Artisan Archive

Thread: Artisan Top 5 as of Publish 8

Guruweaver
Fri May 14, 2004 1:26 pm
#1

Hey all,

It appears that we would be well served by developing a new top five issues list. The old Top Five list thread can be found here

So, below please indicate what, in your opinion, consitiutes our top five issues. Try to be specific and offer solutions as well as problems, when possible.

Take care,



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Crimsonsplat
Fri May 14, 2004 1:57 pm
#2

Ok, here's my thoughts:



  1. Harvester Certifications. Leave PME's in the first survey box, but medium and heavies need to move well up the skill tree. I can't harvest skins without scout, but anyone can drop a heavy harvester.

  2. Vehicleoverhaul:HP, decay,repair, experimentation, and customizing.

  3. More schematics, and reasons for them to exist; greater customization of styles and colors for the schematics we do have. (think interior design, come up with a mix of components that we can make items from--if it won't strain the database, that is)

  4. A role in the GCW

  5. Not sure I've played enough to have another one, maybe a better economy; right now it seems there's little market for anything less than the top of the line. That's a sign that there's still too much money in the economy.


GrafvonSoden
Fri May 14, 2004 2:24 pm
#3

1. Harvester Certifications.


2. Harvester Placement.


Sinist
Fri May 14, 2004 2:50 pm
#4

1) Harvester Certifications - Heavy harvesters are a Master Artisan skill certifcation, while medium are for the other elite crafting professions at master level. Personal harvesters certificated in the novice crafting professions. If needed an additional automatic decay rate on harvesters in conjunciton with the one you pay maintence for so maybe after a month you automatically have to replace the harvester. Possible at the extreme scaling of combat mission and combat npc credit rewards to compensate for the combat roles loss of income if it is even a concern.


2) New schematics - Fireworks in my idea are such a brilliant idea but why are they so hard to make and so limited? Maybean idea for new schematics would be new types of ground based and air burstings fireworks in addition to an easier automated way to load fireworks packages and combine them into one show packageso we can do special events like anniversary's, weddings, victories in battle, new player city celebrationsetc.


3) Master surveying skills - Im not a huge complainer of the current survey system but I have heard some good ideas about makingsome additional bonus's. I only condone this for master artisans though and not survey dabblers. a few examples are an increased range at master level or an addiotonal feature for master artisans with survey droids to get stats out of them but not locations.


4)GCW roles - For the most part I and mostly everyone else wants some roles in the GCW like we had in battlefields. I know Artisans are not Architects but we are supposed to be the best at making complicatd electronic components. SO maybe Artisans could be able to craft electronic surveilance items that could set alarms when detecting opposing faction members and report if they were covert or tef'd. It wouldnt work the same as a covert scanner in automatically giving the player a TEF but it could reveal TEFd players nearby or even coverts. Or an even better idea would for us to be able to have extra lots for minefields and other faction perks and maybe some items we could craft to make them better(Like minefields boosted by my electronic surveilance item inwhich mines would explode automatically when an opposing faction member walked in it instead of the randomn chance). Or covert scanners upgraded by a master artisan to increase range as long as it was used by the Artisan. But you would have to give us extra slots just for GCW stuff so we could still harvest with harvester certifications.


5)Keep dependancy on Artisans for our master artisan components. Alot of the other professions want us to lose our ability to craft components they need and I think this is a step for their supremacy and our downfall and I dont want to see it. I put this as my idea for a top 5 because if we can put it as one of our concerns against one of their concerns it may may them dismiss the others.I see no positives besides greed fromt heir arguments and I cant really think of anything better that would belong in my top 5.


I look forward to seeing this thread updated by GURU with our top 5 because the last one was horribly outdated and did not reflect any of our concerns or ideas. Guru I still think you should use the old thread as reference in addition to this one in determining our issues as they are now. Although this one should be more then obvious for you.




Faiereon Exek
Master Artisan
Danemb
Sun May 16, 2004 9:23 am
#5

I think we should add this as 1 of the things at the list:


1)When examining a vehicle DEED u should be able to see Hit points, and when we make the vehicle we should be able to customize it as we want, u could paint it over with a cust. kit but when the customiziation falls the vehicle should go back to the clours decided from crafting stage.


I know this is an old idea, but i think it should be on the list!


2)I also think (like Sinist wrote) we should keep the schematics for components other crafting proffesions need.


3)And the harvester idea with certifications should look like this i think:


Survey I: Personal harvesters, Survey III: Medium harvesters, Master artisan: Heavy harvesters. The reason u need master is that Master artisan needs more cool stuff, that makes it attractive, not only vehicles. This could give master artisan a cool boost. If U dont like it to be master artisan it could be survey IV!


4)I think we should also vote for a search function at the bazaar! Would make using the bazaar a lot easier!


5)Give master artisan a longer survey range


This was mine ideas.. I hope some of u find some of them good






Dane Khuur
- - - - -
Joint Owner of DaonTek Droids
Master DE, Artisan & Merchant.
Ahazi
"Dont miss my shop, if you miss a droid"
JediKnight_Zynu
Sun May 16, 2004 10:39 am
#6

I think having heavy harvesters, as a master artisan skill is a bad idea. Reason being is that it would hurt the server economy massively. I’m all for harvester certifications in the surveying tree only but not at the master level. Master artisan should have more components from other professions especially when the space expansion comes out. Like components for armor smiths, weapon smiths, Jedi weapons, doctors, combat medics, and medics at the master level of course. But that is just me, I have been a master artisan and some other of the elite crafting professions and I always thought that the artisan professions was weak, at that time, it was one of the reasons I left it. But with the resent vehicle fix (the space port jump bug) I’m guessing it has gotten a little better as for as vehicle sales. This is not a top five for me I just thought I would comment of the harv certification thing.



Thasri-Light Jedi Elder
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SeismicEdge
Mon May 17, 2004 9:35 am
#7


  1. Harvester Certifications. Leave PME's in the first survey box, but medium and heavies need to move well up the skill tree. I can't harvest skins without scout, but anyone can drop a heavy harvester.

-------------------------------


You know if they were to do this, we would never be able to rent people's free lots because the folks we rented from would not be able to set down the harvesters we need. And maybe you don't rent. But in order to fulfill orders and actually provide manufacturers with raw materials it does become necessary sometimes. How about your second account? Would you be able to transfer the harvester to him if he isn't an artisan with requisite skills? Are you willing to make your second account an artisan as well? Think about the consequences before you post.
JavelinCatcher
Mon May 17, 2004 9:50 am
#8






Danemb wrote:

2)I also think (like Sinist wrote) we should keep the schematics for components other crafting proffesions need.






Look, I want to make it clear that my question (in the may 19th question thread) was NOT intended to remove the schematics from MA, but possibly increase the dependancy other crafting professions. The question was more of why is there so much of a dependancy in Architect and Droid Engineer than any of the other crafting professions.


I know for a FACT that increasing the dependancy is not going to be popular among Weaponsmiths who are not used to having all of their schematics look like the rocket launcher schematic.



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----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
HalasterTheBlack
Mon May 17, 2004 10:32 am
#9

I vehemently disagree with making any sort of requirement within the Artisan tree for Harvester Certification. The primary reason for this disagreement is that there are tens of thousands of harvesters out there in each galaxy that will no longer be useful. Great, you say? Not great. You will be pissing thousands of people off if you do it. That's not great for the game.


My personal top 5, in no particular order... I'm trying to keep the suggestions simple and high-level because I don't know what's really possible / feasible in the code. I trust the dev team to expand and improve on these ideas.


Powerups- give us the ability to select the primary stat (at least!)as we experiment on them.Experimenting over and over again just to get a decent starting pointis SUCH a waste of time for a very low ticket item. Even with this enhancement, it'll still be too long trying to get a worthwhile secondary (and beyond) stat that I promise we won't flood the market too badly with useful powerups.


Harvester Management - Let us check the status, add maintenance (not power), change the resource being drawn, and start/stop harvestersremotely. There is no reason these things can't be networked into our datapads. Let us configure special droids to send power to harvesters.


Harvester Management 2 - Give us "slash" commands to retrieve everything in the hopper into our inventory (useful only when we're next to the harvester, of course). When we use the /destroystr command and the harvester deed will NOT be destroyed, don't make us enter the 6-digit code.


Vehicle Customization- Make customizations last for a period of double the current "draws" or a fixed period of time - maybe 3-5 days - whichever is greater. Right now, it seems that a lot of people aren't bothering with vehicle customization kits because there is no duration to the things. Help us improve it.


Vehicle Bugs - fixstorage-related and "warp on dismount" bugs.




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Agit66
Mon May 17, 2004 11:28 am
#10

I feel that I need to respond to your post and Address #1


"Harvester Certifications. Leave PME's in the first survey box, but medium and heavies need to move well up the skill tree. I can't harvest skins without scout, but anyone can drop a heavy harvester. "


That is a HORRIBLE idea, but if you have newer guild mates working to get resources to get up their given skills in the artisan profession they SHOULD be allowed to get as many resources as they can, with their lots, and be able to benefit financially from surplus resources or resources that they harvest from others.


I have been around since about week 1 or 2, and I'll tell you harvesting w/BER1, yes 1 harvestors was the worst possible thing to happen. It is practically impossible for a starting artisan to make any money off of their items until they hit master and are able to make the needed subcomponents that other professions rely on.


Personally I think that the harvestors are perfectly fine the way they are.




.:Agit Kai:. NMN11pt.Master Weaponsmith, Vodo-Siosk, Dantooine - EclipseNMN
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Exitio56
Mon May 17, 2004 11:33 am
#11

You can't put a genie back into a bottle.


Nerfing the placement of harvesters would completely wreck the economy. Don't be stupid, people.


All I can hope is that the devs don't listen to this top 5 list.



__________________________________________________________________________________________
Exitio
+12 Master Chef, n00b Imperial Pilot
Founder of Geigen City, Tatooine
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GrafvonSoden
Mon May 17, 2004 1:11 pm
#12




ham-jo


Your kidding me right?


No, we are not kidding


If you do this, then the people with the certification will charge through the roof for resources, because they know there is nothing you can do about it.


Unlike the armorsmiths , right - get real. Prices will be governed by resource availability and competition. Unlike some of the "Monopolies" we have now


Cant anyone leave well-enough alone? People concentrate on whats broken right now. This is not a problem, there for does not need to be addressed.


It might not be a problem for you. But it is for most. So we will NOT leave it alone.


I for one am not a Master Artisan. I hire people to mine resources for me. IF this were to happen then it would drive the market up on resources, because only certain people would be able to mine them, thus making the market scarce for resources.


You mean artisans will be able to make a profit just like animal harvesters ?- go figure. It will NOT make them scarce. But instead of buying from some 30 harvester player, undercutting prices, you will have to invest some skill points into artisan survey, or buy from another artisan. It's not like you wont pass on the addedcost (if indeed thereare any) to you armor buyers, now is it.


This would doom the economy in many ways. Whomever even suggested this needs to look at the overall picture.


And the sky is falling. It WILL NOT doom the economy. It WILL level the playing field. We are looking at the overall picture and feel we have the right to profit from our skill point investmentas much as anyone else. How many of those combatants are gonna be willing to give up some combat skills to place harvesters?






Mad3D
Mon May 17, 2004 1:38 pm
#13

Bring it on! i like this idea of harvestors needing certification. I doubt it will crash the economy, but improve it. i think its crazy that anyone can put down a harvestor, this should only be done by artisans, justlike scouts harvest hides and such.





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