Artisan Archive
Thread: Why are Artisan Missions based off of weapon skill?
When I first saw the Artisan terminal I thought, "Great, I can make money without having to waste a bunch of mobs!" It seems I was mistaken. It's all based on weapon skill. I am a Novice Carbineer/Master Artisan/Novice Creature Handler (don't ask, I must have been drunk). But ,I find it rather annoying that missions for Artisans (those that make not shoot) should be based on firepower. These are surveying missions, have them based off your surveying skill or the over all quality of your surveying gear (that last one is probably not possible).
Don't nerf the missions either, make them more difficult as follows:
1. Move the distance to the range of destory missions: 1km+.
2. Limit the number of over all missions within a set time: 2 every 10 minutes.
3.Work on something about the "Refresh". Set a timer, a limit of refreshes, same set of missions within x minutes....Something!
I am sure some of you may assume that those 3 "suggestions" are nerfs. But they are not really. If you had to run 1k out to find your resources, dodge a few mobs (remember, these are artisans), and get back to the terminal I think 10 minutes would have passed. The kicker is the Refresh button. It should be destoryed. Set 15 missions in the que and make them scrollable or something. It's just too easy to pick uptwo 1800 missions.
Please flame, rant, add insightful advice. Remember, this is our game. If I wanted to play something easy, I still have a copy of Bard's Tale floating around somewhere.
Graytalon, Lowly Mage
What's really funny about the firepower -> mission difficulty is that it works the same way for entertainer missions. Completely off-topic, but thought I'd share.
Anyway, on to your suggestions:
1km not unreasonable for a survey. In fact, how about you have to find the resource outside a non-build area (a non-non-build area?). In theory, these people are looking for resources to harvest, why would they be interested in a spot where they can't put a harvester? I've been subsidizing my shuttle hops with survey missions, sincemy destination is obviously more than 512 meters away. I've got to wonder what those poor saps are thinking about my 75% metal spot that's in the middle of Coronet...
I think putting a timer on mission frequency is more overhead than really necessary. I mean, we're already limited to 2 missions, why add more limits? And as you said, putting a larger radius on the mission itself would take care of this organically.
Refreshing: To quote several SW characters, "I've got a bad feeling about this". Sure, it makes in-game sense that new missions won't appear every second (or however long the refresh time is), and it does allow for min/maxing of your missions, which may be a bit too powerful. BUT! If they did this to the artisan missions, they'd do it to *all* the missions, Personally, I don't care if the combat characters can't always get 2 copies of their 4k credit (2k after the big patch), uber-xp missions, but the wailing and gnashing of teeth from them would be loud and persistent. Note the responses on the recent payout nerf. And entertainers are only getting 100-180 credits for their missions (depending on what weapon they have equipped, /sigh), which basically requires getting one with an in-town destination. Finally, AFAIK the missions are generated on the fly, and for your method to work they'd have to be persisted for some period of time, otherwise people would just quit out of the terminal and re-enter. I think the devs are going to be wary of any change that *adds* to database storage requirements.
I hope I've come across as constructive. In any case, I believe we should /bug the firepower/difficulty issue, and see where that takes us. I don't really see a problem with having artisans being able to make some modest credits during a slow business day, since we've got the most money sinks to deal with.
Do you guys do the missons?
I don't know about the Weapon skill, but the only missions that I could see were crafting and surveying. There were no destroy missons available in the terminal. I did a 900 cr survey misson that required me to find a 70% or higher metal and another mission for gas.
Me being an artisan, had to run through scary parts of the Naboo planet to find these resources. I did get a free ride back to Theed though, via the Clone express when a MoB killed me.
I do not see anything wrong with these missons. Why fix what is not broken..
It's a little confusing but I think what the OP is saying that the difficulty of the missions offered is based on your currently equiped weapon/skill with that weapon. The same as destroy missions.
It's dumb, but a rather small problem overall.
I've done the survey missions and noticed that they are based on the type of weapon you are holding as to the payout. The difficulty is just a matter of knowing what is out there and where it is. But the payout should not be affected by the weapon I am holding and the time I hit the refresh or select the mission terminal.
I think that the payout should be scaled to an artisian ladder and not one of the combat ladders. It makes no sense that someone who has survey 1 that is carrying a laser carbine gets a higher payout for a mission than someone who has survey 4 and and is not carrying any weapon.
This is something that should be changed by having the payout reflect the level of the artisian and not the level of the weapon carried
Athor
MA - Corbantis
So let me get this straight... how much I get paid has nothing to do with me being a Master Artisan and a Novice Weaponsmith/Architect but how far along I am in my weapon-skill tree and what weapon I'm carrying?
I would hope this is a bug. I really, really hope it's a bug. I mean, I would think that as far along in my crafting skill trees as I am, I would get paidequal to my level of skill. Makes sense, right? I don't think that my two ranks into Pistoleer should have anything to do with it at all. ![]()
I say the farther up the crafting trees you are, the more variety of missions you should be able to do. If you're an architect, maybe the terminals could detect that and give you something to build. If you're a weaponsmith, why not come up with some kind of new blaster barrel. That's just my skewed view, though. ![]()
FragN8Tr wrote:
Do you guys do the missons?
I don't know about the Weapon skill, but the only missions that I could see were crafting and surveying.
Yes, these missions' difficulty and payout are based on your combat skill.
There were no destroy missons available in the terminal. I did a 900 cr survey misson that required me to find a 70% or higher metal and another mission for gas.
My pistoleer with no surveying (novice artisan) get's some for 1800c and they are more specific than "gas" or "metal" that my master artisan gets. The pistoleer gets missions for Liquid Petrochemical Fuel, and Non-ferrous Metal.
Me being an artisan, had to run through scary parts of the Naboo planet to find these resources. I did get a free ride back to Theed though, via the Clone express when a MoB killed me.
You are making the missions too hard. Take a mission that is of a resource with a high concentration right near town. You only need to go 512 meters away from the terminal, not to the scary parts of Naboo. After you find the resources you can return to the terminal and just keep refreshing until you get two more missions of the same resources then simply return to your waypoint and survey and complete both of those missions at once.
I do not see anything wrong with these missons. Why fix what is not broken..
Read above comment. The missions are too easy (read: big money really fast)if you are selective about which missions you accept.
Any "nerf" to these missions needs to come AFTER they make them con based on survey skill, otherwise it is hurting the novice artisans running the missions with no combat skill.
1 thing it was propably easiest way cause 1 mission terminal type already used that. Bigger, gun bigger reward as you can go further to search your survey spot without being send back to cloning station
I have to admit that i like how it is now. If you're concentrating only artisan skills you should already getting quite steady income for there.Use points using guns, well you'll loose from somewhere else.
I know it's little funny how reward is counted now but surveying isnt really magic thing. You can find same resources with survey I as with IV, only range is bigger. Hehe 512m is quite short range tho but keeping 30 lots of harvesters running i love 512m ![]()