Tailor Archive

Thread: Downtime Reduction for Combat Profs with Vendor Changes. Do Crafters Need Downtime Reduction?

Aynianu
Tue Mar 22, 2005 4:16 pm
#14


Down time reductions i can think of right now:


1: Make an enhanced re-list feature in the vendor, so that you can re-list all items in stockroom at the previous prices. (we already know it stores the origional price so this shouldnt be too hard.


2: Enhanced vendor sales system, some tailors sell over 100 items of clothing per day, if this information was saved on vendors aswell as on emails it would be possible to sort what was sold into catagories so that you could re-make items by catagories a lot faster than going through emails or using 'merchants friend' alt tabbed.


3: Factories 'list ingredients' function - to include resource types aswell as the resource 'name'


4: Factory time : maybe improve factory run times, as some runs like armoursmith peices can take days to run. Maybe halfed time would be better, not too short, but certainly enough to help out crafter downtime



Will post more as i think of them

Message Edited by Aynianu on 03-22-2005 08:45 PM

Bermag
Wed Mar 23, 2005 5:17 am
#15

Not a tailor (but ws/shipwright) was here to look for other information and saw the thread. Very good, we need focus on this in all forums.


My top crafting issues (regarding minimizing downtime) are(in this priority 1 highest):


1) Relist items on vendor


2) Component crate size. This is a big issue for me as WS. For grenades like thermals and imp detonators 3 subvompoents are needed (4 for protones). Weapon component crates are 25. If I want to make a full run of grenades I can't get all items into hopper. Also is a lot of work to pick up crates and drag them into hopper. Changing crate size to at least 50 would make it much easier. Generally crate sizes are strange. Components 25 size and at same time vehicles are 50! Not to mention powerups where you use most of all is 10.


3) Improved harvester interface. To many click to retrieve resource and change resource. A better interface is needed but I would settle with macro commands tro empty/change resource.


4) Factory interface. Pain to move crates. Not only that you need to drag one item each time, you also need to make sure you select an empty spit when dropping.





---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Drecki
Wed Mar 23, 2005 5:49 am
#16



  • The day we get a relist button on our vendors will be a day to celebrate. I get so p.... when I log in and see 100 or more mails with "Auction unsuccessful".



  • I don't care much about production time of factories, as a tailor most things are crafted by crafting tool anyway.



  • What I would absolutely LOVE to see: Ability to manufacture clothes in the factory without color (!) and specifying the color for each itemlater. So I would have maybe 50 crates of "raw" clothes, and whenever I need something to restock, I specify the color for the item and put it on the vendor.



  • About ressources: The survey droid should be enhanced, so it will give stats of the ressources as well. Would save a lot of time.



  • About factories and harvesters: The maintenance droid should be able to put power into them as well. It's useless as it is right now.



  • Successful auction mails should leave the name of the vendor and item sold in the subject, example:

    From: Vendor Xanija's Design-Fashion
    Subject: Sold: Winged Hawtpants blue

    This would make restocking of sold items a lot easier, as I would not have to open each mail while crafting and I could sort my mails by topic, so I could craft the 5 Hooded cloaks one after the other instead of crafting 1 hotpants, 1 pair of dress slippers, 1 hooded cloak, 1 pair of dress slipper, 1 hotpants, 1 hooded cloak etc.


Ah, so many wishes, so few programmers....


Message Edited by Drecki on 03-23-2005 01:50 PM



.:Todeco:. ~ .:Jedi ~ Freelancer Pilot:.
.:Xanija:. ~ .:Tailor ~ Image Designer ~ Merchant:.
.:Lyana:. ~ .:Creature Handler ~ Carbineer ~ Rebel Pilot:.
.:ToC ~ Zitadelle des Chaos ~ Talus:.
AllyaEcati
Wed Mar 23, 2005 8:29 am
#17


I would like to see larger stacks of resources, components, etc. I've spent waaay too much time trying shift resources for storage and running back to my factories to pick up more components.



Aylla
Goddess of LOD
-I support ATK play
SWG High Class of 2005
_Lirael_
Wed Mar 23, 2005 11:11 am
#18


Relist Button


This would be a HUGE improvement, not just for tailors, but any crafting profession, or indeed anyone at all in the game with a vendor.


Pretty please?



« Chawbacca ..::.. -KH- »
Wookie Crafter : Professional Klutz
?I have no problem with the misuse of droids,
just the consequences.?

Sakura-Ikari
Wed Mar 23, 2005 11:22 am
#19






Akaara wrote:


1. We need the ability to list several items at one time, not one at atime! If I am selling 2 (1000) factory runs of syn cloth it takes forever to list them all indivdually.


2. We need the ability to sell things in sets


6. relist button


These are all the things I think of when crafting.





Message Edited by Akaara on 03-21-2005 07:41 PM




Yes! Yes! Yes!



my husband knows by the look on my face when i login and open my email - "oh, it's vendor maintenance day again?" (and by maintenance i don't mean the money, i mean the dang restocking the timed out stuff) That is by far my LEAST favorite thing in game. A way to do that remotely, or a quick easy "relist at previous price", or a way to bulk sell sets of items would definitely let me spend less time staring at my vendor (atleast she is a hawt twi, but still!) and more time crafting and talking to my friends and RP'ing.







Sakura Ikari
..:::[ My RP's ]:::..
Master Tailor / Imperial Public Relations Chic / Black Eyed Beauty


Sakura-Ikari
Wed Mar 23, 2005 11:26 am
#20






Gyopi wrote:


2) Image designable vendors. I don't want to scare away customers and I don't want to spend an hour trying to get a random vendor to look decent instead of having lime green lips and a hot pink mohawk. It would also give image designers something viable to make money from.






5stars for you! This would be a great improvement for merchant AND ID!!!




Sakura Ikari
..:::[ My RP's ]:::..
Master Tailor / Imperial Public Relations Chic / Black Eyed Beauty


Khristen
Wed Mar 23, 2005 5:29 pm
#21


1) In your opinion, is crafter downtime a problem?


In many ways, yes. In others, no. I don't see downtime in and of itself a bad thing, but things that are just time sinks for the sake of being time sinks or because of design flaws are pointless.


The relisting thing is a huge factor for me. There's few worse feelings than logging in and seeing your mailbox full of 500+ "Auction Unsuccessful" e-mails. I spent *way* to much time dealing with the vendor restock issue. The listing method is cumbersome and as bulky as a box vendor as well.


Harvesters are another one of those time sinks that I think everyone hates, too. Between the inordinate amount of time you can spend trying to find a decent percentage, running to check them every few days, and coming back to find that the resource shifted less than an hour after you left them are all big issues.


Factories are supposed to be an efficient and predictable way of crafting goods. If it's so efficient, why is it faster for me to make it by hand? Instead, as others have pointed out, I have to wait a huge amount of time for it to craft what I could hand-make in a few hours--if I didn't need identical items for my schematic--and the crate size inconsistency is a minor time issue as well (finding a place to store architect component runs is always a joy).


Combat classes tend to be more impatient because they're used to getting the fruits of their labor immediately. Crafters have to be patient in order to see the process through to its completion. It's a difference in mindsets, but just because crafters are patient doesn't mean that they find enjoyment in the tedium.



2) What improvements could be made to remedy this problem without having a huge impact on immersion, our playstyle, or the economy?



  • The Merchant system is probably the biggest time sink common to all crafters that sell their goods through vendors rather than custom orders only. A relist button (that puts the item back for sale on the vendor with the same description and price) would go a long way to alleviating some of the dread of a mailbox full of "Auction Unsuccessful" mails. A relist button would have zero impact on immersion (perhaps even increase it considering normal malls don't have items fall of the shelves into the stockroom after 30 days LOL), would seriously improve playability by giving us time to do something besides click buttons for hours on end, and should have no real affect on the economy because the system would still pull out old goods (it would just make it quicker for an active Merchant to relist them).



  • Factories should make items at a rate that is, at minimum, comparable to the actual assembly process. To be honest, they should make items more quickly, although this could lead to the market having more finished goods flooded into it. A compromise would be for factories to produce subcomponent/component items at a very rapid rate (perhaps half the time of hand crafting) while still taking the normal amount of time for finished goods. A change to the complexity of subcomponent parts--particularly those that require no experimentation--would address a large part of this issue without a huge impact on the supply of finished goods. I am also a firm supporter of factory crates being equal to the size of the run: if you make a schematic for 1k items the crate should be 1k items. Not only does this cut down on storage and database fluff, it makes the crafter's life easier because they don't have to keep running out to their factory for more crates.



  • Surveying is an absolutely horrid time-suck, but perhaps understandably so. Allowing to sample and survey from bikes was a huge improvement, but there is more that could be done without risking immersion. Droids. Not only does it add to the immersiveness by having more droids in use, it could also resolve some time sink issues for crafters. Survey droids should do exactly that--survey. It should not be instantaneous, but I see no reason why a droid should not be capable of doing what surveyors already do. The user tells it what resource to look for (owner should be on the planet to be surveyed, although they could leave after deploying the droid)and a minimum percentage; the average concentration of the resource on a particular planet determines how long it takes for the droid to find a desireable spot.


For example, I send my droid out to find Oolia Neutronium Steel on Naboo at a minimum of 75%. The average concentration on the planet is 50%. Finding a 50% spot would take 1 unit of time (whatever it may be), finding that 75% concentration (or higher) should take 1.5 units of time. Searching for a 25% or higher would take .5 units of time. There would always be a chance of it finding a higher percentage, but in general it would be close to the desired percentage.


The other option (and verymuch simpler) is to give the survey droid a waypoint, and it takes a pre-determined amount of time per meter of radius to search outwards from that waypoint. At the end of it's survey range, it sends a waypoint to the owner of the highest concentration within that radius. Perhaps make different levels of survey droids to survey wider or smaller areas with a survey skill requirement (in order to prevent a complete devaluation of the survey tree of artisan). The ranges would be much greater than what can be done with a survey tool, perhaps extending as far as 5000m from the survey start point.


More convienient ways of surveying, even if they are not necessarily faster, would go a long way to freeing up crafters to actually craft. It could also result in a serious reduction of stress-levels!




  • Harvesters should be droid controllable or have a way of remotely monitoring them. Allow a droid to check/add power and maintenance to a harvester and inform the owner of how many resources are inside (and bring back with a travel time factor perhaps). We could also have "smart" harvesters that send transmissions by the owner's request giving the status of the harvester and if it is still on/the resource is still there.

Those are my personal "main time-suck issues". I don't want to see the crafting professions made into something mindless, but there's no reason for it to be more like a job than a game.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Tokklyym
Wed Mar 23, 2005 7:22 pm
#22


Khristen wrote:

1) In your opinion, is crafter downtime a problem?

In many ways, yes. In others, no.

The relisting thing is a huge factor for me. There's few worse feelings than logging in and seeing your mailbox full of 500+ "Auction Unsuccessful" e-mails. I spent *way* to much time dealing with the vendor restock issue. The listing method is cumbersome and as bulky as a box vendor as well.


... (edited for space)

Those are my personal "main time-suck issues". I don't want to see the crafting professions made into something mindless, but there's no reason for it to be more like a job than a game.






I just wanted to say that this post sums up pretty much everything that bothers me about my time spent playing the game. Thanks, Khristen.

Also, I have 300 items of clothing that have been in my stockroom since the weekend, because I don't have the heart to re-list them right now.

Message Edited by Tokklyym on 03-23-2005 09:23 PM



_______________________________
Tokklyym | Elder Shipwright | Rebel Ace

| Remove inactive player structures.
| Tailors should remove mods from looted clothing and add them to crafted clothing.
| Naritus.

I've been a Talusian, a Tumbler, and a Tailor. I used to camp and I loved to scout.
Now I make ships and fly them.

Drazic
Thu Mar 24, 2005 9:10 am
#23



Akaara wrote:
1. We need the ability to list several items at one time, not one at a time! If I am selling 2 (1000) factory runs of syn cloth it takes forever to list them all indivdually.
2. We need the ability to sell things in sets
3. We need a droid to go fetch items from our factories or harvesters
4. Some way to 'protect' ourselves out in the wild, near our factories/harvesters... pretty soon we won't be able to wear armor without certs.
5. I wish we could opt to create 1 to 5 items at once, instead of using a factory. Say I wanna ONLY make 5 melee defense formfitting undershirts in black, I wish we had the option to make 4 to 5 at once, with one extra button click... not big enough for a factory run, and time consuming to make 5... Surely they could let us make say 5 items at one time... this would be a time saver for sure!
6. relist button
These are all the things I think of when crafting.

Message Edited by Akaara on 03-21-2005 07:41 PM





I like these ideas - well..and all of the above as well.

a relist button...drool...



---------------------------------------------------------------------------------------------------
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"How many ideas have there been in history that were unthinkable ten years before they appeared?" Fyodor Dostoyevsky
ArthurDentOnBria
Thu Mar 24, 2005 11:46 am
#24

I think that when talking about "downtime" you should stay away from areas like harvesting, factory, and storage effeciencies else you run into the "monopoly" aspects. Just remember that if it's allowing you to produce more, it's allowing all your competitors to produce more too, and the net affect may well be that you sell less because they sell more. Also when talking about effort expended in harvesting, for most crafting professions, that is the very thing that allows one crafter to differentiate themselves from another, so to remove or diminish that reduces the challenge and ability to differentiate yourself (but admittedly not as much in tailoring).


The other downtimes, particularly when it comes to vendors, I fully agree with however. I think it is very sad that they elected to implement global vendors before they implemented one-button relists. That says a lot about their priorities I'm afraid.





ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Sakura-Ikari
Sat Apr 02, 2005 1:46 pm
#25

OH... I had one more thing to add to my thoughts above after i did my very first ever large order (50 guild uniforms, and not for the guild I"m in lol... actually it was a rebel guild *shhhh* but heh it was money!) ANYWAYS....


please for the love of the force could they make factories a bit more user friendly. They seriously need to add a function to move something directly from the output hopper to the input hopper (IE crated components) other than the torturous drag & drop system. I seem to attempt to drag each item 2-5 times before i finally get it to drag instead of giving me the silly radial menu that i don't need. my factory lags me like i was crafting in Theed cantina or something... and drag & drop becomes deplorably difficult.


ok i think i'm done posting to this thread now (what is that, 3 replies for me in one thread? ROFL)


g'night ladies and gents... it's about sleepy time



Sakura Ikari
..:::[ My RP's ]:::..
Master Tailor / Imperial Public Relations Chic / Black Eyed Beauty


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