Architect Archive
Thread: Renewable Incomes Remove re-deeding buildings, add furniture decay & maybe advanced heavies? =)
Message Edited by walcyradiant on 04-18-2005 04:23 PM
Message Edited by Kalem_Radiant on 04-19-2005 05:57 PM
Well it's not like we haven't been raising our voices. It's that the devs keep standing us up for the school dance. And they don't even call to say that they're sorry!
Kalem_Radiant wrote:
I'm sure some of these ideas have been bounced around before but I think its time westarted raising our voices.
Kalem_Radiant wrote:
Now for a slightlyradical idea.
I'd like to see the survey branch moved from artisan to scout replaceing the fairly useless trapping branch.
At each tier 4 of the artisan merchant branch a player would gain 2 vendors.
At master artisan you would gain another 2 vendors for a total of 8.
For each novice elite crafting profession you gain an additional vendor and another vendor at elite master level.
By eliminatingthe surveybranch artisans free up 14 skill points which they can apply to either support their artisan skills (think FS) or use towards combat skills needed to take care of their harvesters.
Dazzydoodle wrote:
Kalem_Radiant wrote:
Now for a slightlyradical idea.
I'd like to see the survey branch moved from artisan to scout replaceing the fairly useless trapping branch.
At each tier 4 of the artisan merchant branch a player would gain 2 vendors.
At master artisan you would gain another 2 vendors for a total of 8.
For each novice elite crafting profession you gain an additional vendor and another vendor at elite master level.
By eliminatingthe surveybranch artisans free up 14 skill points which they can apply to either support their artisan skills (think FS) or use towards combat skills needed to take care of their harvesters.
But... That means to place the harvestor, someone would need to pick up novice scout. -15 skill points I think.
Which doesn't matter much for me, I'm already novice scout sto that I don't need to buy my own hide. But I wonder how many others would be stuck.
bluejanus wrote:
Well it's not like we haven't been raising our voices. It's that the devs keep standing us up for the school dance. And they don't even call to say that they're sorry!
Kalem_Radiant wrote:
I'm sure some of these ideas have been bounced around before but I think its time westarted raising our voices.
Kalem_Radiant wrote:
Dazzydoodle wrote:
Kalem_Radiant wrote:
Now for a slightlyradical idea.
I'd like to see the survey branch moved from artisan to scout replaceing the fairly useless trapping branch.
At each tier 4 of the artisan merchant branch a player would gain 2 vendors.
At master artisan you would gain another 2 vendors for a total of 8.
For each novice elite crafting profession you gain an additional vendor and another vendor at elite master level.
By eliminatingthe surveybranch artisans free up 14 skill points which they can apply to either support their artisan skills (think FS) or use towards combat skills needed to take care of their harvesters.
But... That means to place the harvestor, someone would need to pick up novice scout. -15 skill points I think.
Which doesn't matter much for me, I'm already novice scout sto that I don't need to buy my own hide. But I wonder how many others would be stuck.
Ahh you would think so but after CURBsurveying & placing harvesters soundslike ajob better left toa char with combat skills.
Think about it, pure crafters wouldnt have their skill points wasted on survey branch and scouts could have another way to earn money by finding resource locations.
After all they are already out running around in the wilds anyway.
Jutewr wrote:
Kalem_Radiant wrote:
Dazzydoodle wrote:
Kalem_Radiant wrote:
Now for a slightlyradical idea.
I'd like to see the survey branch moved from artisan to scout replaceing the fairly useless trapping branch.
At each tier 4 of the artisan merchant branch a player would gain 2 vendors.
At master artisan you would gain another 2 vendors for a total of 8.
For each novice elite crafting profession you gain an additional vendor and another vendor at elite master level.
By eliminatingthe surveybranch artisans free up 14 skill points which they can apply to either support their artisan skills (think FS) or use towards combat skills needed to take care of their harvesters.
But... That means to place the harvestor, someone would need to pick up novice scout. -15 skill points I think.
Which doesn't matter much for me, I'm already novice scout sto that I don't need to buy my own hide. But I wonder how many others would be stuck.
Ahh you would think so but after CURBsurveying & placing harvesters soundslike ajob better left toa char with combat skills.
Think about it, pure crafters wouldnt have their skill points wasted on survey branch and scouts could have another way to earn money by finding resource locations.
After all they are already out running around in the wilds anyway.
No thanks, I don't have the skill points to pick up another novice profession. How many pure scouts use harvestors anyway?
Your sig Miraclaims your MTailor/MArchitect/MMerchant/2223 Politician
Now my crafting char is a Master Artisan, Master Architect, Master Merchant and although I'm close I don't have enough skill points left to master Chef.
So I'm guessing you'renot a master artisan (you got whatsurvey 1?) or your using your alt char to survey for you since the only way to master Merchant/Architect/Tailor would be if you droppedtheSurvey skills because those are the onlyboxes you could drop and not lose your master professions.
That works fine for a Chef or Tailor but most other crafting professions like to have master artisan to make some of those required items our master profession needs that can only be made by a Master Artisan. So even if we don't want survey 2-4 we're stuck with it.
I think with my suggestion theres something for all artisans;
You'll see you will pick up 14 skill points in artisan (If you havesurvey 4 because the survey branch is gone)plus if your currently a Master Merchant another 63 points because theMerchant treeno longer exists since it's incorperatedinto the artisan andmaster crafting lines.
This gives you 77 points you can either use to complet mastery of your second master profession and leave you skill points to get combat or scoutsskills your going to need once curb hits. Once theCURB hits if your a pure crafter you won't be allowed to wear armor and you get multiplier damage from any aggro thats a higher combat level then you are. (akaeverything) Sony's suggestion for pure crafters was to wear a PSG, LOL shows you how little theyknow about the game or how little they care about the crafting profession. (For you new folks a PSG currentlyhas NO kinetic protection which is the type of damage almost all creature aggros have)
BTW I'm not against Merchants but since the Devs won't allowus merchants to assign someone else as a vendor admin, and with the global bazzar changes much of the merchant tree is useless. Once you have set up your vendors, dressed them and assigned them their canned greetings you can drop those branches because they are no longer required leaving you with only 2 branches in Merchant unless you really need those last 2 vendors and the 2k extra item limit.
Message Edited by Jutewr on 04-21-2005 03:07 PM