Artisan Archive

Thread: Artisan Top 5 as of Publish 8

joined42904
Fri May 21, 2004 1:10 pm
#131

I wouldn't be too concerned that the top 5 issues thread became another harvester thread, pnoyes.


That it became another harvester thread very clearly demonstrates that harvester certifications...one of the most talked about ideas in the thread...is a top 5 issue of the community regardless of how folks voted in that poll. People talk about what they feel are issues in an issues thread. That is what an issues thread is about. And I hope Guruweaver will share the entire thread with the devs. So that whatever questions he picks or doesn't pick, the devs can see what was actually discussed as the artisan issues.


Of course it became a harvester thread. Because our correspondent has at least implied that he might not share the community's concerns regarding the issue of harvester certification with the devs as one of the artisans' top 5 issues. And since it really is one of our top 5 issues...it is being discussed. That makes sense to me.


I care more that there are harvester certs than I care where they will be. The survey tree of artisan looks like a good place for them to me solely because it is concerned with finding and extracting resources. I think we could rely on the devs to exercise sound judgement in terms of who receives what certification regarding the use of harvesters.


Some folks have suggested that Master of any elite crafting profession be required for heavy harvesters. And my only problem with that is that the elite crafting professions...other than architect...don't have anything to do with harvesters or with obtaining resources. So it doesn't make that much sense to me to put the heavy certification there.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Jarloo
Fri May 21, 2004 1:31 pm
#132

We don't need another harvester thread:

1) Harvester certs are only one of five issues
2) We all understand the arguments for harvester certs
3) We all understand the arguments against harvester certs

Therefore, this thread should not be monopolized by people shouting the same arguments at each other over and over again. Just because people don't _agree_ with your position doesn't mean they don't _understand_ it.

I'd like to hear ideas on at least one other popular idea: the idea that we need more craftable items that people will actually buy. I've made 3M credits on vehicles--seems like that was a good addition to our craft.

I've suggested other kinds of powerups: armor, vehicle, and harvester. What other kinds of items can we craft that the combat classes (the ones with the cash) would buy?

Jarloo
Master Artisan/Master Doctor
joined42904
Fri May 21, 2004 1:52 pm
#133

Jarloo,


What would your armor powerups do? Armor is "too good" already and is I think scheduled to be nerfed by the devs in the combat rebalance if I understand things correctly.


Powerups for harvesters? Maybe something that would decrease their maintenence cost like grease or oil or something. Or did you think something made by artisans should increase the BER on a complex architect-made machine? Maybe something that would decrease their power usage also. That's an interesting idea.


I also like the idea of craftable decorative items.


I'm not sure I like the idea of a better domestic line because it would infringe on chefs and especially on the poor tailors. The poor tailors need a lot of lovin from the devs. Also, the artisan domestic line is a pre-req for these two elite professions.


I actually think the line of skills that needs the biggest addition is the survey line.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
HalasterTheBlack
Fri May 21, 2004 1:56 pm
#134






joined42904 wrote:

Jarloo,


What would your armor powerups do? Armor is "too good" already and is I think scheduled to be nerfed by the devs in the combat rebalance if I understand things correctly.


Powerups for harvesters? Maybe something that would decrease their maintenence cost like grease or oil or something. Or did you think something made by artisans should increase the BER on a complex architect-made machine? Maybe something that would decrease their power usage also. That's an interesting idea.


I also like the idea of craftable decorative items.


I'm not sure I like the idea of a better domestic line because it would infringe on chefs and especially on the poor tailors. The poor tailors need a lot of lovin from the devs. Also, the artisan domestic line is a pre-req for these two elite professions.


I actually think the line of skills that needs the biggest addition is the survey line.








Sure, once they nerf armor, it's going to need some lovin'.


And why not? We can already enhance intricate, complexitems made by Weaponsmiths...




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

granolanator
Fri May 21, 2004 11:18 pm
#135

Well, if we look at harvester certs for master artisans, lets read the defintion of artisan:

Main Entry: ar·ti·san
Pronunciation: 'är-t&-z&n, -s&n, chiefly British "är-t&-'zan
Function: noun
Etymology: Middle French, ultimately from Old Italian artigiano, from arte art, from Latin art-, ars
: CRAFTSMAN
- ar·ti·san·al /-z&-n&l, -s&-, -'za-/ adjective
- ar·ti·san·ship /-"ship/ noun

Source: www.webster.com

Where in that definition is the word mining? An artisan is a CRAFTSMAN not a miner. I do however believe that shipwright should require master artisan, not just the engineering tree, gives more of a purpose to artisan. As also master brawler should have some professions coming out of it too, starter professions are there to be the basics of what you need, such as artisan you learn how to craft for elite professions, marksmen you learn how to fire a gun, entertainer you learn how to dance/play music/do someones hair, brawler you learn how to punch someone, medic you learn to poke someone with needles, and scout you learn how to take skin off of a rabbit.

Other artisan issues should be things like
1.new vehicles that are mainstream(not expensive like AV-21)
2. Birds for the birdcages (EXCELLENT idea)
3. Bigger Survey Range at master
4. Change candles from architect to artisan, candles seem to me to require engineering skills (making the wax) and domestic arts skills (molding it into a beautiful candle).
5. Maybe have M.A. crafted items to increase BER or something, someone mentioned it earlier but i forget who.



Drac-ula Summerfield
~-Bounty Hunter-~
~-Quickdraw-~
"When the lizards attack, no wookiees live to tell the tale"

pnoyes
Sat May 22, 2004 12:49 am
#136

Eek! I t became another harvester thread!


1. Keep artisan high-end components that other profs need.


2. Increase custimization times on vehicles and allow artisan custimization and show HP on deed.


3. Remote harvester control at survey 3 or 4??? PLEASE!!!!!! Or at lest get an email from a harvester when it loses it's resource your harvesting like for maintenance loss.
--> Harv certs seem silly. Master Artisan is soooo easy to get compared to elite masteries, and uses very limited resources as compared to, for example, the poor architects. Give other harv bonuses perhaps but NOT certs. And why not make the bonuses for the Survey line instead of Master Artisan???


4. Small for-fun items like the bantha doll or other decorative non-architectural items for the home in Artisan branch (small painitngs for example)


5. Make the Domestics branch more useful. Is there anthing worth making other than travel packs for storage??? And Jawa beer of course, OOTINI!


Mild-Breeze-Trooper
Sat May 22, 2004 3:37 am
#137

I thought I'd be nice and add a non-harvester relatedd suggestion.

What about working chests and boxes for storage?

Limited to say 10 or 20 items per box but only taking up one item space in your home.

This would allow people who wants to store their resources at home to still have the space to place some furniture. (my house does seem a bit poor at the moment) and the hassle with using "storage vendors" (which they never were supposed to be) can be avoided.

Make a schematic for these boxes (they should be renameable just like cargo pockets) at master artisan and I promise I'll buy a large quantity on the first day they are avaiable.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
granolanator
Sat May 22, 2004 9:24 am
#138



Mild-Breeze-Trooper wrote:
I thought I'd be nice and add a non-harvester relatedd suggestion.
What about working chests and boxes for storage?
Limited to say 10 or 20 items per box but only taking up one item space in your home.
This would allow people who wants to store their resources at home to still have the space to place some furniture. (my house does seem a bit poor at the moment) and the hassle with using "storage vendors" (which they never were supposed to be) can be avoided.
Make a schematic for these boxes (they should be renameable just like cargo pockets) at master artisan and I promise I'll buy a large quantity on the first day they are avaiable.





Hmmmmmmm....excellent idea, except you would see houses with 150+ chests and 0 furniture I would buy some if they existed.



Drac-ula Summerfield
~-Bounty Hunter-~
~-Quickdraw-~
"When the lizards attack, no wookiees live to tell the tale"

Cyberius
Sat May 22, 2004 3:50 pm
#139



Sinist wrote:
Sigh yet another who doesnt understand anythingabout the proposal for harvester certifications. Another hastily made 1 star thread that assumes that artisans either a) want to get rich or b) be the only ones that willl be harvesting resources. Another awesome economic strategist*sarcasm*. And more imporantly another one who left the integrity and balance of the game at the door.

Message Edited by Sinist on 05-20-2004 12:48 PM





Sinist, just shut up. Other people are making arguments for this discussion based on the merits (or lack) of a particular position, not the positive or negative merits of the poster. You, on the other hand, offer personal insults and "one star" posts (to use your terms). Next time, close the browser window. I am not the only one sick of being exposed to your negativity.

Just don't post next time if its not actually on topic, eh?



--
Zalaar Degarian, MD, TKM
Diarra Degarian, Mayor Syn City North & Ranger for hire
Naboo, Radiant
Mild-Breeze-Trooper
Sun May 23, 2004 2:24 am
#140






granolanator wrote:





Mild-Breeze-Trooper wrote:

I thought I'd be nice and add a non-harvester relatedd suggestion.

What about working chests and boxes for storage?

Limited to say 10 or 20 items per box but only taking up one item space in your home.

This would allow people who wants to store their resources at home to still have the space to place some furniture. (my house does seem a bit poor at the moment) and the hassle with using "storage vendors" (which they never were supposed to be) can be avoided.

Make a schematic for these boxes (they should be renameable just like cargo pockets) at master artisan and I promise I'll buy a large quantity on the first day they are avaiable.







Hmmmmmmm....excellent idea, except you would see houses with 150+ chests and 0 furniture I would buy some if they existed.





Yeah... you're probably right. And placing a hard cap on chests would probably just seem silly, everyone would just buy max amount of chests. Might as well just increase the space limit in houses. Still, it would be nice to place all my Fiberplast in once chest and all my Reactive gas in one, my basement is getting cluttered.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
HalasterTheBlack
Mon May 24, 2004 2:16 pm
#141






Mild-Breeze-Trooper wrote:

I suppose just chests that can be used to collect all the various crap that lies on my floor (without modifying the number of items in a house) would be a great thing. Using travelpacks do look silly.





Got a crafting station? Put it in the hopper!




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

rexan
Mon May 24, 2004 2:44 pm
#142

1. Harvester Animations. We used to be able to give a visual inspection to see which harvesters were funcitoning. I want this back.


2. Factory Bug 7 error. Not major, it is annoying that I get my large runs halted.


3. More vehicels with experimentable sub components. I want topspeed and decay to be experimentable.





Rexan Ryu
Master Smuggler
Flurry Server
Mild-Breeze-Trooper
Tue May 25, 2004 12:10 am
#143

If survey meant not having to see the bloody treetops instead of the ground and the harvester template when trying to place just about anything on Yavin IV I would be all over it.


I suppose just chests that can be used to collect all the various crap that lies on my floor (without modifying the number of items in a house) would be a great thing. Using travelpacks do look silly.





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
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