issues with the artisan guild
Posted: Wed Jul 23, 2014 12:01 pm
Issues with the artisan guild
Hey guys. These issues I'm about to mention may seem like complaints, but if everyone was satisfied with the status quo, or was just complacent about everything, the BBS in large part wouldn't exist. So here we go.
Usage of guild points.
Currently, there is zero incentive for artisans to do tasks, aside from gaining points towards a promotion.
Before the coaltion was burned to the ground, artisans had only two uses for their recognition points. A mining permit, and a logging permit.
These were simply for one use only, and the guild points required for them were EXTREMELY high. The mine was especially not worth it for most of the artisans because most of the ore and gemstones were nearly impossible to hit unless you had a high enough skill to even see them, let alone hit the vein.
Now, those permits are obsolete, because the coalition as we knew it is gone, and the north and south exits once you enter the gate have still not be worked on and opened to the public, or to the artisans for that matter.
Now, the artisans as I said, have nothing to use their recognition points on, so they just build and build and build.
I would like to propose some suggestions on how they can be used.
If Haiban is now the new center for the mercs and artisans, even though it's open to everyone else as a starting point for new players, why don't we have a store, maybe inside the warehouse on the south road, where only traders can obtain tools for their particular trade. Only instead of using riln, they can use their recognition points, provided they have guild points.
If they don't, well they'll just have to buy their tools as the public stores, or perform missions that will give them some guild points, which they can then use in the artisan-only store.
Another suggestion for guild point usage is ... Master Locke can dish out one-time permits that will give you access to a particular facility for 3 hours, instead of one hour, and it would require, say, 2000 recognition points.
The permit would be taken from them when they entered the appropriate facility just like the one-hour permits do.
Another type of permit Locke can dish out, is a 24-hour pass for a particular facility. It would also be taken upon entering the appropriate facility, and it would cost 5000 recognition points.
The previous permits for 6000 and 2500 recogntion points were outrageous because of the risks involved, and the fact that artisans earn very very little guild points, compared to the other guilds.
At least with these proposed permits, artisans can get their money's worth out of their use.
I have no idea why traders/artisans were denied the ability to gain guild points by selling things at the markets. I mean, that's like denying a mercenary, the ability to gain guild points by killing things.
crafting, selling, mining, stone working, etc, is what an artisan is suppose to do, so why don't they get credit from their guild for doing it. The majority of guilds get rewarded for killing infested or nethrum creatures. That's their incentive to increase their combat skills. An artisan should get incentive for working on their profession skills, and buy selling things at the various markets, is how they'd achieve that, along with being paid for their effert.
I've written a few posts suggesting additional types of missions artisans could be given to encourage them to work on certain skills, but that fell by the wayside.
The biggest issue I have is with the use of the recognition points, so I'm just going to leave it at that.
Purchase orders
We come to my next issue, the purchase order system.
This was just sort of.. put in halfway, with no fine-tuning.
I don't see any reason why we can't put our crafting mark on the item. I mean, what overall baring does that have on the product. At least the person who placed the order would have an idea who worked on their request, and that person could seek that artisan out in the future if they were impressed with their work.
Another thing is, artisans need a way to communicate with the order placer, if need be, to work out the finer details, or to have the order modified if aspects of it just aren't capable of being dealt with. I'm going to use an example here so everyone can see what I mean.
Order number 6991: 40 - order arrow with silver heads of good quality out of elm wood shaft with silver head for 500 riln
Now as you can see here, this person wanted silver arrowheads. This is not possible in the game.
We can paint the arrow shaft silver, but that's as far as that goes. Now for 500 riln, that's very cheap to want 40 arrows with any kind of broadhead attached to them.
If I were filling that order, I'd want to know if they wanted silver painted arrows instead, with just sharpened ends, or if they'd like the elm arrows to have iron or steel broadheads, or bodkins, or even stone arrowheads on the ends.
I have no way to find any of this out, unless I was able to contact the customer.
Another issue is, some of the orders are just nonsense. By that I mean, we don't have any ability at all in-game, to fill them, so they sit, and sit, and sit. Some of these orders Clayton's looking at, have been there for several months, which means not even the most skilled traders/artisans were able to deal with them. There should be a time period in place, and that time limit relayed to the person upon placing their order. Something like one month should be long enough for any artisan, skilled on not, to deal with the order that was placed. After such time, that order should be automatically terminated, and that person's riln returned to them. Or, they can just suffer the loss of however much riln that put in as a downpayment. *shrugging*
Another issue dealing with the purchase order system, is artisans get zero guild points for being able to fulfill any of the orders.
Even if they earned 10 guild points, it would at least be something.
Another issue, is the handling of large orders.
I have not tried this myself, because there wouldn't be any profit in it if it worked out this way ... but say there was an order for like ... ten casks. Ok obviously ten casks would not fit in a package, so you'd need a handcart or larger container. I don't know if the handcart would actually be sent along with the order, but if it did, you'd be out the cost of the handcart, since that's not caculated into the offered price for the order.
If a person ordered ten casks, and offered 5000 for it, the system would have to be configured to add the cost of a large container onto the offered price, so instead of simply paying half the total offered price (in this case 2500 riln), the additional cost of the handcart or large container would have to be added on, so the person would have to put down 2700, or 2800 riln to cover that cost.
Also, since the purchase orders system was put into place, permits were added in for various facilities, adding to an artisans overall costs.
So now, we have to factor in 50 riln for a permit an artisan's going to have to fork out ahead of time to use the appropriate facility. If he or she would be adding that into the cost of the item dealing face to face with a customer, the same thing needs to apply to the purchase order system as well.
I know that logically, the system's not going to know if a customer's order is going to need the use of a facility like the leather shop, or the saw mill, etc... but it needs to be calculated in anyway as a business cost.
I believe that's all I can think of in regards to the artisans. If I think of something else in this thread, I'll post a follow-up.
Hey guys. These issues I'm about to mention may seem like complaints, but if everyone was satisfied with the status quo, or was just complacent about everything, the BBS in large part wouldn't exist. So here we go.
Usage of guild points.
Currently, there is zero incentive for artisans to do tasks, aside from gaining points towards a promotion.
Before the coaltion was burned to the ground, artisans had only two uses for their recognition points. A mining permit, and a logging permit.
These were simply for one use only, and the guild points required for them were EXTREMELY high. The mine was especially not worth it for most of the artisans because most of the ore and gemstones were nearly impossible to hit unless you had a high enough skill to even see them, let alone hit the vein.
Now, those permits are obsolete, because the coalition as we knew it is gone, and the north and south exits once you enter the gate have still not be worked on and opened to the public, or to the artisans for that matter.
Now, the artisans as I said, have nothing to use their recognition points on, so they just build and build and build.
I would like to propose some suggestions on how they can be used.
If Haiban is now the new center for the mercs and artisans, even though it's open to everyone else as a starting point for new players, why don't we have a store, maybe inside the warehouse on the south road, where only traders can obtain tools for their particular trade. Only instead of using riln, they can use their recognition points, provided they have guild points.
If they don't, well they'll just have to buy their tools as the public stores, or perform missions that will give them some guild points, which they can then use in the artisan-only store.
Another suggestion for guild point usage is ... Master Locke can dish out one-time permits that will give you access to a particular facility for 3 hours, instead of one hour, and it would require, say, 2000 recognition points.
The permit would be taken from them when they entered the appropriate facility just like the one-hour permits do.
Another type of permit Locke can dish out, is a 24-hour pass for a particular facility. It would also be taken upon entering the appropriate facility, and it would cost 5000 recognition points.
The previous permits for 6000 and 2500 recogntion points were outrageous because of the risks involved, and the fact that artisans earn very very little guild points, compared to the other guilds.
At least with these proposed permits, artisans can get their money's worth out of their use.
I have no idea why traders/artisans were denied the ability to gain guild points by selling things at the markets. I mean, that's like denying a mercenary, the ability to gain guild points by killing things.
crafting, selling, mining, stone working, etc, is what an artisan is suppose to do, so why don't they get credit from their guild for doing it. The majority of guilds get rewarded for killing infested or nethrum creatures. That's their incentive to increase their combat skills. An artisan should get incentive for working on their profession skills, and buy selling things at the various markets, is how they'd achieve that, along with being paid for their effert.
I've written a few posts suggesting additional types of missions artisans could be given to encourage them to work on certain skills, but that fell by the wayside.
The biggest issue I have is with the use of the recognition points, so I'm just going to leave it at that.
Purchase orders
We come to my next issue, the purchase order system.
This was just sort of.. put in halfway, with no fine-tuning.
I don't see any reason why we can't put our crafting mark on the item. I mean, what overall baring does that have on the product. At least the person who placed the order would have an idea who worked on their request, and that person could seek that artisan out in the future if they were impressed with their work.
Another thing is, artisans need a way to communicate with the order placer, if need be, to work out the finer details, or to have the order modified if aspects of it just aren't capable of being dealt with. I'm going to use an example here so everyone can see what I mean.
Order number 6991: 40 - order arrow with silver heads of good quality out of elm wood shaft with silver head for 500 riln
Now as you can see here, this person wanted silver arrowheads. This is not possible in the game.
We can paint the arrow shaft silver, but that's as far as that goes. Now for 500 riln, that's very cheap to want 40 arrows with any kind of broadhead attached to them.
If I were filling that order, I'd want to know if they wanted silver painted arrows instead, with just sharpened ends, or if they'd like the elm arrows to have iron or steel broadheads, or bodkins, or even stone arrowheads on the ends.
I have no way to find any of this out, unless I was able to contact the customer.
Another issue is, some of the orders are just nonsense. By that I mean, we don't have any ability at all in-game, to fill them, so they sit, and sit, and sit. Some of these orders Clayton's looking at, have been there for several months, which means not even the most skilled traders/artisans were able to deal with them. There should be a time period in place, and that time limit relayed to the person upon placing their order. Something like one month should be long enough for any artisan, skilled on not, to deal with the order that was placed. After such time, that order should be automatically terminated, and that person's riln returned to them. Or, they can just suffer the loss of however much riln that put in as a downpayment. *shrugging*
Another issue dealing with the purchase order system, is artisans get zero guild points for being able to fulfill any of the orders.
Even if they earned 10 guild points, it would at least be something.
Another issue, is the handling of large orders.
I have not tried this myself, because there wouldn't be any profit in it if it worked out this way ... but say there was an order for like ... ten casks. Ok obviously ten casks would not fit in a package, so you'd need a handcart or larger container. I don't know if the handcart would actually be sent along with the order, but if it did, you'd be out the cost of the handcart, since that's not caculated into the offered price for the order.
If a person ordered ten casks, and offered 5000 for it, the system would have to be configured to add the cost of a large container onto the offered price, so instead of simply paying half the total offered price (in this case 2500 riln), the additional cost of the handcart or large container would have to be added on, so the person would have to put down 2700, or 2800 riln to cover that cost.
Also, since the purchase orders system was put into place, permits were added in for various facilities, adding to an artisans overall costs.
So now, we have to factor in 50 riln for a permit an artisan's going to have to fork out ahead of time to use the appropriate facility. If he or she would be adding that into the cost of the item dealing face to face with a customer, the same thing needs to apply to the purchase order system as well.
I know that logically, the system's not going to know if a customer's order is going to need the use of a facility like the leather shop, or the saw mill, etc... but it needs to be calculated in anyway as a business cost.
I believe that's all I can think of in regards to the artisans. If I think of something else in this thread, I'll post a follow-up.