Artisan Archive

Thread: Master Artisan, the Welfare profession?

SaleusCorwen
Sun May 16, 2004 6:07 pm
#131


Srendii most of us understand artisan is a lower profession, but even if you compare it to other professions it really is fairly weak.. Really the only thing artisan has is


1. Powerups in the engineering line (but all elite crafters also have this ability)


2. Vehicles (MA)


3. Components required by elite professions.. (MA)



that is pretty much it, when it comes to value (unless you have a fetish for nemoidian bird cages lol).. if you look at most other lower professions there are some very valuable assets earned for the skill points invested..


i was hoping that Shipwright would have needed a MA as a prerequisite (making MA more valuable that way) but it looks like that shipwright is just going to need engineering IV as a prerequisite..



harvester certification was just an idea to make the artisan profession get a little more value for the skill points that are invested into it.


in all honesty i feel like my rifle character (just made novice rifleman) has more value in just getting the rifle line in marksman than my master artisan has gotten for all the skill points for all 4 lines.


Most of the the value issue being that many things earned in the artisan fields are worthless when you have an elite profession of the same line. Making Survey and Master Artisan itself really the only value of anything in the artisan profession. This was suppose to be helped by schematic revokation but that too was shot down in beta (making elite professions rely more on lower professions) and i highly doubht schematic revoking would even be considered at this point.


i think some of us would just be happy if the artisan line (MA getting the most) even just got harvesting bonuses (reduced feeds/higher rates) like teh scout line gets and not worry about harvester certification at all.



Anotehr way would be for master atrisan experimentation bonuses to be included in the elite professions. Right now when you attain an elite crafting profession all your artisan level experimentation bonuses are not used (makes 100% not sense to me)..




As far as our question goes on the subject.. it was (the may 5th question)..



What is being done to make master artisan (might have been artisan profession) more valuable whether through harvester certification/bonuses or more valuable items?


which i think is a good question and doesn't necissarily say.. harvester certs or bust.. but more of a hope to get them thinking of ways to get the artisan field more value.



---------------------------------------------------
Kettemoor Galaxy
GraySeven
Sun May 16, 2004 6:22 pm
#132

Why would SOE answer this question on the 19th, when its been answered many times already in these forums....?


Arguing with a noob is like mud wrestling a pig.....eventually you'll realize the pig likes it....


I'll save you the wait....Yes, MA IS the welfare profession. You want money, pick up an elite crating profession....





Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Srednii
Sun May 16, 2004 6:36 pm
#133

you forgot


4. Surveying



And no, the other base classes don't have anything really worthwhile, except for maby scout. And to make use of scouts harvesting abilities you need to also have elite combat abilities.


Rifle 4, or pistol 4, or unarmed 4, do you think ANY of those are real money making propositions? I wonder how much money a mission grants when you're only rifle 4. Not to mention you wouldn't kill anything tough, and you wouldn't kill anythingfast. Andnone of the specials are worth usingas an elite end class (cept for a few here and there, warning shot and intimidate, lunge).


Hell, I'd be happy for harvesting bonuses as a M. Artisan, I'd happily support that suggestion.


But to be totally honest I don't think artisan is any worse off then any of the other base classes.



Artisan has a few items that can be sold for a profit (nothing compared to the elite classes), and grants the ability to survey. A usefull addition for elite crafters.


Marksman grants a few to hit and speed bonuses, and 1 special usefull to the elite classes.


Brawler grants a few to hit, speed, and damage bonuses, and has 2 specials usefull to the elite classes.


Entertainer grants a few bonuses to... well whatever it is entertainers do, and a few dances and/or songs usefull to the elite classes.


Medic, well Master Medic is required for both doc and CM so it's kinda different. But that one tree required for BE doesn't grant BE's anything usefull at all. Except the ability to heal, and most people take novice medic, not master medic if all they're looking for is subdoc healing.


And Scout. Scout grants the ability to move at normal speed on slopes with one branch, and the ability to harvest hide/bone/meat with another. Terrain mods are usefull for everyone, tho they're nothing people can't live without. And harvesting is usefull, but only if you have elite combat skills to kill stuff with.



So there we go, all the starter classes, all with mildly usefull abilities, but none of them truly usefull without elite classes on top.



------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
SaleusCorwen
Sun May 16, 2004 6:55 pm
#134

i think you are confusing value with money making ability.. the idea of harvester certification, at least in my opinion, isn't to make artisan sell more things or get more $$$ but to make the skill points you've invested balanced more with other professions.



i don't really equate the 2 in any way..


in the rifle line alone you get several weapon certifications plus rifle accuracy and several special abilities. once i reached rifle specialist [IV], i found i had quite a bit of power in just my rifle certifications and special ability (Mind2 + Headshot2 + TakeCover = leathal combo)


a master marksman gets weapon certifications for almost all weapons plus quite a bit of special attacks not to mention the accuracy and weapon specific bonuses..


making it a good value for the skill point investment..


and that is really the bottom line (you may be focusing on the $$$ aspect of crafting too much)..





As far as the survey line goes.. that is actually one of the reasons some are for harvester certifications..



right now some people will not invest in surveying at all.. they will simply find a place witha lot of harvesters and plop 1 down.. chances are pretty good it will be a high value based on teh number of harvesters placed..



---------------------------------------------------
Kettemoor Galaxy
Srednii
Sun May 16, 2004 7:13 pm
#135

Value is value. But ignore what I said about money then, it still reads the same way for value in utility, value in fun factor.


T21's, with jawa's in pvp. DX2's, Sonic Pistols, republic pistols, and very rarely that kinetic pistol. And my tkm only goes unarmed when I'm unbuffed (never). Those are the combat classes I have experience with, are the others any different? Most novice weapons are crud.


The survey line is usefull enough without putting harvester certs in it. And the artisan proffession is no different from any of the other starter classes. A basic, somewhat usefull proff who's true value lies in leading to elite classes, and a few usefull abilities.




------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Sinist
Sun May 16, 2004 8:46 pm
#136

Sred im not new. I have been a swg community member since day 1.


Grey the question was actually asked on May 5th, we havent had an answer yet because I think E3 delayed the May 5th question. So far the question in the majority I think for the next one May 19th is basically the same in that when we will see harvester certifications. Maybe in all your wisdom you can post us a link on this thread that shows SOE saying we are all arguiing in vain.


If the question isnt asked on may19th im quitting just for conflict of opinion with the community. Noone has made any worthwhile "argument" why we dont need it or why it wouldnt work.


Wether or not prices go up like you all seem to think is in the hands of the players since this is a "player driven" economy. SOE doesnt control prices. If you feel your obligated to charge more for your armor becuase your not making 1000 pieces a day of it fine. If you want to have guilds or friends harvesting for you that arent crafters fine but its a game that ill be leaving and a game that doesnt have any integrity or balance. NO balance or integrity for me is no fun. I want good armor to mean something not something everyone can have in a day. Yeah I started marksman skills yesterday and I have full composite(except gloves)and a decent sliced weapon from 1 day of work without crafting or selling 1 thing or harvesting a drop.


Anyways this is simple enough. If SOE doesnt see it as critically important ill enjoy another game. Besides who wants to argue on the side of sred an underveleoped primitive monkey who couldnt program a computer or design one if his life depended on it or even understand economics or logic. But whatever maybe SOE can program a computer but maybe they just dont know a thing about balance or a balanced economy. If they can admit the mistake or see the problem thats fine with me, t he game is great but if they can work on flaws like this I will enjoy it.


Quitting doesnt bother me. I have a beta test coming up for another MMORPG that I can have just as much fun in from beta and when it releases. But ill stay if this game gets balance and some integrity. Sure it might be fun but i want competitiveness and skill not just a sloppy system that works but is unbalanced but fun.


Ive brought up all the arguments I think that can be made. I can argue them in different lights forever but I think we at least covered the basic jist of all the ideas, concerns positives and negatives.


Sred I think that they dont spawn really good stuff on purpose because they do understand the basic concept of integrity. You are the one whining you cant get top of the line resources daily all while 10000000 people cna use harvesters and then WOW COOL we all have the best armor and weapons how fun and OH WOW COOL every armorsmith is now stocking it! Might be fun but I dont think SWG was meant to be that, and that is the type of game I dont play especially in a MMORPG setting.


Anyways enough said.






Faiereon Exek
Master Artisan
Srednii
Sun May 16, 2004 9:35 pm
#137

What did you play, a week when if first came out? And now 2 weeks recently? You havn't mentioned any of your crafting experience, you put forth that factories shouldn't be useable by elite crafters which is so laughable and idiotic it shouts noob. You've continued to make the most assinine claims, like how decreasing the supply of resources would increase competition, and lower prices. That eliminating mass production would lower prices. Tho granted those two arn't something a noob would say, merely something a moron would.You continue to make vauge claims about how the games lacks "integrity" and wild claims about the lack of balance, directly contradicting things the devs have said. You toss out the boogyman of player monopolies in the hopes garnering support, when all you want is for an ability to be taken away from non artisans so that you don't have to compete with them.


And yet I'm an "underveleoped" (you forgot a couple letters in there) primitive monkey.


You're calling for massive nerfs, and yet I'm the one whining.



Soo.... since you're quitting and all, since SOE won't listen to senseless noob whining any more then they listen to plea's for content and bux fixing, can I have your stuff?





------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Sinist
Sun May 16, 2004 9:47 pm
#138

Nope you cant have my stuff.


Following your trend of "I SAY IT IS WRONG BECUASE I SAY" yet you prove none of it. You should try disuading people and not insulting everyone.


I beleive in Science and Mathematics and Pschology not 2 people preaching who cant show any maturity while doing so. Whatever forget I even said I would quit becuase it does kind of sounds like im making threats. IF you dont see me post on this Artisan board for awhile after may 19th or in the next few days when our may 5th question gets answered you know why.


And I would have to think thorugh my morals if I would even consider buying the Space Expansion just on principals.



And I never said my posts were grammatically or punctually correct but i appreciate you pointing out my spelling mistakes since you know i try so hard to not type so fast and proofread all my posts, NOT.





Faiereon Exek
Master Artisan
Srednii
Sun May 16, 2004 10:59 pm
#139






Sinist wrote:

I will agree with all of the people who say that ARTISANS should be the only profession certified to use any type of harvestor or factory(or the elite crafting professions).


Im a new player(maybe a week) and as almost a master artisan NOONE will buy resources. Everywhere you go there are harvestors and I would bet 1000000000000 credits 75% of them are from non artisan professions. Learning anyone could put down 10 harvestors if they wanted almost made me quit artisan all together on principal and the game.


But with threads like these and the artisan correspondant im sure that this will be a major priority to get fixed and give artisan the role it should of been(mineral gatherer).


It is not going to make the economy short of minerals. It is going to make people come out of their holes and actually take up artisan as a profession or *gasp* interact with artisans to get resources. The way I see it scout and ranger get it good because they are the only professions where they can acquire some resources that other professions need. Artisan gets the short end of the stick and it makes EVERYONE inorganic, chemical, ore, gemstone RICH.


What good is a profession other then artisan collecting these resources anyways? Its so their guild can stack up resources.

As a future weaponsmith, armorsmith, artisan why do I need more then 10 harvestors anyways? What item requires more then 10 different resources(None that I know of).? Why should people be able to build 1000000000000000 items and saturate the ecomony when they should only be able to build a limited amount at any given time with their 10 or less harvestors.?


Doesnt make sense and it needs to be fixed. Artisan correspondant get it up on our top 1 else be petitioned for your removal.







Here again is Sinist's first post in this thread. Showing exactly why he wants everyone else nerfed. It's cause after playing for a week, after almost reaching master artisan, he's having trouble selling resources.


He's not worried about the games economy, he's not worried about the "ruined" crafters, he's not worried about the games "integrity", all he wants is for non artisans to lose the ability to harvest so that he doesn't have to compete with them.


His first post in this thread and already he's showing his true character by threatening the artisan correspondent.


Evidently after a week, and almost a master artisan Sinist knows better the needs of the Elite craftersthen the people who've actually mastered them.




------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
joined42904
Mon May 17, 2004 6:53 am
#140

Unlike Sinist, I am a new player and freely admit it.


And this business of everyone...mostly folks who can't craft anything beyond maybe a trap of some kind...littering the landscape with medium and heavy harvesters...well...it just rubs me the wrong way. It's a nonsensical game mechanic that bounty hunters and TKM/Commandos harvest resources for half their income. And to few people are nonsensical mechanics more obvious than to the newb. (No...it's not about noob powah.)


Let me ask this...when new players figure out that this is how to make money...is this going to make their gaming experience more immersive? Or much less immersive? I think the latter. People play games like this because they are fun and hopefully because they like to imagine that they are their little toons going from place to place.


I find that I actually wish there were more vast wilderness areas on all the planets. Right now, there are mostly just a small surface areas of gameplay on each planet. Of course, that may be the way it is due to server load, which I would respect. Maybe the servers couldn't handle that many mobs at once without making the monthly price $100.00 or something. (Aside from the fact that humans and probably other species generally occupy most of the land in fully inhabited planets.)


There are a few other bad mechanics...such as kill stealing even being possible because it's the group with the most damage that gets looting rights rather than the first to attack getting looting rights and the most damage yielding the experience. (Of course who is really getting exp off krayts?)


I had hoped that SWG would not turn into a loot-driven game like EQ. But with skill tapes and looted materials (rather than BE materials) making the best weapons, lightsabers, etc...it looks as if the game is going the way of uber loots. Heck, until last Christmas, I hear that even being able to become a jedi was ana uber-loot.


Why do I want harvester certifications?


1. Cross server lot trades. You see them on the boards. They need to be stopped.


2. The landscape is too littered with heavy/medium harvs.


3. Some people are using massive numbers of lots. People I know and like are using 70 lots for harvesters, mostly donated by non-crafters in their guilds. That is too massive a number of lots for one player.


4. The ebay crowd needs to be dealt with in some way. Maybe the way is to have a maximum number of lots per account as well as per server to minimize the ability of cross-server resource traders to accomplish what they want. But I think harvester certifications limited to artisan with the artisan having to operate the harvester in terms of putting it on a resource would be a good way...though others could use the hopper. If artisans could only control 10 harvesters at any given time, that would furuther limit the ebay crowd by making the setup close to unworkable or at least require some sort of accounting program for them to be able to do much cross server resource trading. Keep in mind that all elite crafters are artisans...so unless the cert goes into the surveying line no actual craftsman is going to lose any abilities here. (And to keep the two-account crowd happy...it's easy to transfer things tothe other toon so that the other toon owns the factories and houses and the only thing owned by the artisan is the harvesters.)


5. Game immersiveness will be improved when combat characters aren't dealing with heavy harvesters.


6. It will make investing skill points in the survey line and in master artisan more worthwhile.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Cafa
Mon May 17, 2004 11:08 am
#141






Sinist wrote:

I posted that first week resubscribed. I have been a community member since day 1 of release. I have been reading these forums for just as long as well.


I have uploaded a little image I think you can all relate to in your journies in SWG. Let this be an eye opener or just a reminder on the current state of the game.


http://www.imagedump.com/index.cgi?pick=get&tp=73436


This was in one small no named city, and this doesnt show what was in front of me as well. Add this on the fact the harvesters for the most part were belonging to the same guild. It is like this really in some form in every city, field, plateau or desert you visit.


Balanced? No way.








I actually agree with you guys on the cert system, but whining because you don't have the coordination skills to get a large group of people to harvest resources has got to be the stupidest thing I've ever heard of. Your conversation is the purest socialism, with the devs controlling everything to screw everyone else so you can feel good.


Your approach to this is wrong, and your argument is NERF. I don't think your attitude is going to garner support in any measure because you don't propose solutions to help anyone, you just want to hurt people that are having a good time and are enjoying the game on that level. I guess in your world people may be like that but if you don't want to play the game on a large guild level then freaking don't. Stop crying about it and come up with solutions that make it a positive reason to change.


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Sinist
Mon May 17, 2004 11:50 am
#142

Cafa I think you are a little off the beaten path by saying I cant garner enough people to put down 1000 harvesters.


I am a seriously devoted video gamer. I have 100's of friends who play all games across the computer gaming spectrum. I have friends who play SWG and I have acquintances. I meet people and Imake friends who I didnt know before.


You are taking our argument in a complete opposite light on how we are proposing it. WE arent whining or complaining that we ourselves cant put down all these harvesters, we are just saying theres a problem from us being able to do so. Im not poor in SWG and I have friends who are filthy rich who could support me even if I decided to be a lazy afker who never did anything. I am not though and im pretty active and I put in a decent amount of hours every day so far playing.


Why not fix it if it is broken? I dont agree with offering solutions to compensate all the people who reap in the benefits and didnt see the problem in doing so. We deserve the NERF and we dont deserve to be compensated for playing a system that had no integrity, balance in the first place. But like I said before if we as a community dont agree that this is a problem it is fine with me and Ill walk away. I dont look for this stuff in games I play. If this is the vision they want for SWG then fine, I wont miss it.


And im pretty sure they do want to bring integrity and balance in the game by them putting in the effort of the combat rebalance and the galactic civil war revamp. Although that just maybe because they would lose subscribers and they are pretty much content sitting on their behinds doing nothing if it would make them money. Im still doubting their love for this game, even though how much they profess to do love it. But thats another argument.



Faiereon Exek
Master Artisan
Sinist
Mon May 17, 2004 11:54 am
#143

And I think you understand my way of saying UNBALANCED. Im saying it is unbalanced becuase I or you dont need the amount of harvesters in the game. It ruins the fun for both ME and you by not having a crafting system and ecomony that had integrity and was balanced.


I dont want to have that many harveters available to me personally. And its taking away fromt he spirit of the game in my opinion by not having a sell/buy system that had any comfort of integrity.



Faiereon Exek
Master Artisan
Page 11 of 15