Artisan Archive
Thread: Top 5 issues revisited
I thought it might not be a bad idea to kick things off by revisiting the Artisan top 5 issues. Vaedross' post at the top had these listed:
1. Repairing items is completely unreliable.
2. CRITICAL BUG "Crafting Session Ended" during practice mode.
3. Artisan survey & craft missions need a lot of work.
4. There is still no INCENTIVE not to survey macro.
5. TEF ejection from houses.
Do you agree that these still represent your top five issues?
Are there new ones?
Should we have more than 5? :-)
I know that 1, 2, 3, and 4 are still huge issues. I've not really participated in the GCW so I have not found the TEF eject issue to be a problem for me, but I can see how it'd be a real problem.
Some issues I have:
Vehicles: I want to be able to tell by examining the deed/control device its quality (HP, armor, etc)
Vehicles: New vehicles only being created with 1500 health
Please share your thoughts
Take care!
-Agrin Pi'nel
Tarquinas Server
Master Architect
Master Artisan
Master Tailor
Yeh why is TEF an issue? It works well I think.
Those issues seem kinda outdated and to me at least they seem meaningless. One thing that should be added to the list and it should take up all request spots: FIX VEHICLES. They still auto-store. They are bugged to have only 1500HP I think. I'm not big on the vehicle market but I think I've heard that.
Survey incentive. I don't think the macro will go anywhere. But one thing that could be added is more range, at least up to 512m.
EpiFett wrote:
"Publish 6" broke vehicles after mulitple, and repeat /bug reports on both Test, and TC-Bria.
Time for one of those "State of the Crapfession" posts.
#1. We do not have a Correspondant. TH did a drive-by a few weeks ago looking for applications, and still no sign of one.(yay we have one finally)
#2. Vehicle Schematics are broken. X34, Speed, and Swoops all create minimum-HP vehicles regardless of the materials used in the experimentation. Pre-patch vehicle deeds work correctly. Post-patch deeds, and deeds removed from ALL crates (pre and post patch) are broken.(this is supposedly being worked on)
#3. Master Artisans require a benifit to keep the role of Master. Expand the survey abilities so that Master Artisans can survey in ranges 512m to 1024m.(HEAVY HEAVY ISSUE)
#4. Harvester animations are broken. They no longer generate when in range of a harvester unless you manually stop and restart the harvester. (this is more Archetect than Artisan, but we do craft personals)
#5. Harvester power consumption is broken. (long time now) You must manually stop and restart a harvester then refresh the status display to force the correct power values to show. This is not just cosmetic. If you fail to manually refresh the power values, then re-deed the structure, the re-deeded structure will store the WRONG power values.
#6. Crafting XP is bugged. Servers take hours to update the correct XP values earned. (this is apparently intermittant)
#7. Crafting Missions suck. Base them on the skill of the crafter grabbing the mission, or not at all. I should not need to beg others with combat skills to grab group missions for me just to gain faction or mission money.(this is still a HEAVY HEAVY ISSUE)
feel free to complain/flame/rant/discuss the issue(s)...Message Edited by EpiFett on 02-20-2004 03:10 AM
Whrlwnd13 wrote:The vehicle hitpoint bug is by far the most important to me, but I would add...
#8. Critical Failure rate during crafting should be lower for Masters. It appears there is no difference in failure rate bettween Masters and Novices.
#9. New Shellfish Harvesting Tool Does not display any stats when examined so there is no way to tell if the tool has been experimented on during crafting.
#10. Vehicle customization kit paint fades after 20 calls of the vehicle, the value to users is not equal to the ingredients/time required for crafting. Time before fading should be increased.
Ultimate Vehicle Hitpoint Dataset, accurate to (+/-) 11hp
NEW TOOL: Survey-Thumper
1024m Survey Option UNLOCKED! (picture)
Droid Utility Module: Master Artisan certificate
All of these contain information vital to Master Artisans.
My personal opinion, is that we should be pressing the following:
#1 Issue: Upgrade survey range to 1024m at Master Artisan
#2 Issue: Upgrade Survey tool UI to display the stats of the resources surveyed at Master Artisan
#3 Issue: Fix vehicle deeds to display all vital statistics. (hitpoints and resists)
#4 Issue: Allow vehicles to actually be experimented on, instead of just HP experimentation. Suggestions: Speed, Terrain Negotiation, Resists
#5 Issue: We need a clear definition on Survey Tool and Crafting Tool Experimentation.
Thanks Epi, I did read your threads and they contain some excellent ideas and testing data. I'll summarize later today the issues I've collected in the boards and from this thread and post them here. Y'all critique the issue list and when y'all like it, I'll send it in.
Thanks to everyone who has contributed to the issues list, past or present.
Take care!
EpiFett wrote:
"Publish 6" broke vehicles after mulitple, and repeat /bug reports on both Test, and TC-Bria.
Time for one of those "State of the Crapfession" posts.
#1. We do not have a Correspondant. TH did a drive-by a few weeks ago looking for applications, and still no sign of one.(yay we have one finally) (We have a correspondant now!)
#2. Vehicle Schematics are broken. X34, Speed, and Swoops all create minimum-HP vehicles regardless of the materials used in the experimentation. Pre-patch vehicle deeds work correctly. Post-patch deeds, and deeds removed from ALL crates (pre and post patch) are broken.(this is supposedly being worked on)
#3. Master Artisans require a benifit to keep the role of Master. Expand the survey abilities so that Master Artisans can survey in ranges 512m to 1024m.(HEAVY HEAVY ISSUE)
#4. Harvester animations are broken. They no longer generate when in range of a harvester unless you manually stop and restart the harvester. (this is more Archetect than Artisan, but we do craft personals)
#5. Harvester power consumption is broken. (long time now) You must manually stop and restart a harvester then refresh the status display to force the correct power values to show. This is not just cosmetic. If you fail to manually refresh the power values, then re-deed the structure, the re-deeded structure will store the WRONG power values.(This was fixed with Publish 6)
#6. Crafting XP is bugged. Servers take hours to update the correct XP values earned. (this is apparently intermittant) (Quick work around is to log out or take a shuttle)
#7. Crafting Missions suck. Base them on the skill of the crafter grabbing the mission, or not at all. I should not need to beg others with combat skills to grab group missions for me just to gain faction or mission money.(this is still a HEAVY HEAVY ISSUE)
#8. Critical Failure rate during crafting should be lower for Masters. It appears there is no difference in failure rate bettween Masters and Novices.Looks like this one is being addressed in Publish 7.
#9. New Shellfish Harvesting Tool Does not display any stats when examined so there is no way to tell if the tool has been experimented on during crafting.(Was this by design? Remember that this is not a survey tool like the others, it is more of a harvesting tool with out a BER)
#10. Vehicle customization kit paint fades after 20 calls of the vehicle, the value to users is not equal to the ingredients/time required for crafting. Time before fading should be increased.(This is also a droid issue and looks like it will be addressed in Publish 7)