Artisan Archive

Thread: What issues about Artisans are most severe to you?

EveryNameIsTaken
Sat Jul 19, 2003 10:11 am
#1

I have no delusions of making the "coveted" artisan correspondant. Playing as one does give me a reason to care though.


I would like to ask, that NO ONE post one sentence or 5000 paragraph responses to this thread, and in order to facilitate an easier method of compiling the complaints, that we follow a format. This has been attempted before, and people posted whatever they wanted...makes the job more difficult than it has to be.


I suggest a simple numbered format with the top, or "1" postion being the highest severity in your opinion. All comments are welcomed, but ifyou have just a general complaint or comment please start your own thread. If you disagree with someone elses list, that is fine but post it somewhere else. This way it will be a simple matter of comparing all the lists here to find out what MOST of us find to be the biggest concerns.


After going through some posts, and establishing my own concerns these are mine:


1. We need crafting missions, or some alternative to grinding and destroying items.


2.Resource shifts should be something we get a warning about to avoid plopping down a harvester and finding out the resource has shifted right after you turn it on.


3. Harvesters, like weapons and armor should operate, albeit at a lower efficiency, below 100%


4. Weapon powerups should state their effects PRIOR to the item actually being crafted.


5. We should be able to view the stats of each resource on the crafting tool UI before placing them in the slot. The resources are listed on the left hand side, but there is no radial menu forcing me to either open my inventory and examine it, or place it in a slot and view it there.


6. The bazaar needs BASE ITEM and STATS fields on the main window.


7. The AFK macro sampling needs to be addressed. I do not disagree with it but some do. An official response from someone other than Q-3P0 would be nice.


8. BASE ITEM names should not be editable, instead give us a separate window for BRANDING and such


9. Harvesters need DETAILED manuals. For instance I did not understand the time remaining indicator for POWER. 1:30...is that one minute 30 seconds, 1 hour 30 minutes, 1 year 30 days? Why do they cost more to repair than buying a new one, why can I sample more in the same amount of time than my harvester harvests? Much more...


10. Schematics are broken for many items, only allowing one experimentation point.


11. Premium sales do not do anything worthwhile. One simple press to reorganize the sales and POOF your premium sale is at the bottom of the list.


12. Droids....need serious attention. Just glance at the DE forum.


13. What do optional components for certain schematics actually DO? The info is out there but it should be readily available from the crafting session.


...will add more or revise as needed.




For Emperor and Empire!
Mak099
Sun Jul 20, 2003 2:01 am
#2

Actually, I've had a crafting mission of sorts. I was out in the field and ran across a rebel NPC who asked me to craft a part for their 'new' A-wing design. I was told to run to another NPC and pick up the parts and the schematic, make the thing, and drop it off to another NPC. I thought it was a lot of fun.
Trombor
Sun Jul 20, 2003 6:23 am
#3

more variety of minerals / chemicals on different planets. On Valcyn, at least, the only variations in minerals and chemicals are the petro fuel, the fiberplast, and a couple (read maybe 1) metal
CerionSkydreamer
Sun Jul 20, 2003 7:00 am
#4

Dude, I just have to point out that a lot of your 'issues' are already solvable in game.


1). There are crafting missions. I've done many of them. You have to talk to npcs to get them. Also, you can trade in faction points for XP. I've not heard too many people talk about this, but faction recruiters can train you on a 1 xp per 1 faction pt basis. Don't want to grind? Do faction missiosns and exchange the points for xp in your chosen profession.


2). Resource shifting can be timed. When you see a new resource appear, it will last between 5-8 days. So already have a timer right there---you're on calander. Avoid placing a harvester on any spot for which you don't have solid spawn cycle data.


3). And then people will just let their harvesters burn. This was already the case. Doesn't work. They need to shut off.


5). Dude, this one puzzles me....you can already do this! On the lower left hand corner, after selecting a resource, you can scroll down to view the stats.


6). Not a huge issue, besides what a great way to turn this into a 'stat' game rather than an rp game.










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If I had my choice, I'd still be a Creature Handler.
Instead, all I got was this lousy padawan robe.

TheUrbanPrimate
Sun Jul 20, 2003 12:44 pm
#5

I only have one real "complaint" on my list right now...


1.) Bring back the Miner as an advanced class. It may not be the most populat choice in the world, but there are those of us who really do want to play characters who mine as our primary occupation. Give them the ability to hold a few more lots for mining equipment, allow them to pay less for maintenence orharvest more per load (I'm not asking for both),make it so that certain rare minerals are only available to miners of a certain degree, allow us to be the fundamental starting point for the economy that we were meant to be.



I do have some comments about the first poster's list. Actual craft missions would be nice, but we do have Survey missions which are another sort of mission that only we artisans may take. Also... you do have the ability to check the stats on a resource from within the crating session. See the image of the resource on the bottom left of the crafting screen? That box scrolls. Scroll down to see all the vital info.

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