills relates both to locating resources and obtaining resources. Since under present game mechanics, anyone with a waypoint can harvest resources as well as a survey-4 artisan or master artisan, many folks who use harvesters drop the survey line of artisan and get waypoints from friends or guildmates (or sometimes purchase them for a pittance). Would you consider granting folks who have the survey line some sort of bonus or certification with regard to resource extraction so that crafters who use harvested resources would have a reason (beyond finding a spot) to keep the artisan survey line and those who keep master artisan would receive a return on the points invested in the survey line more in keeping with what the return would be if these points were invested elsewhere?


This question is a bit more open-endedthan yours, Guruweaver. And intentionally so because I would rather the devs give some thought to this (if they are so minded) rather than just say yes or no to specific percentages. Of course, I'm new and your experience may show you that if you don't ask for something specific the devs will just say something pleasing and do nothing. I don't know.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
owako
Mon Jun 07, 2004 8:31 am
#3

I like the repair one.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
HalasterTheBlack
Mon Jun 07, 2004 9:17 am
#4

They're going to answer any enhancement-related question the same way they've answered similar ones in the recent past: "We'll think about it after JTL". Let's not waste our time on that...


How about...



Are there any "slash" commands for changing the resource that a harvester is drawing or for looting a harvester's hopper? If so, what are they and how exactly does one use them?




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

joined42904
Mon Jun 07, 2004 11:34 am
#5

I actually don't like the repair one. I know master armorsmiths who don't wear the title because they don't like to get tells asking them to repair things.


I project that if artisans get a repair skill we will constantly be in tell h*edit*ll from people asking us to repair their items and not wanting to pay us much. Moreover, many of these people will want us to come to them. And...it the result is poor...the customer will likely be unhappy. I'm actually much happier making repair tools and selling them than I would be conducting repairs on items I'm not able to make. I say leave those repair tells to the armorsmiths and weaponsmiths, please. So that I can wear the master artisan title without inconvenience. Heck...I may still wear the master artisan title when I master armorsmith which should be soon.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
RealDarius
Mon Jun 07, 2004 4:11 pm
#6

Hi Guru,


Your #1 suggestion (Artisan Mission fix/Enhancement) is what I vote for.


"Whenever any opportunity comes up to improve a profession, we certainly will." (from "Our Question Answered 5/5/04").


Who knows? Since this is not a new item, new cert, or something that should affect overall game balance (IMHO) it might be more a more palatable request to the devs. Plus, it'll be a great opportunity for people who are doing the 14-day trial a taste of the rewards of the crafting profession(s) (= more repeat customers)!


Thanks,

-D
Aradia1
Mon Jun 07, 2004 5:03 pm
#7

I'm voting for the Artisan mission fix (question #1)...this should scale to the crafting ability not the combat ability...many players don't want their crafting character to have to invest in combat skills just to get better missions..



Aradia (Starsider)
Master Tailor
Master Artisan
Bri (Eclipse)
Master Dancer
Doctor in Training
Mosdl
Mon Jun 07, 2004 5:04 pm
#8

Has anyone ever asked the Devs regarding giving more lots to artisans (say via Master or such)?



---
Mosdl
Master Shipwright, Master Artisan on Ahazi

Tatooine: Mos Oasis, Tatooine (4810 4062)
Bestine: -5233 3256 (900 meters outside of Theed)
ThisHandleBetterNotBeTake
Mon Jun 07, 2004 5:35 pm
#9

I'd prefer #1. Those Artisan missions are too simple for the non-fighters, and hardly pay and give very little EXP. In order to make money when starting out, I have to resort to delivery missions, because those actually pay more than 100, but the problem is they can take a while and don't give any exp.


However, we shouldn't have to ask #1 in the first place, because if the develepors weren't so GOD DAMN LAZY it would have been fixed a long time ago.
joined42904
Mon Jun 07, 2004 5:36 pm
#10

If we ask for the mission fix, I move that we specifically ask for the missions on the STARTING planets to reward artisans at least as well as combat types per unit time spent doing the missions. And that if the missions are still going to be surveying that this be tested with the person on foot.


I've had survey missions that I just gave up on because I couldn't fine the resource nearby. If you have to take a shuttle to another area....that should be credited toward mission payout. For some reason, the mission terminals never just pick things that are nearby and at a sufficient concentration. Often the concentrations are in the "too close" range. And the thing I really hate about the survey missions is that they make artisans think...Wow! Mr. Combat Guy...thank you sooo much for being willing to pay me 10k to find you a waypoint!!!


The value of surveying for players is way higher than this, and artisans should have newbie missions which, intentionally or not, convince many of them otherwise.


How about missions that involve actual crafting and that...novel concept...actually improve our artisan skills in the way that combat missions improve combat skill? Hmmm.....



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Okram2k
Mon Jun 07, 2004 5:44 pm
#11

the one about surveying is the best.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
joined42904
Mon Jun 07, 2004 5:52 pm
#12

Thanks, Okram. It's my favorite, too.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Kreicat
Tue Jun 08, 2004 12:18 am
#13

I really like the second question about giving a bonus to harvesting to those who have points in the surveying line. That way nothing is being taken away from other players who have not invested in surveying, so no one can cry "nerf", but for those of us who have invested points, we get a little something for it.



Kreicat Crestingwave
Master Weaponsmith, Master Swordswoman

Two vendors:
In Lake Phoenix on Naboo @ -2088, 1415
Just outside Theed @ -4787, 3387

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