Artisan Archive
Thread: This Weeks email
Iam working on thsi weeks email today rather then tommorrow like I had orginally planned. I work a double shift tommorrow
Anyway last chance to get in your comments for this weeks email. I will post a copy of it here after its sent in. We have had some really good posts this week with some wonderful ideas.
Any chance of a commodities market? Something 'simple', to begin with, such as the average price paid for items across the server (we already know they have the tools to do this in place, they were running them during Beta to check on money sinks versus credits coming into the economy).
It would be nice if, at higher Merchant skill levels, you had access to some kind of 'snapshot' of proces on certain items on the server, to give you an idea of what people are paying. It would only cover actual purchased items, not what people are charging (too easy to manipulate prices that way).
Maybe just limit it to resources, to test the waters?
Hassan al-Nasir
House al-Nasir
I'll renew my vote for Master Artisan getting bonuses to it's subtrees. I'd suggest a bonus to artisan experimentation, clothing customization,reduced bazaar fees, and a surveying bonus. Some domestic arts related schematics would be good too, especially if they were used by chefs and tailors.
Schematics that were used by Doctors, Smugglers, or other professions would be nice too.
Reveal the secret of the Nemoidian Bird Cage! ![]()
scrap everything else I have ever said about harvesters and generators.. I was wrong.
That being said, if the disappearing maintenance and power in redeeded harvesters/generators is indeed a bug, fix it asap. We need it to be more economical to move harvesters, especially given that we are limited to 10 lots total.
grrrr forums acting wierd this morning
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Weekly List for Artisan: In no certain order
Broken Artisan Schematics and experimentation bugs:
- Bone Armor Segments
- Casual Pants
- Casual Shoes
- Maiden's Dress
- Simple Shirt
- Not able to examine items for quality before or after an experimentation.
- That single experimentation point has a fail percentage of 60%. It's better to not experiment at all because you willend up erasing quality you started with due to a critical failure.
- Since clothes do not decay experimentation is completely useless on them.
- Success rates on experimentation should relate to quality of material and experience.
- Harvesters can only be experimentationed on to change hopper size.
- No image appers for necklaces until you equip them making it difficult to make the one you want or to sell them.
- Harvesters are granting Structure exp rather then GC exp. This makes it difficult for Artisans to raise that line and increases the amount of grinding that must be done.
- Resource shifting is completely unpredictable. There are no warnings if a harvester is placed on a spot that is about to run dry. It was suggested that a new tool be created that will allow us to check how long a resource will last.
- Harvesters are still being buired by POIs and Lair spawns
- Players wish for a way to keep track of harvesters without having to run out to them to check status. A new tool that allows you to remotely check status and hoppers on all buildings and harvesters. Playerwould like to only need to run to a harvester is to empty the hopper, deposit power or redeed the machine. Another posters suggested droids that would help with daily harvester upkeep.
- Harvester maintenance fees and power are not returned when thedeed is reclaimed. We need to be able to withdraw excess power and maintance before redeeding.
- Players reporting getting disconnected from the game when attempting to access harvesters
- Waypoint seems to get stuck while attempting to run down the highest concentrations on a resourceand at times pointing in the wrong direction. This seems to occur after 15 to 20 surveys and the only way to fix it is to relog.
- Other noted resource bugs include the inability to hand sample for a peroid of time after a resource shift.
- Players have also reqested that survey tools show if you are in a build zone or not to make placeing deeds more efficient.
- Fix Survey Missions
- A better filter for the Bazaar.
- A search engine for use on bazaar
- Weapons, resource containers, and clothing need to sort into more detailed categories.
- A item should list its orginal name somewhere in the description to prevent griefing.
- A way to check on the average price payed for an item across the server. Something simple to start and maybe growing into a full blown commodities market in the future.
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=7130
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=7299
- http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=7170
On the matter of harvester maintenance:
I would be happy if only my harvesters would send me an email notificiation when they shut down and give the reason: maintenance problem, power depleted, or resource depleted.
As a novice armorsmith / novice weaponsmith / novice creature handler I don't need too many resources so I usually just make a single harvester run a day to check my 5 harvesters and 2 wind generators. The only reason I have 2 wind generators (one provides enough power for all 5 harvesters) is because I never know when a wind generator is going to run out fo wind and shut down leaving me without enough power for my harvesters on my next harvester run.
A harvester maintenance droid is an even more interesting idea but it kindof removes the inherent danger involved in checking your harvesters since it would be silly for wild creatures to attack a droid. Maybe you could have the rnadomly place smugglers, swoopers, thievers, and other nefarious NPCs attack helpless harvester droids to steal their resources. Then the droid coudl send you an email: "Being attacked by xxx at location x,y" and then "Critical system failure imminent, shutting down now"