Artisan Archive
Thread: I am reading where folks want med and lg harvesters moved to higher skill levels or master
SeismicEdge wrote:
I am reading where folks want med and lg harvesters moved to higher skill levels or master.
You guys know if you get this change you might be screwing yourselves. How many of you rent free lots? If you do and the other guy isn't a master artisan how are you going to deal with the fact he cannot put down your harvester? Will they even allow you to "Transfer" the structure? So, are you going to keep enough free lots on your main/artisan to be able to do that? To set down a harvester then transfer it? How about waiting for the other guy to come out to the site so you CAN transfer it EVERY time you find a new site? This also goes with your second account. Are you willing to make your second account a master artisan in order to have more lots? Many of you can't even get both accounts on-line at the same time. How are you going to use those lots then?
The consequences here would be devastating to the extraction industry and to other professions as well.
1. You are going to make it near impossible to have more than a few lots of harvesters or at least make it very very difficult.
2. The prices of resources are going to go WAY WAY up because there will be fewer artisans with the ability to extract them or have more than a few lots of extractors. Its hard enough right now to keep up with demand.
3. With fewer resources out there, there will be fewer items made from those resources and the prices of those that will be out there will REALLY skyrocket. Not to mention how difficult it's going to get to find your favorite armor or weapon.
In conclusion, if you guys keep whining about wanting to make it so medium and large harvesters are only able to be set up by higher level artisans, you are going to screw yourselves and everybody else in the game who relies on those resources. You cry now to make the profession more like the others, but be careful for what you wish. In this case I think it will come bite you in the behind. REAL HARD!
I completely disagree with you. yes there would be ripple effect but nothing on the scale that you are envisioning. first let me say although this issue I am passsionate about the issueI do realize that too drastic a change would have negative effects. How ever the issueof balanced harvesting needs to be addressed. I use a second character to harvest resources and have no fear losing that ability if need be. if i want my alt character toharvest I will invest the skill points...... It seems the people that fear this most are those who have no artisan skill points invested and have no intention to invest them. I do not porpose to have a definative answer to the issue but when I there are non-artisan/crafters flooding the market with the literal fleets of harvesters there is at that point an obvious problem. I know of a player because of cross server trading who runs between 50-80 heavy harvesters depending on resource concentrations and He is a crafter there are non crafters out there that are hitting it just as hard. So will there be less resources on the market?yes. will there be price gouging? yes. but most importantly will there be fair business minded players who will offer their resources at fair prices?Yes
Outta
just so its clear i am a former master artisan and still have the entire survey line, why shouldnt i have the right to use hewavy harvesters?
and by the way keep 1 staring me look how much i care ![]()
P__Day wrote:
just so its clear i am a former master artisan and still have the entire survey line, why shouldnt i have the right to use hewavy harvesters?
and by the way keep 1 staring me look how much i care
i 5 starred you to see if it matters to anyone lol
Oh wait but we cant pick up a wepaon and pull the trigger and *gasp* aim? Cmon your argument is easily turned around on you. Im just arguiing what you said not anything int his thread and im done aruiing about harvester certifications, I made my point.
Dokar your not seeing the argument in the right light.
We arent trying to buff Artisans. We are trying to balance the game.
The general consensus of the ocmmunity has the same outlook as you but none of them have took the time to understand the argument. Which is why I have my view that this community is 99% mostly unconstructive.
Sinist wrote:
Dokar your not seeing the argument in the right light.
We arent trying to buff Artisans. We are trying to balance the game.
The general consensus of the ocmmunity has the same outlook as you but none of them have took the time to understand the argument. Which is why I have my view that this community is 99% mostly unconstructive.
Having been on the end of a very blunt nerf bat, numerous occassion, (see sig) I am very skeptical of such approaches.
This is indeed an attempt to nerf anyone who isn't an artisan.
My reasoning behind only putting heavy harvesters for master artisan because well artisans are the only true miners. We even have the title "miner" when we complete the survey tree. Also my main reason was because I feel if you want to be a good crafter you should be Master Artisan. It doesnt make any real sense to me why the elite crafting professions dont require Master Artisan. I meanis it sensible to see a Master Armorsmith/ Master Weaponsmith / Master Architect all on the same character? I want some dependancy on crafters to Master Artisan which will make people seriously consider it, and well it will eliminate the absurdity that is mastering 3 elite crafting professions on 1 character.
Also not every profession needs resources. My proposal would give everyone who needed resources enough harvesting power to sustain their profession's need to a reasonable degree ( and very reasonable mathematically). Numbers and math dont lie. If you all think prices will go up and resources will become absolete you are very mistaken. The only thing you will see is a leveled production value in line with the actual supply and demand. Much like in the real world noone ever makes anything in axcess they dont need. Company's try to balance their production with the supply and demand. A game should be modeled slightly differnt then the real world in the aspect that no one person should ever easily be able to meet the whole demand of the economy. If this confuses you ask and ill explain further.
Also there is this notion that it is nerf the combat professions. Well I did run an experiment and ran through the numbers on how much a combat class makes every day. In 1 day starting at novice marksmanI was able to obtain a sliced rifle with over 500+ max damage without powerup, a full suit of 80% resist composite armor, and 10k in the bank. Just 1 day hunting at noob fort tusken and doing faction missions. But the cmbat classes have a right to complain right that theyre not going to be making enough money to buy what they need? ROFLMAO.
Anyways the argument is endless when you are dealing with morons. Im not going to try hard beleive me and im waiting and seeing what comes out of this. If its nothing fine I quit the game. If there is a reasonable solution they can agree on, great ill be playing and Ill even buy a second account.
As our awesome correspondant guru would say *<-- sarcasm*
Take Care,
lol
Sinist: Artisans should have uber certs for harvesters, and nobody else should because artisans are Miners! It's right in the Title! MINER! Artisans are MINERS! You're all noobs!
Impartial Dude: um... the title is surveyer.
Sinist: NOOB! The title doesn't matter!
Ok... This thread aside.
ANY topic that gets this much attention... is Obviously a problem. if it were not. there would be no interest in this topic.
I want the problem looked into. Whatever the Dev's feel is best is fine by me. but this much attention on the subject says it should at least be worthy of being asked.
And thats where all this stemmed from. the question to be presented for the week of the 19th. i think 10 separate threads all sdiscussing this topic and all of them getting 40-90 posts in a day.. seems to tell me... what question should be asked.
--Axler
Sinist wrote:
Novice Artisan - A novice Artisan has the ability to find and extract the fundamental raw materials for item crafting.