Artisan Archive

Thread: Dazed and Confused

GadonThek
Sun Jan 11, 2004 11:49 am
#1

*gibbers madly*

Ok. Ok......Ok

Ive never even thought about playing any form of crafter before. ive always been a straight up combat fiend in the MMOs Ive played previously, and here was too be no different. I was about too start an Imperial PA and kick some arse, etc etc, however RL contraints have removed this ability, and I no longer have the time for faction stuff.

So I though hard about what I would like too do, and Id love to run my own bar. Not a cantina, as that would require a city etc and Im not into that, just a nicely decorated house, with a single vendor hawking drinks. So I thought, "no problem! Ill just grab artisan 0440 and Im sorted". Hmm, not. I also need chef skills(the tree with all the classy beverages), but Im fine with that, Ive worked it all out and I can have the character I want and still have the points for the artisan stuff.

Herin lies the problem: Ive never been so stupefied in all my life. Percentages, surveying, sampling, resource shifting, ferrous, non-ferrous, known, unknown, ahhhhhhhhhhhhhhhhhhhhhh! I have no idea what Im doing. Ive tried looking around SWGcraft.com and the like, but I dont understand what they're on about.

Can anyone direct me to a guide to SWG crafting that is geared towards the TOTAL crafting n00b. All I want to do is run my bar, but Im determined to make a go of this drink brewing malarky. Any help is much appreciated.
JansosHosphe
Sun Jan 11, 2004 10:56 pm
#2

Now you understand why people choose to do the artisan thing. Because its complicated. Ok, so here's what you really need to know:


Percentages: There are several places where percentages will be significant to you.


First is during surveying. The percentages displayed when you survey are an indication of how much chance there is that you will pull the maximum amount of resource you are currently capable of pulling, each time you do a sample in that spot. Same for harvesters placed on that spot.


Next is crafting. When you look at an item you are thinking of crafting, in the lower right pane of the crafting window is the list of components needed.At the bottom of this pane, there may be a section that says something like: Experimental Charges -- Potential energy 60%. There will be a statistic attached to the resources you use that is named Potential energy.(ifyou use something that doesn't list it, you can treat it as if it were zero...) What the percentage in the crafting windowis saying is that the potential energy is responsible for 60% of the number of charges in the finished product. The higher the potential energy, the greater the number of charges you get when you are finished. If a statistic on your resource is not listed in the crafting screen, then that statistic is irrelevant to the finished product.


Resource shifting is no big mystery. Each resource appears, stays for a random amount of time, and then disappears. If it didn't work this way, everyone would learn where the best resources are, and only the quickest would get room to put up harvesters there. They would have an unbreakable monopoly. Instead, the resources move around, so everyone gets to have a chance to put up harvesters in a sweet spot... they just have to find where the new sweetspots are, first... If you need a particular resource, you have to survey for it, find a good spot, and put down a harvester. This process is required each time the resource list changes. (What just disappeared is not likely to re-appear elsewhere, but something suitable probably will... there are some resources that only pop once in a while. Rarity makes them expensive. People mine them, and then sell them at a huge profit when there have been none available for a while)


Ferrous, non-ferrous, known, unknown... these are all types of resource. Some recipies call for gas...any gas will do. Some call for inert gas. Reactive gas will not do, but any inert gas will... One ortwo recipiesmight specify that it has to be a KNOWN inert gas. Some recipies call for metal. Any metal will do. Some call for ferrous. Iron or steel will do, but not copper or aluminum. Some are very picky, and insist on aluminum. Nothing but aluminum will do.


The artisan profession is a profession of nitpicking. To make the best stuff you can, and thus geta customer base,you have to consistantly use the best ingredients for whatever you are making. You have to experiment. You have to be able tofigure outwhich resources you should just mine a little of, and which youshould hoard. (A medic would want to hoard a 990 potential energy resource, for instance, since potentialenergy isneededfor the quality of their medicines...) You may even have to make use of those skill enhancers the fighters are always looting... which means buying them from fighters.





Please Remain Calm. There Is No Need For Panic.
Remember, there are 10 kinds of people in the world; those who understand binary, and those who don't.
GadonThek
Mon Jan 12, 2004 1:11 pm
#3

Thats great jansos, this is exactly the sort of info Im after, thanks. Any other tips?
Xandaed
Sun Apr 04, 2004 10:08 am
#4

I've been trying to work on combat models of the Probot ADVfor a week now.

Here's my problem(s):


I was told that you can put a total of 9 Combat Modules in the Probot ADV.

3 Combat modules in each Combat Capable Socket Cluster and 3 Socket Clusters

in each deed.


Upon inspection of the Deed I see that is not possible. It can take 1 Socket Cluster

and 2 Combat Capable Service Modules.


So I built General Droid Service Module Clusters (Item Storage 4)figuring that would work...

and it didn't now I know that crafting stations etc can go into these slots.

However I wanted to build Combat models, I didn't want to put crafting stations in them.


So my question is am I doing something wrong, is it bugged or has this all just been

a useless waste of my time.


Nuthe Tahn'wee

DE - Scylla
Jenden
Sun Apr 04, 2004 10:12 am
#5

you need to use the combat module clusters (even if its non-combat modules). any time it asks for a combat capable module (not cluster) either combat or utility will work. Any time it asks for a combat capable clust, it must be a combat cluster (though it could be filled with non-combat stuff).
And yea, advanced probots can only hold 5 modules, regulars get 3.

Message Edited by Jenden on 04-04-2004 10:12 AM



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

MustangGT
Sun Apr 04, 2004 10:22 am
#6

you need to build 5 Droid Combat Modules. Put 3 of them in a Combat Capable Socket Cluster. Then in the final build add the Combat Capable Socket Cluster (which houses 3 Droid Combat Modules) and the remaining 2 Droid Combat Modules will go in the 2 slots that are left over for modules. You'll also have 2 slots open for Armor Mods. I have my Probot ADV's up to 151-160 Damage 0.75 speed with a Combat Rating if 535 and they are selling pretty well.


Hope this helps,


Adalis


Master DE


Starsider


TheFluffyJedi
Wed Jun 30, 2004 9:39 pm
#7

I dont know what happened, but somehow all buffs are nowexpected to be +2800 , 4 hours long and sell for 20k, This was no problem a few months ago, but its imposible to get them that high unless you want to spend 500k on resources, and three hours scouring lok for perleks.



currently im living in tuskan fort with my 7k, +1800 3 hour 25 minitue packs.


steady income



"Hair grows back, so just go for it."

Syde Chezn, Imperial Captain .."All suspects are considered guilty....... period. Otherwise, they wouldn't be suspects, would they?"
trajen2
Thu Jul 01, 2004 5:53 am
#8

Buff expectations have become rediculous in my opinion. Anything over 2000-2100 should be a base buff, say 10k. You want 2200-2300, 12k. 2300-2400, 14k and 2400+, 15k. . . .in general sales, you've gotta have a good, better, and best...give em an option. That is what I would do if i could make good buffs...lol


Inat-

RBN





Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

Roustabout
Thu Jul 01, 2004 6:07 am
#9

If there's a busy starport you can probably charge these prices simply because people don't want to wait 15 minutes to get buffed.


Most veteran players will understand and gladly pay...it's the newbies and immature players (by and large) who have the problem with an extra 3k even though they're getting a 3, 4, or even 5 x enhancement to their stats.
Rchuno
Thu Jul 01, 2004 8:27 am
#10

Heck my Health and Action are at minimum so I get a 7* boost when I get a good buff. (2400+400)/400 = 7 woo hoo basic math and I get a huge increase to my stats for 10k most of the time... That is when I don't buff myself.



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
Brutias
Fri Sep 03, 2004 11:23 am
#11

i apologise before hand if these questions have already been answered on the forum but after hours of trawling through whining i though i would post in the hope some wandering helpfull person will come to my aid


i am at the jedi village ... i took the combat quests


1. why do i have 4 Nov skills in my charcter sheet?


i have

Combat Prowess

Crafting

senses

reflexes


.. i know u need to convert xp to fill these up


my question is .. so what use are the 10 patrol quests i am doing ? should i be out grinding XP to convert to fill these boxes up ? so i can buy novice in them 4 areas


wasnt there supposed to be 6 branches?


and do u need to do the quests to actually unlock the novice boxes if so thats harsh one branch every three weeks?


if anyone could enlighten me i would be most gratefull


thanx



Vendors Located And All Delivery's To Mirage Tatooine Alpha Mall ..Brute Force inc.

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Page 1 of 1
Previous Next