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  • Papas Master Crafter Guide
    By: Papas Backer, Posted at: Mon, Jun 30th 2:27 PM 2003, Last Edited: Thu, Mar 10th 8:28 PM 2005
    Rated 4.78 by 19 people

    All right, listen up. If you want to be a master crafter in any profession you�re going to need to know a few things. Normally I don�t do anything for free, so take this while you can get it. If you are familiar with the game you may want to pass over starting out, though there is info in there many should find useful.

    STARTING OUT

    This part is easy. Pick a race that you like, make it look the way you like, and make it an artisan. Some people will argue over one race or another. The bottom line is there really isn�t that big of a difference, especially since you can adjust stat points. If you insist on being a min/maxer then look at your races racial bonus. For instance, Humans gain a bonus to experimentation.

    Once in game proceed through the tutorial. However, prior to selecting your planet you will want to do some adjustments to your stats. To do this select CTRL-C and hit stat migration. You can use stat migration any time; however, once out of the tutorial it will take time for the stats to adjust. Do it here and they adjust immediately.

    I recommend reducing all of your red stats (Health, Strength, Constitution) as low as possible unless your artisan is going to be a hybrid combat class. You should then max your action and mind. This will help you survey longer. The rest of the points should go in Quickness and Focus. This will let you do tasks more efficiently. Leave Willpower and Quickness alone.

    Now that you�re in game you will need a few things. First, you need a general crafting tool. If you started as an artisan then you have one. If you did not, then buy one from another player or from the bazaar. You will also need survey tools. You will start with a mineral and a flora survey tool as an artisan. You can build all of the survey tools so don�t buy any. I�ll talk about surveying in a moment.

    GETTING RESOURCES AND BUILDING ITEMS

    So you�re an artisan, you have the tools, and you are good to go. Well first you need to understand how to build items and how to get resources. Each item that you build has a schematic. To view the items and their schematics either activate your crafting tool or hit CTRL-D and click on schematics. When viewing an items schematics there will be a list or resources that are required to build the item. There are 5 main resource types: Chemical, Flora, Gas, Mineral, and Water. With in each type there are categories. For instance under steel there is Gemstone, Metal, etc. Within each category there are sub categories. For instance under metal there is ferrous and non-ferrous metals. This cycle continues for instance iron and steal are both ferrous materials.

    An item schematic may require a general resource such as mineral (where any mineral at all will work), or something more specific like ferrous metal (where steel or iron will work), or even a very specific resource like a specific type of steel. Does all of this sound confusing? It isn�t. Just activate any survey tool and you will see what I am talking about.

    Each planet has its own list of available resources. Some are better and rarer then others. For now don�t worry about it. Just find the most plentiful resource that you can find. I�ll explain the value of better resources in a bit.

    So you know what you want to make, and the resources required. Well, open up the appropriate survey tool and we will get going. For now, let�s just make a chemical survey tool to get warmed up, you will need one in a bit. It requires 19 units of metal and 8 units of mineral. Metal is a type of mineral, so lets just find 27 units of the most common metal in your location and get going. Open up the mineral survey tool. The first time you use it you will need to set a range. For now you only have one choice so pick it. As you�re surveying skill goes up so will your ranges. To change a range in the future hold your left button over the item and select tools options > select range. Now that the range is selected open the tool again. This time you will get a grid on your left and a list of resources on your right. Select the top metal and hit survey. Your character will survey the area and you will either get a message saying the resource isn�t available, or you will get a list or percentage numbers on the left grid. The percentage numbers list the availability of that item in that particular area. The higher the better. Survey all of your metals and pick the one with the highest percentage number. We will go after this one.
    Now, you will want to do a couple of things to make this easier. First, hit CTRL-A and go to the others tab. From here put Sample Resources and Survey Resources somewhere on your hot bar. These will sample/survey the last resource you surveyed saving you from having to go into the survey tool over and over again.

    Now, when you surveyed the mineral the game set up a waypoint to the highest concentration. Go to that waypoint and survey again. Continue to do this until the waypoint stops moving. You have found the highest concentration of the material in your area. Hit sample and wait until you have the 27 required metals for your chemical survey tool.

    Now its time to build. Do your self a favour here. Hit CTRL-O to get into your options. Go to Misc. and de-select the crafting confirmation button. That will save you a load of button clicks. Now that that is done go into your general crafting tool and select a chemical survey tool. Here is a hint for you. Hitting enter or double clicking is the same as taking the mouse and hitting accept, only faster. You will come to the resource screen. Only usable resources will be present here. When you select a resource the areas they can be used will light up in green. In this case your metal should be usable in all three slots. Just double click on the resource and it will put it into the appropriate slots. You can also click and drag the resources if need be, but it is slower. Now hit accept and you will either successfully make the item, or suffer a critical failure. Assuming you succeed just keep going until it says the item is being deposited into the outer hopper. You will then see on the general crafting icon a number that will begin to count down. When the number reaches zero your item will be deposited into your inventory. The crafting tool is unusable while the number is counting down, so to make multiple items back to back use two crafting tools. This will save you loads of time.

    ADVANCEMENT

    So, now its time to advance to the likes of Master Artisan and above. The question is how. The first thing you need to understand is xp (experience) types. The first type of xp is CXP (crafter experience). This is equal to the resource cost of the item you are making time 2. So an item that required 40 resources would give you 80 xp. You get this CXP each time you successfully craft an item. Easy right? The second type of xp is UXP (user based experience). This is xp that you gain when someone other then you uses an item. So, if I sold or gave a pistol to another person and they used it I would start gaining UXP. You will continue to gain UXP as long as a person continues to use an item until you have gained the equivalent xp as you got for crafting the item. So if the CXP of an item is 80, you will keep getting UXP while a person is using your item until you get another 80 xp.

    (I should note that you gain the appropriate xp type to the item you are making. Almost all items you can build as an artisan provide general crafting xp that can be used to advance up the artisan tree. However, harvesters provide architect-crafting points.)

    (I should also note that survey xp is required to advance surveying. You get survey xp by surveying. Don�t worry about survey xp, you will get it faster then any other xp type.)

    (Finally, you can advance in any tree that you wish in any order. However, I would strongly suggest you advance to Engineer IV before going up the other two. This will give you access to Harvesters which will make your life much much better. I will describe harvesters below)

    This provides us with two advancement strategies that I will describe below:

    POWER CRAFTING

    Power crafting is a dull waist of resources. However, at times it can be the most efficient form of advancement. To power craft simply pick the item with the highest accessible resource requirement. By highest I mean the item requiring the most resources. By accessible I mean resources that you can get easily. The best items for power crafting are usually the specialised crafting tools (weapons and general items crafting tool etc) . They require simple minerals and chemicals, and they require lots of them. The reason for accessible resources is obvious. The reason for the highest number of resources is simply to be efficient. Its better to get 100 xp for making a single item then having to take 5 times as long to make five 20 xp items.

    Once you have selected the item figure out how many xp points you need. This will determine how many resources you need to get. If you need 3000 xp you will need 1500 resources plus a few hundred extra to account for critical failures. Go out and survey the resources. As you are surveying build the item. Keep building the item until your inventory is getting full then delete the items. Yes, it�s a waist, but it didn�t cost you anything but time and you are advancing quickly.

    The advantage of this technique is that it is quick. The disadvantage is the you don�t get UXP or money.

    DEMAND CRAFTING

    Whenever possible you should be demand crafting. Demand crafting is figuring out what items are in demand and building them and then selling them either through the bazaar, a vendor, or simply person to person. Why should you demand craft? Well first of all, you are an artisan. If you aren�t doing this to sell items then what the heck are you playing this profession for? Second, you will gain UXP for the items you sell. Third, you will gain SOME money. I say some because at this point in your career you can�t rely on crafting to fund your career. You will either need to find other people to train you or run missions to get funds for training. Once you start using harvesters you will be spending the time you used to be surveying running missions for up keep. I will talk about missions later. Forth, and most importantly, by selling now you are getting a client list.

    Which brings me on to one of the most important tips I will give you. TRADEMARK YOUR ITEMS. I don�t sell CDEF rifles, I sell Papas CDEF rifles. When building items you will have the option to name them. Put your trademark somewhere in the name so that you become recognised. I�ll teach you how to make the best items in game, so make sure your client always purchases items with your trade mark because they know its the best item in game. That said, NEVER EVER EVER rename a CDEF pistol to something like Ultimate Laser Gun. This may fool your customer into buying the weapon once, but they will never do business with you again. In fact, I recommend leaving the item name (like CDEF pistol) alone and simply add a trademark to the beginning.

    So why don�t you always Demand Craft? Simple, there isn�t always a demand for the items that you can make. Especially at the beginning. I recommend making a few of everything and throw them on the bazaar. If any one item sells well then make more of that item. If nothing sells, then power craft for awhile till you can make something good. The other disadvantage of demand crafting is time. First, you can�t just build the highest and accessible resource item. You need to build what is in the demand. Second, you can�t just build crap items to delete, at least not if you want to be successful. You need to build good items. Read the section building good items to find out how. Problem is, building good items takes time.

    GETTING MONEY

    You need cash in this game to train, buy resources you can�t harvest (i.e. bone and hide), buy components you can�t make, and to maintain your harvesters. Later in your career you will have loads of cash. However, as a rookie artisan you�re broke. Even if you maintain constant demand crafting you won�t be pulling in loads of cash. Here are a few tips.

    1) Try and get players to train you. Training ain�t cheap, in fact it gets down right expensive. Players need to train other players to advance. For instance, you need 620 apprentice points to get master artisan. You only get apprenticeship points by training others. Some players may charge you a bit for training, but it�s a fraction of what you would pay otherwise. On the same note, train others. Simply invite them into your group then left click and hold on them to bring up the radial menu and select teach. It�s up to you whether or not to charge.
    2) Delivery mission are your friend. Your annoying and boring friend that you would prefer to do without but you can�t because he is rich and pays for everything friend, but your friend none the less. Find a mission terminal, use it, and select delivery. Don�t be taking any combat missions. What you want to do here is take two missions that deliver an item to the same location. Look at mission details and it will give you a distance and a direction as to where the item will be delivered. Accept two missions with relatively the same delivery location. A hint, learn where the shuttles will take you. You don�t want to accept missions you can�t shuttle to. Now that you have two mission follow the orange arrows till you find the NPC in the glowing cone. Talk to them and they will give you an item. Once you have both items hit CTRL-V. An orange high light will be over the destination town you need to go to. If you did this right both orange lights should be over the same town. Go get a shuttle ticket to that town and shuttle there. Follow the orange arrows again and you are 1000-1500 credits richer. Keep doing this till you have enough money.


    MAKING THE GOOD ITEMS

    When building for yourself or others you want to build the best. I will describe how.

    First you need to build some specialised crafting tools. Once you have ENGINEER 1 you can do this. There are weapons and general items crafting tools, clothing and armor, et cetera. The advantage of using these is that a) it is required for many items and b) You can now use the skill experiment to make much better items. See below)

    1) Now, one crafting tool isn�t as good as another. Follow this advice under MAKING THE GOOD ITEMS to make the best crafting tools you can. The better the tools, the better items you will make with them.

    2) Now to start with, there are things called crafting stations. They are located in town, in guilds, and in personal residences. Public crafting stations are accessible to everyone while you will need to purchase /build your own personal crafting station and place it in your residence (when you have one) or use a friends. When using a weapons and general items crafting tool at a weapons and general items crafting station (or a clothing and armor crafting tool at a clothing and armor crafting station etc) you will get 3 options during construction: Prototype, Schematic, Experiment. Always choose experiment first. This will bring you into an experiment screen. On this screen it will show you a number of item traits and give you a number of points to use. Use these points on the traits you wish to increase and hit run experiment. Continue to do this until out of points. Once you are out of points hit done experimenting. You can then either make a prototype that will simply make the item as per normal, or make a schematic that will give you a schematic to use in a factory.

    When making items you probably noticed a screen that told you how successful you were at making the item. This varies from things like moderate success to amazing success. The better your success the better the item. On this same screen is a list of traits with a percentage next to them. If you get an 18% on weapon damage that weapon will do 18% more damage. You will get the same sort of results when experimenting. If you get two amazing successes during construction you have a great item. You may wish to make that into a schematic so that you can make more of the same item in a factory.

    3) The third thing determining the quality of your item are the resources that you use. When examining an item during construction it will list the traits of that item. For instance in a CDEF weapon 50 % of damage is based on conductivity and 50 % of overall quality. When examining resource materials you will get traits such as conductivity and overall quality. The better the material for that item the better the result on the item. Some of the better resources are scarce, available only on one planet, and the location changes. Use the best materials you can find at the beginning but don�t worry too much about them. However, with upper end equipment start thinking about finding the best stuff.

    HARVESTERS

    The final thing to talk about is harvesters. These things will save you hours of surveying. Basically they are mining apparatus�s that extract resources for you. To use them, first you need to build or buy one. Harvesters are specific to the resource you are extracting. So to extract minerals you need a mineral harvester. Once you have one you need to move at least 1000m from town. Once you are far enough out start surveying for the material you want. Try to find an area of at least 80%, though 90% or higher is better. Once there double click on your harvester and you will be brought to a grid to try and place it. You can place the harvester in green areas. Once placed it will take around 30 seconds or so too fully deploy. Once it deploys a way point will be added into your data pad. Rename this waypoint so you can find your way back here again. Once done rename the harvester by right clicking on it and selecting name. It�s free advertising so use it. With that done go to operate harvester and then select resource. A list of possible resources and the percentage in the area is displayed. Pick the right resource and TURN YOUR HARVESTER ON. They don�t work until you turn them on. With that done go do your thing. When you come back you will have items in the hopper that you can remove.

    Harvesters aren�t free though. They decay. They require two things, power and money. Every couple of days you need to come by and deposit both. If you don�t they will disappear, resources and all. Money is easy enough to get. Power is extracted the same as a resource but it can�t be sampled. You need to purchase or build a wind generator. Then you use a wind survey tool and place the wind generator the same way you did your harvester. After that is done you can treat the wind generator the same as your harvester.

    DONE

    Phew, I am finally done. I may revise this later as information changes. I also may add an elite profession section and talk about factories, but for now my fingers hurt and I don�t want to write anymore.

    Feel free to post this guide if you wish, just keep my names on them.

    Kevin Hatch

    Papas Backer
    Kauri Galaxy

    SWG: Crafting: Papas Master Crafter Guide, by Papas Backer
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
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    21 threads, 1 page(s) long 
       New Methods Reply...
      Posted @ Sun, Sep 28th 12:13 AM 2003
      By: BrokenGlytch
      2 posts
      Score: Decent [3.00]

      You know, now that there's artisan mission terminals, there's a survey free way of getting CXP...missions...don't even need to finish the mission; just accept the mission, do the combine, destroy the parts and abort the mission...then get another pair. I've been doing this with my Wookie Artisan and getting 40xp a pop for essentially doing the local delivery missions that pay 120 credits or less. You don't get any money, but if you want to kill time and make money plus xp, finish the missions. Just learn the shuttle routes and use crafting missions instead of artisan missions. Generally it's not a problem to get a pair of missions paying 600-900 creds each to do a never fail combine, then deliver the deed in another town. Hope this helps a bit.

       
      ----------------------------
      "It feels like a Koala bear crapped a rainbow in my brain." -Captain Murphey, Sealab 2021
      0 Replies
       reply Reply...
      Posted @ Sun, Aug 24th 5:42 AM 2003
      By: Anonymous
      Score: Default [2.00]

      like many have stated already, excellent post and replies.

      normal post have many a whinners, yet all replies have either been constructive or well deserved praise.

      this guide has actually helped me extend from eng I to eng II and now beyond.
      i was grinding slowly, but now I'm climbing the tree fast.

      I agree with the weapons powerup as a fastway to get xp.  

       
      0 Replies
       super guide Reply...
      Posted @ Fri, Aug 22nd 1:42 PM 2003
      By: Anonymous
      Score: Default [2.00]


      Super Super Super Guide !

      Thanks!                                                                             

       
      0 Replies
       quality? Reply...
      Posted @ Tue, Aug 12th 9:04 PM 2003
      By: Anonymous
      Score: Default [2.00]

      how do you know what mineral will produce the best result? i used 986 quality steel and got worse results than when i used 802 quality steel on weapon upgrade kits ... why is this?                                                   

       
      1 Reply
         RE: quality? Reply...
        Posted @ Wed, Aug 20th 11:30 PM 2003
        By: Grifka
        Scholar
        18 posts
        Score: Decent [3.00]

        Quote:
        3) The third thing determining the quality of your item are the resources that you use. When examining an item during construction it will list the traits of that item. For instance in a CDEF weapon 50 % of damage is based on conductivity and 50 % of overall quality. When examining resource materials you will get traits such as conductivity and overall quality. The better the material for that item the better the result on the item. Some of the better resources are scarce, available only on one planet, and the location changes. Use the best materials you can find at the beginning but don�t worry too much about them. However, with upper end equipment start thinking about finding the best stuff.


        That being said, when you look at resources, there are 8 things that effect the "usefulness" of a resource.  I'm using the word "usefulness" instead of quality because Overall Quality is on of those things. Every item that you make will make use of just a few of the 8 stats every resource has so you want to look and the stats that the ITEM will make use of and match that to the RESOURCE that is highest in that stat. In some cases, items will need different stats for different aspects of it's make up and that's where you REALLY have to pay attention as to what resource you are putting where when crafting the item. So, on the steel question, the answer would have to be that you are making an item that doesn't use Overall Quality as much as it does another stat in the steel so the 802 quality steel has got to have another stat that is higher than the same stat on the 986 quality steel that the item that is being made uses more.

        Hope that helps.

         
        0 Replies
       quality? Reply...
      Posted @ Tue, Aug 12th 9:03 PM 2003
      By: Anonymous
      Score: Default [2.00]

      i got a question. how come when i use the 986 quality steel neutronium i get worse results than when i use the 802 quality duranium on weapon upgrade kits? i was told by someone its because of its conductivity. well if thats the case how do you know what minerals should be placed where. like if its the protective case i woudl assume you would need a high durbility but how do you figure if you should use a high durability or high conductivity in a slot? my question in short is how do you know what mineral in which slot will produce the best result?

       
      0 Replies
       yes Reply...
      Posted @ Sat, Aug 9th 1:41 PM 2003
      By: Anonymous
      Score: Default [2.00]

                                                                                   

       
      0 Replies
       Grinding Reply...
      Posted @ Sun, Aug 3rd 10:44 PM 2003
      By: rendek
      15 posts
      Score: Decent [3.00]

      Great guide.
      I would like to add some things though.  First I would like to say that if you are just going to delete your items then you may as well use the new pratcie option, I know that this was added reacently so I figure that Papas Backer would have mentioned it. Also I made enginering 3 in only a few hours without any help form other people or a PA, mainly by grinding, but I always did the most expencive item I could, cuz that was the best time:xp ratio (notice that time is rearly considered in crafting?). Now that I have hooked up with my PA I am making bone helmets for (I think) 300xp each. It only took me under a half houre to get 50% done (I also crafted other items cuz I was only given so much hide and bone). This is just my veiw on grinding for xp. cuz the reason you grind is to get xp fast.

      IT(Illuminati Trading) wants you!!
      http://www.online-gamers.org.uk/it/index.php

       
      ----------------------------
      IT(Illuminati Trading) Wants you!!
      http://www.online-gamers.org.uk/it/index.php
      0 Replies
       JediKnight6870 Reply...
      Posted @ Sun, Jul 27th 9:33 AM 2003
      By: Anonymous
      Score: Default [2.00]

      About 99.9% of the information you posted was good,only problem with the guide is when your explaining how to make stuff for Xp.I personaly would get seriously aggrivated if i had to use 3 to 4 resources to make 1 item just to excel in my chosen path of Artisen.What i do since the new practise button and 5% increase on Xp per item is i make Solar Survey tools.The reason i like making them is because (1) they only cost 18 metal(2)the XP is still good and i can bounce them out quicker,but other then that,i found your guide to be very informative and it makes me proud to see individuals like yourself sharing your knowledge of the game to others that are new or have serious questions on advancement or making things..Good Job:)

       
      1 Reply
         RE: JediKnight6870 Reply...
        Posted @ Wed, Aug 20th 11:39 PM 2003
        By: Grifka
        Scholar
        18 posts
        Score: Decent [3.00]

        Go with the Chem Survery devices.  At 27 resources used, that's 54 exp per combine as opposed to the 36 exp you get with the solar. Those numbers are before the 5% for practice mode, that is. In addition, use 2 different kits to make them. Make an item in one kit, then start up the 2nd kit. Usually finish the 2nd kits' clicks just as the first kit is finished making it's item. Using this method, you can crank out 108 GC exp every 60 seconds, roughly 118 using practice mode. Even using the 2 kit method, you'll make 72 gc exp every 60 seconds.

         
        0 Replies
       Grind / Harvesters Reply...
      Posted @ Thu, Jul 24th 6:55 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Great Guide!

      I have a couple of suggestions though. I have found that the weapon Upgrades are the best way to "grind" XP. They are Cheap resource wise. One issue is that they take so long in the General Crafting tool.. To get around this I made 6 General Crafting tools and pumped them out that way (also getting nice UXP).  On harvesters and Wind VS Radioactive power. Wind Power is more expensive, but yeilds more per day then Radpower.. I have found a radpower vein on my Planet (74%)and placed three harvesters there. I pull about 2.3k of radpower from each per day, (7k total minus the radpower I need to re-invest to keep them running fro another 24 hours which runs 1.8k) These harvesters are "near" my home city and reletivley close to my other 7 mineral harvesters. On the other hand I had a wind power generator (64% wind concentration) that would yeild around 5k a day. But, it was on the other side of the planet.. it was a real pain to maintain 9running for 20 mins real time sucks, plus dodging hords of red guys)... The upkeep costs are expensive on the wind power generator.. but for the yeild it is actually a lot cheeper then my mineral harvesters pumping Radpower. The Molral of this story is: WIND IS BETTER BY FAR :). I am thinking as I type this that I will sack the rad power harvesters.... As a low level artisan the only way I could maintain my harvesters was to be VERY selective on the resource areas I placed them (75-99% veins)in order to get more return on my money... I sold a lot of extra resources to fund the harvesters and buy the good things in life (nice cloths and my FWG5). Now, I place my harvesters for quality and type placing less emphasis on quantity (64% and up is fine now) But Ionly get the best such as Phrick Aluminum, Swiartiem Steel, Reuti Silastic Ore etc etc...
      Ok I have droned on enough..

      Good Article

      Reggi Lonestar (Starsider)

       
      0 Replies
       CXP and Credits Reply...
      Posted @ Thu, Jul 17th 8:44 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Good article.  I wish I read it before I got to Engineerineering 4. There appears to be two factors in the exp gained. Base difficulty and amount of resources required. Experimenting that raises the difficulty doesn't raise crafting exp though. If you want to power craft, it doesn't pay to experiment.

      As for money, If I harvest more resources than I'm using (since I'm also a medic, I have extra organics) I sell them in lots of 1000 for 2-3 credits per resource and that will pay for a few days of maintenance. This allows you to take a break from crafting now and then.

       
      0 Replies
       Advice Reply...
      Posted @ Tue, Jul 15th 3:32 AM 2003
      By: Anonymous
      Score: Good [4.00]

      One thing to note from a weapon user (not artisan).  Do NOT rename weapons by fiddling with the beginning. We often search by sorting the bazaar list by item name. So if browsing for Swords or Pistols, and you added something funky to the beginning, most shoppers are not going to notice it. There are simply too many entries to actually read them all.

      Adding your name to the end is perfect, since it does not mess with the name sorting.

      And finally, add damage and attack speed to the end of a weapon. I am more likely to look at the details of something that is plainly displayed.

      In summary:
      CDEF Rifle 12-64 4.1 -MrUber = good name
      MrUber's CDEF Rifle = bad name

      Just a bit of advice from someone who actually tries to buy your goodies.

       
      1 Reply
         RE: Advice Reply...
        Posted @ Thu, Jul 24th 5:24 PM 2003
        By: Hoornk
        2 posts
        Score: Decent [3.00]

        I totally agree. In fact, artisans who add something to the item name at the beginning

        (a) clearly have not used the bazaar extensively looking for a very specific item and

        (b) basically guarantee that I will never buy from them if I have a choice in the matter, as I get pretty ticked off at all of the "Totally Great CDEF rifle" or "Ted's DL18 Blaster" when I am looking for something near the end of the alphabet.

        Until the bazaar gets a search function, all you are doing is annoying people.

         
        0 Replies
       faster xp? no Reply...
      Posted @ Mon, Jul 14th 6:33 PM 2003
      By: Yoduh
      3 posts
      Score: Decent [3.00]

      I dont agree with "more resources in an item = faster xp"

      heres what I tested.  A armor/clothing crafting tool takes 34 total resources, and gives 65 xp when crafted.

      A ranged weapon power up such as a barrel takes 10 total resources, and gives 40 xp when crafted. Barrels also are faster to build. so instead of making 1 armor crafting tool for 34 resources, you can build 3 barrels with those same resources and get 120 xp.

       
      1 Reply
         RE: faster xp? no Reply...
        Posted @ Sun, Aug 3rd 10:30 PM 2003
        By: rendek
        15 posts
        Score: Decent [3.00]

        actualy xp:resource has been redone so that every item give about 2xp per resource, so it is in fact best to just do the high cost items cuz you get more xp per item, though same over all xp:resource ratio.                                      

         
        ----------------------------
        IT(Illuminati Trading) Wants you!!
        http://www.online-gamers.org.uk/it/index.php
        0 Replies
       Weapon Upgrade kit Reply...
      Posted @ Mon, Jul 14th 7:13 AM 2003
      By: Anonymous
      Score: Decent [2.50]

      How do you use a Weapon Upgrade Kit?, Ive hit Use and nothing comes up, anyone else know anything about this?.

      Nice guide by the way...                                                   

       
      1 Reply
         RE: Weapon Upgrade kit Reply...
        Posted @ Sun, Jul 20th 10:21 PM 2003
        By: RickM
        78 posts
        Score: Default [2.31]

        just Drag and Drop onto your weapon.                                                                             

         
        0 Replies
       Excellent Post Reply...
      Posted @ Wed, Jul 9th 2:43 PM 2003
      By: Melchiades
      4 posts
      Score: Decent [3.00]

      Excellent post, it really answered a ton of questions for me. Only thing it didn't answer was one I've had on power. Can power be sold as a commodity, or are you merely making it and then hooking them up to your miners and factories somehow, or is it a commodity that's "no drop" so everyone has to make their own. Thanks!            

       
      1 Reply
         RE: Excellent Post Reply...
        Posted @ Wed, Jul 30th 1:47 AM 2003
        By: Rianna
        3 posts
        Score: Decent [3.00]

        Power is just like any resource and can be dropped/traded/sold  looks like a Huge AA battery when placed in a house...

        and it doesn't hook up to the harvestors... you havge to manually carry the huge battery to the harvesters to recharge them                                      

         
        0 Replies
       Power Source Reply...
      Posted @ Wed, Jul 9th 9:10 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Only thing I have to add is that I have sampled power sources for my harvestor.  It's the very bottom resource on your mineral extractor. Takes too long to harvest the things though. Wind generator will probably be better.
                                            

       
      1 Reply
         RE: Power Source Reply...
        Posted @ Fri, Jul 11th 11:36 AM 2003
        By: JhasonMacKintosh
        9 posts
        Score: Decent [3.00]

        First off excellent guide!

        Second more info to answer posted questions.

        Any Radiological material can be shoved into a harvester to power it. Radiologicals are just an inefficient way to power them.

        Wind power IS sellable/tradeable. (And you can tinker with wind generator deeds to up the effectiveness, ie the amount of power produced per hour). The later power sources are even better!

         
        0 Replies
       UXP Reply...
      Posted @ Thu, Jul 3rd 12:10 AM 2003
      By: Tofino the Tulip
      18 posts
      Score: Good [4.45]

      Yep, I've heard people say that UXP doesn't exist but I personally hit Eng II on UXP while sitting in a camp, and while surveying and not crafting I can watch my General Crafting xp go up bit by bit.  

      Hint though. Don't give away crap. Make nice items with good experimentation results and even upgrades if you can. People will come back.
                  

       
      ----------------------------
      Sott -- 36 Ogre SK, Stormhammer
      Sot Kenichi -- Artisan a-go-go, Naritus
      1 Reply
         RE: UXP Reply...
        Posted @ Sat, Jul 19th 9:40 PM 2003
        By: Woodenway
        124 posts
        Score: Decent [2.79]

        here here...

        If we ruin the market then it's ruined and it's our fault..destroy and sell fewer keeping the price high. right now on my server resources are like 5 to 7 per but people are giving items away. If your going to give away don't just destroy it some of us out there would like to sell our Items.                         

         
        ----------------------------
        Snapshot
        Dwarven Hunter Zul'Jin
        Woodenway
        Woodelf druid EC'I
        Nightelf Druid Zul'jin
        0 Replies
       Power Reply...
      Posted @ Wed, Jul 2nd 7:29 PM 2003
      By: Anonymous
      Score: Decent [3.00]

      Great guide, answered lots of questions I had after a week of playing. One point though, you actually can sample power, in the way of Di Radiation. Of course all planets don't have it, but this is what me and my friend did before we realized ow wind generators worked.

      Thanks for the great guide.

      Kafin Tella,
      Ahazi
      Duaba Guerfel
                  

       
      0 Replies
       great one! Reply...
      Posted @ Wed, Jul 2nd 5:40 PM 2003
      By: Anonymous
      Score: Default [1.50]

      Excellent!                                                                             

       
      0 Replies
       UXP Reply...
      Posted @ Tue, Jul 1st 12:41 PM 2003
      By: Anonymous
      Score: Decent [3.00]

      I've seen it. It's small amounts, and like he said, if you got 45 xp for building a general crafting tool for someone, you'll get up to 45 xp over time. There is no message, so you'll just have 3 or 4 more xp then you used to every once in a while, and not really notice it.

      I've printed out a zillion crafting guides. Most were crap or as useful as the book. Many redundant. This one has excellent information all in one place. Great job!

      Glug
      Lowca Server

       
      0 Replies
       UXP Reply...
      Posted @ Tue, Jul 1st 10:05 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Wonderfull,  probaly the best i have seen, but i have one small issue, more of a question. dose The UXP work, i have ben giveing away wepons like hot cakes, and have not seen any UXP, i might not have been noticeing it, but i would think i would see some sort of movement.

      anyway, thanks for a very helpfull article!

      Asgorath Sethorum
      Tarquinas galaxie,
      corilla, cornet.

       
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