Artisan Archive
Thread: Artisan Top 5 as of Publish 8
It appears that we would be well served by developing a new top five issues list. The old Top Five list thread can be found here
So, below please indicate what, in your opinion, consitiutes our top five issues. Try to be specific and offer solutions as well as problems, when possible.
Take care,
Ok, here's my thoughts:
- Harvester Certifications. Leave PME's in the first survey box, but medium and heavies need to move well up the skill tree. I can't harvest skins without scout, but anyone can drop a heavy harvester.
- Vehicleoverhaul:HP, decay,repair, experimentation, and customizing.
- More schematics, and reasons for them to exist; greater customization of styles and colors for the schematics we do have. (think interior design, come up with a mix of components that we can make items from--if it won't strain the database, that is)
- A role in the GCW
- Not sure I've played enough to have another one, maybe a better economy; right now it seems there's little market for anything less than the top of the line. That's a sign that there's still too much money in the economy.
1) Harvester Certifications - Heavy harvesters are a Master Artisan skill certifcation, while medium are for the other elite crafting professions at master level. Personal harvesters certificated in the novice crafting professions. If needed an additional automatic decay rate on harvesters in conjunciton with the one you pay maintence for so maybe after a month you automatically have to replace the harvester. Possible at the extreme scaling of combat mission and combat npc credit rewards to compensate for the combat roles loss of income if it is even a concern.
2) New schematics - Fireworks in my idea are such a brilliant idea but why are they so hard to make and so limited? Maybean idea for new schematics would be new types of ground based and air burstings fireworks in addition to an easier automated way to load fireworks packages and combine them into one show packageso we can do special events like anniversary's, weddings, victories in battle, new player city celebrationsetc.
3) Master surveying skills - Im not a huge complainer of the current survey system but I have heard some good ideas about makingsome additional bonus's. I only condone this for master artisans though and not survey dabblers. a few examples are an increased range at master level or an addiotonal feature for master artisans with survey droids to get stats out of them but not locations.
4)GCW roles - For the most part I and mostly everyone else wants some roles in the GCW like we had in battlefields. I know Artisans are not Architects but we are supposed to be the best at making complicatd electronic components. SO maybe Artisans could be able to craft electronic surveilance items that could set alarms when detecting opposing faction members and report if they were covert or tef'd. It wouldnt work the same as a covert scanner in automatically giving the player a TEF but it could reveal TEFd players nearby or even coverts. Or an even better idea would for us to be able to have extra lots for minefields and other faction perks and maybe some items we could craft to make them better(Like minefields boosted by my electronic surveilance item inwhich mines would explode automatically when an opposing faction member walked in it instead of the randomn chance). Or covert scanners upgraded by a master artisan to increase range as long as it was used by the Artisan. But you would have to give us extra slots just for GCW stuff so we could still harvest with harvester certifications.
5)Keep dependancy on Artisans for our master artisan components. Alot of the other professions want us to lose our ability to craft components they need and I think this is a step for their supremacy and our downfall and I dont want to see it. I put this as my idea for a top 5 because if we can put it as one of our concerns against one of their concerns it may may them dismiss the others.I see no positives besides greed fromt heir arguments and I cant really think of anything better that would belong in my top 5.
I look forward to seeing this thread updated by GURU with our top 5 because the last one was horribly outdated and did not reflect any of our concerns or ideas. Guru I still think you should use the old thread as reference in addition to this one in determining our issues as they are now. Although this one should be more then obvious for you.
I think we should add this as 1 of the things at the list:
1)When examining a vehicle DEED u should be able to see Hit points, and when we make the vehicle we should be able to customize it as we want, u could paint it over with a cust. kit but when the customiziation falls the vehicle should go back to the clours decided from crafting stage.
I know this is an old idea, but i think it should be on the list!
2)I also think (like Sinist wrote) we should keep the schematics for components other crafting proffesions need.
3)And the harvester idea with certifications should look like this i think:
Survey I: Personal harvesters, Survey III: Medium harvesters, Master artisan: Heavy harvesters. The reason u need master is that Master artisan needs more cool stuff, that makes it attractive, not only vehicles. This could give master artisan a cool boost. If U dont like it to be master artisan it could be survey IV!
4)I think we should also vote for a search function at the bazaar! Would make using the bazaar a lot easier!
5)Give master artisan a longer survey range
This was mine ideas.. I hope some of u find some of them good![]()
- Harvester Certifications. Leave PME's in the first survey box, but medium and heavies need to move well up the skill tree. I can't harvest skins without scout, but anyone can drop a heavy harvester.
Danemb wrote:
2)I also think (like Sinist wrote) we should keep the schematics for components other crafting proffesions need.
ham-jo
Your kidding me right?
No, we are not kidding
If you do this, then the people with the certification will charge through the roof for resources, because they know there is nothing you can do about it.
Unlike the armorsmiths , right - get real. Prices will be governed by resource availability and competition. Unlike some of the "Monopolies" we have now
Cant anyone leave well-enough alone? People concentrate on whats broken right now. This is not a problem, there for does not need to be addressed.
It might not be a problem for you. But it is for most. So we will NOT leave it alone.
I for one am not a Master Artisan. I hire people to mine resources for me. IF this were to happen then it would drive the market up on resources, because only certain people would be able to mine them, thus making the market scarce for resources.
You mean artisans will be able to make a profit just like animal harvesters ?- go figure. It will NOT make them scarce. But instead of buying from some 30 harvester player, undercutting prices, you will have to invest some skill points into artisan survey, or buy from another artisan. It's not like you wont pass on the addedcost (if indeed thereare any) to you armor buyers, now is it.
This would doom the economy in many ways. Whomever even suggested this needs to look at the overall picture.
And the sky is falling. It WILL NOT doom the economy. It WILL level the playing field. We are looking at the overall picture and feel we have the right to profit from our skill point investmentas much as anyone else. How many of those combatants are gonna be willing to give up some combat skills to place harvesters?