Artisan Archive

Thread: Master Artisan, the Welfare profession?

Sinist
Mon May 17, 2004 12:47 pm
#144

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.





Faiereon Exek
Master Artisan
joined42904
Mon May 17, 2004 1:33 pm
#145

Cafa,


Some of the proposals actually involve allowing artisans to only run a limited number of harvesters regardless of how many they are given administrator privileges on. That is the way around the cross-server lot trade issue. The devs could also keep track of how many total lots you are using and just not let it go over 24 or so per account. That's two servers with the normal number of lots in case you're playing 2 chars that way and then at least houses on up to 4 more servers which I can't see anyone getting all up in arms about if they play the game normally.


The beauty of making the artisans run the harvesters is that in order for his placed harvs to operate, you would have to operate them (but then could not operate 10 of your own...once the 11th is activated, the 1st would be deactivated and so on).


Let's say you got your friend to grind master artisan or you did for your friend. Then you and he would both be able to place harvs and operate harvs. But he would have to log in every time resources were changed on the ones he is running and every time his are moved. And if he's that involved...then I don't see how this is really a cross-server lot exchange and not his just having a character on your server.


There are ways around cross-server lot exchanges that wouldn't require all that much programming change. Including making things start to decay automatically if you don't log in and visit the structure at least once a month. And I could only wish that unstocked vendors and entrance fees would disappear if not visited within 2 weeks. But that isn't really all that much of an artisan issue.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Sinist
Mon May 17, 2004 1:34 pm
#146






Cafa wrote:





Sinist wrote:

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.






Here's the problem with your scenario in my opinion (and yes we both probably have characters that have way too much money but I reinvest mine into making towns on the server):


The lovely developers had an economy, it was working, things WERE balanced and then they freaking gave everyone ONE or TWO holocrons and people lost their minds. The need for resources escalated to the point where "honest" crafters literally could not compete. Seriously, until late January I had no idea about cross-lotting and I still did okay with 2 characters for me and my family members all playing others that helped out. So they blew the WORKING economy all to crap with a massive swell in the BUY corner. Pretty soon inflation took over, as it always does with too many buyers and not enough sellers (I made over $240,000 on a home sold in Southern California after owning it for just 3 years, so yes I've seen plenty of inflation first hand). I even had characters on five servers and didn't take that leap to realize that you could cross-lot.


The persons who first thought of it were probably the resource sellers (of which I am still not one) but essentially cross-lotting is LEGAL under the rules of the game mate, people play this game on many servers and there is no way you can get around this fact. As a matter of fact I have made support characters on other servers to help out friends of mine and they have also done the same. We live near each other in RL, we play together on both my and their home servers and the only difference is when I'm on their server I log out in a guild hall I placed for them and they mine. Truthfully, anyone with the smallest amount of common sense could get around your argument in one afternoon. I can grind Master Artisan in 2 normal days by hand, no macros, and 1 day if it's a weekend, INCLUDING SURVEY 4 and the APs needed. I have done master merchant, master musician, master doc, master artisan, master smuggler and TKM on other servers I don't call home to help friends out. In a game that is advertised with the functionality to jump to different servers with the same account the only logical way you can accomplish NERFing cross-lot servers is only allow ONE server per ACCOUNT. Now honestly do you think that management is going to delete that functionality of the game to make Artisan's happy, much less you?


If you have been playing since October I just can't imagine you haven't seen some of the great debates on here about this very subject.


Again I say, if you truly want to change it give other players a reason to NOT cross-lot and get them all to become an advocate for you cause, including me. Immersion is a fool-hardy chance in hell with getting this group to care one whit and it certainly doesn't mean squat to the development team on a number of scales.


Fivo Asia


P.S. Please note the Master Artisan in the sig folks.








I dont see your concern as a huge problem because if I make another character on another server and take the time to master artisan then I should be able to put down harvesters for friends. Its not going to be any significant majority that does it anyways. And well its just like somebody buying two account to have both their characters on 1 server theres nothing I can do to stop them and I dont think realistically we could come up with rules to either. Let that slide because I mean some people play on different server for reasons outside of putting down harvesters for friends. And if you take that away thats something more serious then just taking away harvesters.


Plus look at all the people who arent going to take the time to master artisan on every cross lotting so any solution to make it less widespread is a good one strengthening the point why we need harvester certifications.


Just like ifyou had 100 Real Life friends who played, is SOE going to stop you all from playing on the same server because you would be a guild to be reckoned with? No. Thats a game aspect im willing to concede although ideally it may be a disadvanatge.


But it also bring up the argument of since we can only have 1 character per server why cant we only have 10 lots between all servers and all characters? Thats a question maybe we can bring up AFTER harvester certifications because that is much more important for me. The way being around this is if you purchased two account you get 20 lots on same server or not.




Faiereon Exek
Master Artisan
bigredsage
Mon May 17, 2004 4:06 pm
#147

heh, I wasn't really using the armor as a comparison, more responding to another post. But I do think it should be certified. If it's something that you "Just put on," well, a gun is something that you just pick up, right?


In all seriousness, though, I am not familiar with the Artisan tree very much. I do not know, except for in-general, where they have to be to make something. What I do know is that a lot of crafting, and semi-crafting classes are very dependant on resources, and need some way to access them. By giving artisans, and only artisans, the ability to harvest resources in any kind of numbersI believe that the entire economy would be thrown on it's head. Some argue that it would recover, but at what cost, and after how many players get frustrated and quit, after putting many many hours into their in-game businesses?


As to mastering any other base profession, i still don't see any of them having any kind of real benefit. Sure, brawler and marksman are ok for combat, but get into anything beyond meatlumps and you're in over your head (Ok, not meatlumps literally, but the base professions are not all that useful, and I don't believe they were intended to be, as they are a base, a starting point, for an elite profession) Scout is the exception to this, but harvesting creature resources is a time-consuming process. You can't just put up a creature harvester and let it sit for a week, you have to be actively killing and harvesting to gain anything.


I think that one of the things making this a hot topic is that you can literally place a few harvesters after doing only a little bit of research and looking, and become rich doing nothing at all. Nobody wants to see this benifit go to a single profession.


As to leaving decisions up to the dev's, and trusting them to be right or fair, I didn't realize you were a new player



~some days it's just not worth gnawing through the leather straps...
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Arabis Belashar Master Smuggler/Master Bounty Hunter
Koize Belashar Master Weaponsmith(12 pts)/Master Artisan(14 pts).
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Giamai
Mon May 17, 2004 4:08 pm
#148

the 10 lot limit is a problem for non artisans under certain circumstances you might not be considering..


one is the case of a master character holding buildings for the guild. As a master doctor i might at some point be asked to hold the medical center (ok never mind that that building is superfluos atm). thats 9 lots shot right there so now how will i get the resources i need for stims, wound packs and the ever popular enhance packs that are what i live on. many people get around this by having multiple accounts..and therefore more lots in multiples of 10. The same holds true for master dancer/musicians that hold guildcantinas... and as a payback, guildies contribute lots to hold factories and harvesters for the character who is now so encumbered.


two is the case of the guild leaders who have to hold the guild halls, also 9 lots. what are they supposed to do if they can't get lots elsewhere? they can't even have their own houses if this were the case.


As for harvester certifications, i can see where they would be useful. If heavies could only be used by either a. master artisans or b. masters in elite crafting professions. but the personals and possibly even the mediums should be usable by everybody because so many should be able to make the choice to harvest their own materials for their supposed non-crafting professions such as smugglers who have to make clamps and the like. The economy would still be better for the artisans because larger stacks of resources are still mainly available only from artisans and this would actually have the effect of driving prices up as resources are not so easy to find for 2cpu.


The hologrind is almost over too, so the dabblers will move on as everyone moves into the professions they would have chosen on their own in the first place..the effect i think will be a decreased market for resources and the combat types who are dabbling will give it up for the next big money maker.


and lastly apologies if this is repetitive..long thread i might have missed something .. i skimmed a bit



TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
Sinist
Mon May 17, 2004 4:28 pm
#149

Giami honestly I havent seen 1 person sat that doctors or scouts shoudlnt be able to use personal harvesters. And honestly I had no idea that a Medical Center or a Guildhall takes a players 9 slots away from them. That is kind of alot to me. I would add personal harvesters for medic/scout classes but nothing bigger to my own personal proposal. And well maybe after we get harvester certifications someone with a combat profession only can take up the burden of putting down the guild hall or medical center since their slots will mostly be freed from not having harvesters anymore. So that would work and actually makes mathematical sense, 9 slots for one player city enhancement plus their 1 slot for their personal home(combat guys).





Faiereon Exek
Master Artisan
Giamai
Mon May 17, 2004 4:56 pm
#150

i guess maybe i was slightly bothered by two ideas i saw being argued, one is the grey area around defining a combat class..especially for those of "mixed breeds" shall we say like smugglers. removing the bigger harvesters from the hands of these types seemed unfair. forgive me if i misinterpreted some of the posts in this regard, like i said i skimmed a bit


secondly, the entire game is build around the concept of players being forced to help each other and lot swapping is one way in which a guild or just friends can do that..discount armor for placing heavies on some steel for a guildie is a normal thing.


cross server swapping is another beast entirely and lately rumors of houses and factories disappearing when people have quit the game long enough ago to have their characters deleted have been appearing in the forums so again, like hologrinding, a problem that may solve itself.




TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
Sinist
Mon May 17, 2004 6:53 pm
#151

This thread is huge.


My proposal is as follows:


Heavy Harvesters = Master Artisan.


Medium harvesters = Novice at any elite crafting profession.


Personal Harvesters = Novice Artisan, Novice Medic, Novice Scout.


Factories = All at Master Artisan or the appropiate factory at Master of any elite crafting profession.


10 Lots per account to discourage cross server lotting.


So as you can see alot of people are still going to be harvesting resources but we will see alot more smaller harveters while the true miners and big boys will be using the bigger models all while having 0 complaint that there are less resources becuase all the people who need resources have enough resource harvesting power to mine their own so they have no justification to complain besides not being able to mass produce 1000000000000 items a day. Production numbers will be reasonable and we have a much better off economy and some much needed balance and integrity.


All current harvesters are redeeded and ready to be sold by the player who owns them so people dont lose huge amounts of property.


No compensations are to be made to any other profession in any regard.





Faiereon Exek
Master Artisan
Giamai
Mon May 17, 2004 7:33 pm
#152

sorry still gotta go against you on this:




Sinist wrote:

This thread is huge.


My proposal is as follows:


Heavy Harvesters = Master Artisan.


Medium harvesters = Novice at any elite crafting profession.


Personal Harvesters = Novice Artisan, Novice Medic, Novice Scout.


unfair because you are ignoring those of mixed profession - example, smugglers require unarmed and marksman and generally some other combatclass just to be useful in that regard..but still need metals, radioactive, and some other resources for spices and tools. this means they are prevented from making the choice of obtaining materials themselves. i think personals should be available to anyone, higher level harvesters..i can see being limited by artisan certifications


Factories = All at Master Artisan or the appropiate factory at Master of any elite crafting profession.


again unfair for the same reason above and to allow for guild sharing..see previous post concerning masters holding cantinas/etc and guild leaders holding guild halls


10 Lots per account to discourage cross server lotting.


A reason i haven't mentioned for why i don't like this one..i have 2 primary characters (see sig)..one is rebel and one is imperial (i like to see both sides of a fight). so even without cross server swaps you hamper my doctor and my smuggler..no fair


So as you can see alot of people are still going to be harvesting resources but we will see alot more smaller harveters while the true miners and big boys will be using the bigger models all while having 0 complaint that there are less resources becuase all the people who need resources have enough resource harvesting power to mine their own so they have no justification to complain besides not being able to mass produce 1000000000000 items a day. Production numbers will be reasonable and we have a much better off economy and some much needed balance and integrity.


All current harvesters are redeeded and ready to be sold by the player who owns them so people dont lose huge amounts of property.


No compensations are to be made to any other profession in any regard.








I honestly think this is a great thread for discussing these things but i have to go against your proposal as it stands now..and i honestly think that the end of hologrinding may take care of some of these problems



TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
Sinist
Mon May 17, 2004 7:56 pm
#153






Giamai wrote:
sorry still gotta go against you on this:




Sinist wrote:

This thread is huge.


My proposal is as follows:


Heavy Harvesters = Master Artisan.


Medium harvesters = Novice at any elite crafting profession.


Personal Harvesters = Novice Artisan, Novice Medic, Novice Scout.


unfair because you are ignoring those of mixed profession - example, smugglers require unarmed and marksman and generally some other combatclass just to be useful in that regard..but still need metals, radioactive, and some other resources for spices and tools. this means they are prevented from making the choice of obtaining materials themselves. i think personals should be available to anyone, higher level harvesters..i can see being limited by artisan certifications


add novice smuggler to the list under personal harvesters, problem solved.


Factories = All at Master Artisan or the appropiate factory at Master of any elite crafting profession.


again unfair for the same reason above and to allow for guild sharing..see previous post concerning masters holding cantinas/etc and guild leaders holding guild halls


Appropiate factory certification at master level, problem solved. And well owning a Cantina or a Guild hall or Medic Centers should be lotted by Entertainers, or Combat people or generally those who dont need their lots. And if there is a restriction like only a doctor can hold a medic center that should be changed becuase doctors need lots for personal harvesters to make stimpacks and buffs etc.


10 Lots per account to discourage cross server lotting.


A reason i haven't mentioned for why i don't like this one..i have 2 primary characters (see sig)..one is rebel and one is imperial (i like to see both sides of a fight). so even without cross server swaps you hamper my doctor and my smuggler..no fair


You are a potential cross lotter and we have no sympathy for you. No jk but there needs to be a limit to lots per account even if it penalizes people like you. Deal with 1 house, 1 factory and 3 harvesters per character then.


So as you can see alot of people are still going to be harvesting resources but we will see alot more smaller harveters while the true miners and big boys will be using the bigger models all while having 0 complaint that there are less resources becuase all the people who need resources have enough resource harvesting power to mine their own so they have no justification to complain besides not being able to mass produce 1000000000000 items a day. Production numbers will be reasonable and we have a much better off economy and some much needed balance and integrity.


All current harvesters are redeeded and ready to be sold by the player who owns them so people dont lose huge amounts of property.


No compensations are to be made to any other profession in any regard.








I honestly think this is a great thread for discussing these things but i have to go against your proposal as it stands now..and i honestly think that the end of hologrinding may take care of some of these problems







Hope this gets your approval.



Faiereon Exek
Master Artisan
Tamerlane51
Mon May 17, 2004 8:22 pm
#154

/agree



Mjolner Darkov
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Lamune_Baba
Mon May 17, 2004 9:44 pm
#155






bigredsage wrote:

heh, I wasn't really using the armor as a comparison, more responding to another post. But I do think it should be certified. If it's something that you "Just put on," well, a gun is something that you just pick up, right?





Yes, it is...


This is something I've argued before, and not at all on topic- but yes, a gun IS something you just pick up.


"Certifications" should be completely eliminated, and some alternate penalty (most likely accuracy) should be implied instead.


The idea of a weapon doing close to 1/10th the damage depending on who's HOLDING it is utterly stupid. And yes, some weapons do not require any special training- a gun being a very good example. It doesn't matter if a trained Marine or a six-year old pulls the trigger, that gun is going to deal the FULL damage to whatever it hits.


Now... in combat, the Marine is going to have his training to rely on (which in game-terms effects to big accuracy bonuses, and access to the "special attacks." The six year old would have huge penalties to hit, penalties to speed, etc etc... but damnit, if the kid gets lucky, and actually hits his target, it should do full damage...


I hear they want to use Certs for armor now, too. More stupid. The untrained might be slower, less manuverable, etc.. etc.. in that suit of armor, but damnit, you get shot in the chest with a blaster, it's going to stop the same amount of damage..


Back on topic...


I don't know if Artisans should neccisarily be given exclusive rights to the use of the harvesters, but I could definately see giving them some sort of bonus to their use. Perhaps the effective BER goes up in the hands of a Master, etc etc. Gives them some rewards for their efforts. Artisans know how to "tweak" that little bit of performance out of the system. Kinda' like Smuggler slices.


I can understand how some artisans are miffed about the sale prices of their stuff, too. Houses, harvesters, etc... all degrade over time, but you never, ever get paid another dime for them. Unless a person is trading lots, they buy 10 Heavies, and they never need to buy another harvester again. Meanwhile, the player is chucking thousands of dollars a week into the system for "maintainance."


I think the artisans should get a chunk of that. Nothing excessive.... just a "use percentage." Maybe 1% of the maintainance paid on the harvesters you sell comes back to you. Y'know... pay for going at and servicing them.


Even at 1%, that'd be some damned nice money for some of the major harvester suppliers.


Sinist
Mon May 17, 2004 10:20 pm
#156

Lamune yeah but your ignoring the more important problems like the current system has no integrity and that there are too many resources being mined. But you just want to give Artisan bonus's to make them mine better? pff.


Im not saying your post isnt constructive becuase we are ell entitled to our opinion but there is alot more problems for us competitive "thinkers" then what you proposed that need to be addressed and would be addressed with harvester certifications and the like.





Faiereon Exek
Master Artisan
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