Artisan Archive
Thread: This week's Mail *draft* 8-21-03
1. Bugs Fixes
- waypoint bug still exists
- Players still reporting problems sampleing after a shift
- The game is not always returning lots when an item is dystroyed or redeeded
- Creature Habitat uses 20 mineral and 20 chemical but gives 1 exp it also need to be see though so you can see what is inside
- Factory bugs still exist
- Survey Missions are being based on combat skills and not Artisan skills
- Still haveing problems with failed to start crafting message normally resulting from mashing extra keys by accident when attempting to craft
- Survey tools are showing a range of 320 and not 364
- Crafted tools can sometimes cause a permawalking bug
- Some vendor bugs still exist
2. Master Artisan
- Players wish to feel a need to be Master Artisan. Right now there are a few things you can make but mastering it does not feel like a big thing. Refer here: http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=11611
3. Dev Question responses
- Please refer to this thread for the responses to the questions posed in your last answer.
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12534
4. Requests Refer to http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=13286for a tally of support or lack of supporton thses topics.
- Remove shaded background when crafting so we can chat.
- Remote moitoring of Harvesters though mails.
- Miner Professions added back in
- Droids and/or a artisan crafted terminal that can be placed in homes to mointoring and maintance payment of structures. Perphas different levels of droids and terminals that can can handle more tasks or structure counts based on level of said droid or terminal.
- /salvave command that can allow us to recop some materials from a salvaged item
- An Architect crafted Forage that allows players to take a stack ofresources and have a % chance to improve or refine it. There should be some artisan crafted power cell needed to use it*only if there is no miner Profession*
- New 1 screen UIs for crafting and structure maintance containing tabs for each area rather then multiple screens.
- Harvesters limitations or certifications of some kind
- More lots awarded based on crafting skill and elite crafting skill
- Ability to create custom schemtics though a custom crafting interface allow us to change all properties of an item and create totally new items.
- More forced consumables. Make food and drink mandatory. Introduce ammo for weapons etc...Optional power cells on harvesters and factoriesthat can be installed to lessen the needed power. Optional power nodes for homes that lessen the maintance. Cells would come in varying sizes and power and last from 1 to 7 days before needing to be replaced. Cells would be crafted starting in the engineering lines with the best avaible cell crafted by a Master Artisan.
- Allow us to create our own dye mixes to change the color of things
- A visable build zone on the Plantary map
- Survey range increased at Master Artisan.
- Change the way Power is displayed on Harvesters
5. Expermination Crafting Tools and Repair Tools
- Expermination needs to do something worthwhile so that there is a reason to do it. All crafted items need to be effect by expermination in some way.
- Crafting tools and survey toolsshould provide a benifit when crafted from better materials and being better in quality. Reduced chance at failure extra expermination points etc... Increased survey range even if just slightly.
- Crafting exp awarded when you experminate
- Fix Repair tools so they work correctly and are effected by expermination so that a better kit fixes things better.
My personal pet peeve of the week:
- More and better indepth crafting activities for thoses of us who chose not to learn combat skills. I do like the Artisan and survey missions but I'd like to see something more indepth then just go here and get this and combine and delivery it. I'd like to see something akin to the old Trade Wars kinda thing you commision to buy some resources from NPC A on naboo and then find a trader NPC somewhere else to unload it to for a profit. The NPCs could be set to change what they buy and how much they pay on a random basis.
- Oh in throwing in an extra one sorry LOL many more house sizes and types so that people want to change houses once in a while!!
Other posts of intrest for this week: ****This does not indicate support for any idea below just a sampleing of the discussions going on right now on the forums.****
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12327
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12957
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12042
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12989
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=10813
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=9472
This will be mailed tommorrow morning
Tim
0. Repeat Issues (Last mail's numbers in parens for reference)
- (4a) Waypoints breaking when surveying. Pointing wrong direction and sticking.
- (4b) Problems still remain when attempting to sample after shift.
- (1a, 1bii) There are still some bugged and broken schematics that do not allow proper experimentation.
- (1bvi) The UI team has not addressed the issues in viewing necklaces when not equipped.
- (2d) Harvester remote maintenance tracking: Several suggestions on implementation have been reached. Meeting all of them would be best, but we'll take the first one you can work out for now.
- Specialized Tool
- Info Panel in House
- Info Panel in Bank
- Specialized Droid/Droid optional part
- Specialized Tool
- (4d) Crafting (and entertainer) missions are _still_ bugged in that they scale based on combat level. The artisan missions should scale according to the appropriate artisan skills.
- (Multiple) You asked for feedback on several questions. Feedback thread can be found at: http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12534
1. Bugs Fixes
- Game does not always return lots when an hervester, structure, etc. is destroyed or redeeded.
- Creature Habitat uses 20 mineral and 20 chemical but gives only 1 xp.
- Creature Habitat needs to be transparent so contents are viewable.
- Crafting crashes when extra keys are inadvertantly pressed. Has been duplicated. Often.
- Survey tools are disply range of 320 and not 364.
- Crafted tools can sometimes cause a permawalking bug.
- Factories cease proper funtion after the ~100th item.
- Some vendor bugs still exist.
2. Master Artisan
- There needs to be a good reason to take this mastery. More stats/skills/schematics or something new and different. The current rewards are not sufficient.
Refer here:
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=11611
3. Improved Harvester UI
- Use fewer screens
- More intuitive controls
- Display time in proper 24hr clock
4. Harvester Certification
- Bring this in line with weapons. It is unacceptable that someone with no artisan skills can run a full complement of harvesters. Especially egregious is the fact that PA members can run a large number of harvesters and just admin them out to one artisan.
5. Experimentation, Crafting Tools, and Repair Tools
- Not all crafted items are effected by experimentation.
- Experimentation does not always positively effect items, even with good or better success.
- Crafting, Repair, and Survey Tools show no empiric benefits from superior materials or experimentation.
- Successful experimentation should lead to xp bonus.
My personal pet peeves of the week:
- Enhanced artisan missions. Example: Merchant Mission: Buy commodity from person A and sell to person B.
- Additional home types of varying size and type.
Other posts of interest for this week:
****This does not indicate support for any idea below just a sampling of the discussions going on right now on the forums.****
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12327
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12957
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12042
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=12989
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=10813
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=9472
hehe there is no need to bump topics that are stuck to the top
Just to clarify a few things. I belive the devs are aware of what bugs still exist which is why I did not point it out
I just added the bugs list to the top to have them all together and to give us a list of them all in one place. The poll was included becuse there are many many topics on the forums on each and every topic included in the poll. All the poll was intended to do was show a basic idea of who thought thoses topics warranted additional discussions. I purposely left the questions vague so that everyone can post their own ideas on each area.
The time frame for the poll is fine as iam sure it will be a week or more before the list we have provided is even read. Considering the time it took for out last answer I would rather not let the topic wait that long. The topic was also intended to be a place for the Devs to refer back to and Iam sure they will check the topic more then once to see who has posted. Its going to be like a running total over time.
Thank you for your comments and your concerns
Jasarina wrote:5. Expermination Crafting Tools and Repair Tools
In this entire section I believe you mean Experimentation.
I would like to stress what has been brought up before in one of these threads, I forget by who...
Artisan Experimentation of the General Crafting sort should have some form of impact on the other smithing skills, even if it's only 50% or even 25% points. I saw it in last week's deal like this that we had, and it DOES make sense, and it does give a reason for people to go through the effort of climbing the full range of Artisan instead of just shooting down Engineering or Domestic Arts to go directly to their Elite profession.
Me.
though = through
dystroyed = destroyed
Just looks more professional when sending a final draft to the devs.
pragmatous wrote:
heh i'm not trying to be rude or anything but run spellcheck![]()
though = through
dystroyed = destroyed
Just looks more professional when sending a final draft to the devs.
Its a game
Jasarina wrote:My personal pet peeve of the week:
- More and better indepth crafting activities for thoses of us who chose not to learn combat skills. I do like the Artisan and survey missions but I'd like to see something more indepth then just go here and get this and combine and delivery it. I'd like to see something akin to the old Trade Wars kinda thing you commision to buy some resources from NPC A on naboo and then find a trader NPC somewhere else to unload it to for a profit. The NPCs could be set to change what they buy and how much they pay on a random basis.
I like that idea alot, market speculation, trader that kind of thing (especially if/when the space expansion comes (late 2525 AD)).
I think tho, that instead of the mission sending you from a specific NPC TO a specific NPC, the fun would have to be in finding a good buyer amongst a range of possible traders. Is that what you meant? Buy 2000 radioactive (no hand sampling, please) from Cooble Narboozin'blick and then hafta see whose buying rad for the best price. Maybe even set up trade routes, that kinda thing. I like that.
You could also have factional missions based on the artisan tree: Go to imperial term, select artisan -> Mission for imps buying 2000 reactive gas. Payout in factional points and creds. Or -> Mission to provide 40 CDEF carbines to rebs. Yadda x3. (These could also affect the hyped Sway of the Galactic Civil War).
Uklei-Yuma wrote:
I think tho, that instead of the mission sending you from a specific NPC TO a specific NPC, the fun would have to be in finding a good buyer amongst a range of possible traders. Is that what you meant? Buy 2000 radioactive (no hand sampling, please) from Cooble Narboozin'blick and then hafta see whose buying rad for the best price. Maybe even set up trade routes, that kinda thing. I like that.
Exactly there would be no waypoints pointing to the NPCs. You just have to buy from one and them sell to another one. Traders could be identified by Trader in their name. They should randomly change what they buy/sell and their prices. You should also have to buy the resoruces from a tradernot hand sample or mine them.
Bug: Experimentation Critical Failure resulting in a value of 0 cannot be changed from 0. All other points used in that field will be amazing successes with no movement.
Bug Optional Component effectiveness doesn't appear to have any impact on the final product (Weapon repair kits specifically).
I also feel Master Artisan should give more experimentation points, right now MA is pretty worthless since you don't get any improvements at all (due in part to the second bug I mentioned). Improved survey range/results would be nice too.