Artisan Archive

Thread: Artisans ubernerfed last patch!

Philomorph
Tue Jul 08, 2003 2:47 pm
#14

Well if it's true that you can sample faster than you can harvest, I don't see anything wrong with that (except that it seems backwards)


Having a harvester hasthe distinct advantage of you not having to be there to do it. You can go do other stuff, like kill things, or run missions for cash, or hang out with friends, etc.


I looked at harvesters as a sort of drip-watering system. You can spray a lot more water quicklywith a hose than you can with a drip system. But with the hose, you have to go out there and water stuff by hand. With the drip system you just program it and you're done.




----

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Dharmon
Tue Jul 08, 2003 3:12 pm
#15

BTW... The power bug is gone also. On Chilastra at least, power is required to keep harvesters running now...


Dharmon





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tuta23
Tue Jul 08, 2003 3:12 pm
#16

This sounds completely ridiculous. I agree that SoE probably did not count on having this many Artisans actually in the game, but this seems like a very wicked way in paring down the population.


Tuta Henjo || Gorath || Corellia || Tyrena


Tristero
Tue Jul 08, 2003 3:13 pm
#17






midnightslash wrote:
if the paid in full thing is true then i will stop playing my Artisan. Think about it logically, A car that has fuel system problems will still run. Sure it may not run great but it will still run, same goes for a car with some body damage. We should just have some reduced effectiveness to our harvesters. The only time that a harvester should be disabled is when it's structural integrity is below 25%.





They should change the name of maintenance to "rent" because I think intended to be essentially rent money owed on a lease. Mining and logging companies pay a lease to the government to use government land to extract resources. That's what we are supposed to do in SWG for the rights to mine on our respective planets. Under this line of reasoning, its perfectly valid that if you don't pay your lease, you can not extract resources, and if you don't pay your lease, you accrue late fees for tardy payments.


Think about. Those of you that are crying about this, did you really think power and maintenace were things the devs put in for flavor and not real game systems that you would have to interact with? I played the dishonest way since all my competitors were (thus prices were depressed because artisans didn't have to pay for non-hide resources). But I knew the "free resource" days would end.

Hurtbig
Tue Jul 08, 2003 4:23 pm
#18

I just logged in and checked my 2 harvestors and 1 wind generator.


Every harvester I saw was stopped cold.


On my wind generator, I would have had to pay 8,000 credits to get it going again from 22%. My two harvestors required about 2,000 credits each.


I can't imagine being able to support thousands and thousands of credits of overhead just to stay afloat and advance as a crafter.


I am officially out of the artisan business. I already have one job, I don't need another when I log onto a MMORPG. (Of course, this is probably as intended. Goods were too cheap and there were too many artisans). Consider my poor blue Mon Calamari, Edison, as roadkill on the highway to balance.

sP00ks08
Tue Jul 08, 2003 4:37 pm
#19

I suppose that there are some good points to placing the patch, I mean people were advancing rather fast...but now, it will be some time before we get to see some really good ion cannons and the such. I mean, 70,000+ xp is a bit ridiculous, and seeing as the only realy way to get crafting XP was from bone armor, and now that has been eliminated almost as well. The weapons aren't good enough to kill large animals, and the wortts and womp rats (lesser at least) now only give 1 hide/bone per kill. This will drastically hurt the economy, there won't be as much to sell and not enough money from these sales (artisans main income) to pump into the harvestors and therefore to get the minerals required to make better stuff and gain xp.
ukman408
Tue Jul 08, 2003 4:48 pm
#20

artisan field = not for casual gamer any more


artisan field= lots of people quitting


artisan field = stupid decisions by devs



Going back to the car example, anytime you find yourself spending more money on the upkeep of your car other than gas (power im ok with) its time to get a new car.

LordZeta
Tue Jul 08, 2003 4:58 pm
#21

Latest patch = greatest thing I have seen done yet. Good all of you artisans leave and go be combat types. Then I can actually charge somthing for what I sell. NOBODY was paying maint because it was cheaper to let it decay and make a new one. THIS IS WRONG. THIS IS NOT THE WAY IT WAS SUPPOSED TO BE.
Serigus
Tue Jul 08, 2003 5:03 pm
#22

people = babies for crying over something trivial like this. If you don't like nerfs, go play something else because MMORPGs always have tons of them, so leave or get used to it.


I think sampling should be "sampling" and not "manual harvesting."

Quimbi
Tue Jul 08, 2003 5:50 pm
#23

It's a legit complaint. Sampling without harvesters took time to get enough resources. You had to find a good concentration out in the middle of nowhere half the time. If anything aggros, you're dead, because you most likely suck in combat. When you were FINALLY done getting all the resources you needed, then you crafted. You want to give the items a base value that depends on stats of creations? Go ahead. But now, make us pay for resources....now I need to spend one night doing gay delivery missions which take forever and pay nothing just to by resources. Then I can finally craft items. Now, I'm not a high skill level yet, so I get tolist these on the bazaar so people can NOT buy them and just buy the better quality items from higher level artisans? Worst-nerf-ever.Parts of it could be fine, you want a harvester? Then pay rediculous fees, I can agree with that. But if you DON'T want to pay the fees, then at least let us still go out there and put in the time to harvest by ourselves. Any of the devs actually play test an artisan?
mld0806
Tue Jul 08, 2003 11:29 pm
#24

I'm loving this....


"In three days my harvester ran down to 22% and now I'm going to have to pay uptillion credits to get it running again...boohoohooo...."


In three days I spent 2160 credits on my harvester and it's ticking away like clockwork....


WHEEEEEE!


Mike


AKA


Oka Higre
President, HigreCorp




Mike

"Players were right, development was wrong."
SuperNova
Wed Jul 09, 2003 12:18 am
#25

So what does that work out to? About 5 times longer to extract resources via the sample command?



I noticed the last change on my Wind Power Generators today... normally they would continue running even though I owed money on them. Today they were all stopped.



Mantyss Xin'Shou - Gorath




Mantyss Xin'Shou
midnightslash
Wed Jul 09, 2003 12:25 am
#26

if the paid in full thing is true then i will stop playing my Artisan. Think about it logically, A car that has fuel system problems will still run. Sure it may not run great but it will still run, same goes for a car with some body damage. We should just have some reduced effectiveness to our harvesters. The only time that a harvester should be disabled is when it's structural integrity is below 25%.



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