Artisan Archive

Thread: Question for Wednesday, May 5th

Guruweaver
Thu Apr 22, 2004 5:46 pm
#1

Hey all,

Now that our first question as asked and answered (see this question thread and this answer thread), it is time to debate our next quesiton to be answered on or near May 5th. Please offer your questions below.

Thank you,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Mega_Gogeta
Fri Apr 23, 2004 3:44 am
#2

Um maybe why cant master artisan get more mods or something.



-----------------------------------------------------------------------
Gogeta Flylighter
Eclipse: Master Gunfighter/Master Fencer/TKA 4-0-0-4
Chilastra: Master Artisan/Miner
Salporin_Wookie
Fri Apr 23, 2004 7:59 am
#3

how bout asking for more items storage per lot for crafters? If I didn't have a second account to put houses on, I'd never be able to set a harvester! I have no clue how single account crafters do it!



Sal Po'Ryn
(pre-NGE)Master Architect,Master Artisan,Master Merchant
(post-NGE) Master Shipwright
SalCo Industries, a subsidiary of SalSlak Corp
Numanjii City, Naboo (Ahazi) wp: -2203, 644
Rhaine Starfal
(pre-NGE) master Creature Handler, Master Dancer
(post-NGE) Ace rebel pilot, Lancer Squadron, 13th Roving line
B-wing pilot - Lancer 5
B-wing(The Big Stick), KSE(June Bug), Nova(Serenity), Y8(The Beast)
GonkSevenT3
Fri Apr 23, 2004 9:23 am
#4

I'd still like to see if we could get harvester certs. But I don't think many of the others agree with that.



"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
Flynn_Nomad
Fri Apr 23, 2004 9:49 am
#5

We get personal harvestors right? Architects aren't intimidated by that right?


So why can't we have personal factories? Shouldn't cut into architects too much...


I mean we get "light" versions of most other professions stuff, weapons, armor, clothes, food, intallations, vendors, etc.


Why not throw in a personal factory?





--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
GonkSevenT3
Fri Apr 23, 2004 10:03 am
#6






Flynn_Nomad wrote:

We get personal harvestors right? Architects aren't intimidated by that right?


So why can't we have personal factories? Shouldn't cut into architects too much...


I mean we get "light" versions of most other professions stuff, weapons, armor, clothes, food, intallations, vendors, etc.


Why not throw in a personal factory?






That's not a bad idea. But so as not to cut into the their business you should only be able to do limited runs, of say 100. And there should be a complexity limit on the factory, so that eventually you will need to buy a "real" factory to make the higher end equipment.




"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
Flynn_Nomad
Sat Apr 24, 2004 12:22 am
#7

/bump guys, dont look at the old thread



--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Certosa
Sat Apr 24, 2004 5:19 am
#8

Lol, I think people are getting confused as to which is the newest question thread cause our corr. added links to the old ones for reference. Can the old ones be locked?


Anyway, since I realize this is the new question thread...


I agree with Flynn, personal factories would RULE!


And just like personal harvestors, they would be NO threat to the Architects because they would have a ridiculously lowered rate. Whatever values factories have now, the personals would say, have 1/4 of the capacity, speed etc.


But it would help us get a leg up and make some cash to buy a real factory.


AxlerTwinblade
Sat Apr 24, 2004 6:25 am
#9

Hmm yes i like the idea of personal factories as well.


But when it come to personel vs medium sized mining rigs... i would like to see a slight change to make the personal rigs more appealing to end users as well. Like have the medium and large mining rigs "decay" and eventually die, these are large machinery which is boreing throught the groud at high rates of speed.. they should have wear and tear associated with them that is not repairable. while we can look at the personal ones as more like your personal car, you are capable of maintaining those from decay bucause mechanically they are more simplistic.


I just hate looking for a ore spot and when i get there there are 30 big rigs on the spots and so that leaves me with no room unless i place even my small ones on the edge of the resource and only get 20% on a 70% location. or perhaps if they could make the footprint on the small ones even smaller so more of them could fit inbetween the big rigs... but if the big ones decayed... then i see there being less of them and there being a more even mix of small medium and large rigs.


And i still think with the vehicle fix'es comming out in publish 8 that we need to get better use out of the vehicle customization kits. Now that the auto repair exploite is goign to get fixed.... Vehicle sales should pick back up a bit. this is great!.... but even better would be the ability for a master artisan to be able to use a vehicle custimization kit in the building of NEW vehicles as a optional componant. Allowing the master artisan to permanently set the colors of a bike. the colors never wearing off. While on exhisting bikes a vehicle customization kit could still be used on any bike and would slowly wear off back to the colors that the bike had when it was first made. the wear off time on these kits needs to be extended though. right now they wear off in 2 days. and that blows. they should last for 5 days at least.


--Axler

Guruweaver
Sat Apr 24, 2004 7:50 pm
#10


Certosa wrote:

Lol, I think people are getting confused as to which is the newest question thread cause our corr. added links to the old ones for reference. Can the old ones be locked?




Heh. Sorry about that. I realize it was a little unclear now. I wish I had the power to lock a thread, but that isn't one of my special corresponant powers.

Take care,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
FlonGerg
Sun Apr 25, 2004 8:39 am
#11


When will missions for artisans, scale to an artisan's SKILLS?


this is a game imbalance at the basest and most easily fixable level. it is very indicative of the dev's attitude towards crafters in this game, or at least what i've seen of it so far. it isn't good.

Message Edited by FlonGerg on 04-25-2004 11:41 AM



Did you know that missions from the artisan terminals scale their difficulty based on your combat level?

How does this make any sense?
RealDarius
Sun Apr 25, 2004 10:17 am
#12

Hello,


What about more Assembly/Experimentation Points at Master Level to give our products (potentially) higher quality than those produced by non-Masters?


Thanks,


-D


owako
Sun Apr 25, 2004 10:53 am
#13

I vote for a rational power up making system, the current "make 50 to get the right combination" really gets on my nerves.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
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