Artisan Archive

Thread: Question thread for Wendesday, May 19

outtacontrol
Thu May 13, 2004 12:49 pm
#14

again like the previous reply asked when harvesters be certified for artisans and elite crafting professions
Outta
Perelay
Thu May 13, 2004 2:35 pm
#15






JavelinCatcher wrote:




There was a statement made late last year about equalizing dependancy on Master Artisan, is that still planned?






This has my Vote


Spryte [Haven] - Haven - Corellia - Scylla


Master Artisan / Master Architect


Scout 4/0/4/0 - CH 0/3/0/4


Marksman 4/0/0/0 - Novice Rifleman




Sinist
Thu May 13, 2004 3:57 pm
#16






Perelay wrote:





Sinist wrote:

........


This is an artisan issue because all other crafting professions require artisan.


.............






All other crafting professions do NOT require artisan. The only thing that 'everyone' depends on artisan for are the raw (elemental)materials. Once those are aquired many have no use for artisan. Now, if it is your intention, to bottleneck 'all other crafters' to need artisans 'all the time' for raw materials then certs are the way to go. I, personally, enjoy having friends and guildmates hold a couple of dozen harvesters for me. I have enough raw materials to use And to share. Limit me on raw materials and I will be less likely to part with my hard earned booty. And if you want to see prices for things shoot through the roof this will be the way to go. Also, if you have a problem with dabblers 'Now', watch what happensshould certs go live.Certs are not a requirement at this time.Even if certs were to be invoked then personal harvesters should still be usable by anyone and everyone.


My two cents (made them myself!)


Spryte [Haven] - Haven- Corellia - Scylla

Master Artisan / Master Architect

Dabbler








Actually all crafting professions do require Artisan. I dont know what game or what planet you are from but Artisan is a prerequisite for every single crafting profession in this game.


Im not saying to make all crafters dependant on Artisan. Im saying make Heavy Harvester a Master Artisan certification while the elite crafting professions certificate in Medium Harvestors if they werent Master Artisans. Factories would also be certificated in the Artisan profession but this is negoitiable to allow the elite crafting professions access to the appropiate factory(although im not crazy about that).


And please share your insight on how people are relying on Artisans for inorganic materials as it is right now. Everyone can have harvesters so how is there any dependancy on the Artisans? I dont think you are playing the same game as the rest of us since your WAAAAAAAAY off on all of your assumptions.


Please also share some math with us on how resources will skyrocket in price. It wouldnt since the crafting professions will MORE then be able to supply themselves and anyone else who needs small scale resources like doctors etc. Again I dont think you enjoy the same game we do.


So your saying you like reaping in the benefits of you and 10 of your combat buddies ALL having harvesters so you can not only use factories and pump out unlimited items daily, but also sell resources on the side to earn your not so earned booty? Nice you really won our hearts with that statement.


Also since you have brought so much insight to us previously, please explain how certifications for harvesters in every crafting profession will make people drop combat professions to dabble in a crafting profession so they can drop harvesters. Not gonna happen on any large scale. Combat professions are more then capable of making just as good or if not better living from looting corpses for credits, doing missions, and looting items off corpses. And if your a crafter in an elite crafting profession you should be forced to master artisan to prevent people from being 3 elite crafting professions which is absurd in my opinion. If not then you shoudlnt be using the best harvesters and mass producing items with factories.


And in my opinion personal harvesters shoudlnt be use dby everyone, only by artisan dabblers in the engineering line. Personal harvesters are actually still pretty effective at harvesting resources. If they are still allwoed by everyone the economy and crafting professions are not going to be betetr off and the whole certifications to beginw ith would for the most part be useless.


My 2 cents that I didnt make becuase I dont think there is a cent schematic in the game.




Faiereon Exek
Master Artisan
TechBoss
Thu May 13, 2004 5:45 pm
#17






Sinist wrote:



Actually all crafting professions do require Artisan. I dont know what game or what planet you are from but Artisan is a prerequisite for every single crafting profession in this game.





Incorrect. All of the following professions are crafting professions that require harvested materials that do not come from creatures:


  • Medic -novice profession

  • Combat Medic - requires marksman 0-0-0-4 and master medic

  • Doctor - requires master medic

  • Bio-Engineer - requires medic 0-0-0-4 and scout 0-0-4-0

  • Smuggler - requires marksman 0-4-0-0 and brawler 4-0-0-0

  • Scout - novice profession (higher end traps require non-creature components)

  • Ranger - requires master scout (see scout and add tents)

While not all of these professions are hardcore crafters like the artisian based professions, they all require components that are obtained by harvesters. The medic based professions are the ones who will see the largest hit if harvesters were to become artisian only. I think the current system is fine and should not be changed.




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Sinist
Thu May 13, 2004 8:54 pm
#18

Wrong.


They arent crafting professions so cant be called one because they can make a few simple items.


Cmon i could of included those in the list but honestly do you think that you are justified calling them crafters? If we all conform to that idea then why arent they required to have artisan as a prerequisite? We should mutiny and say that all medic, and scout skills should be added to artisan with that idea.


Whatever someone with a cmon WOW in their signature obviously isnt setting a good example.





Faiereon Exek
Master Artisan
Perelay
Fri May 14, 2004 11:56 am
#19






TechBoss wrote:





Sinist wrote:



Actually all crafting professions do require Artisan. I dont know what game or what planet you are from but Artisan is a prerequisite for every single crafting profession in this game.





Incorrect. All of the following professions are crafting professions that require harvested materials that do not come from creatures:


  • Medic -novice profession

  • Combat Medic - requires marksman 0-0-0-4 and master medic

  • Doctor - requires master medic

  • Bio-Engineer - requires medic 0-0-0-4 and scout 0-0-4-0

  • Smuggler - requires marksman 0-4-0-0 and brawler 4-0-0-0

  • Scout - novice profession (higher end traps require non-creature components)

  • Ranger - requires master scout (see scout and add tents)

While not all of these professions are hardcore crafters like the artisian based professions, they all require components that are obtained by harvesters. The medic based professions are the ones who will see the largest hit if harvesters were to become artisian only. I think the current system is fine and should not be changed.









Sinist wrote:

Wrong.


They arent crafting professions so cant be called one because they can make a few simple items.


Cmon i could of included those in the list but honestly do you think that you are justified calling them crafters? If we all conform to that idea then why arent they required to have artisan as a prerequisite? We should mutiny and say that all medic, and scout skills should be added to artisan with that idea.


Whatever someone with a cmon WOW in their signature obviously isnt setting a good example.







Hey Tech, you forgot the Entertainer Professions.


Sinist: I'm not sure what you define as a crafter. However, based on the game mechanics that *I* play, anyone that has unique schematics that they can use to create something are crafters. Now then, from the tone of your posts you seem to be of a purist mind set. Since the artisan profession and its elites gain no other skills save for creating things you seem to consider it 'The Crafting Profession'. While artisan is the prime path to higher crafting abilities there Are other professions that Do create things. *IF* the use of Any harvester is limited to the artisan tree then there will be a strong bottleneck on the resource supply. In order to compensate for this people will, like was done with scout, acquire the minimum levels of artisan they feel they need in order to use a harvester. I myself have two trees in scout and harvest my own hides and bone on a regular basis. As for factories, there are items many other profession craft that require crated items. If you limit the factories to artisan then you create a Serious monopoly for artisan to exploit. If you apply factory certs to the other professions, where in their trees would you place that cert? Would it be before or after they required crated items for a schematic? As for harvester certs, the engineering tree is not whereharvester certs belong.Where on the survey tree would you put them?


And to address my opinion on the resource issue, take a good look at the resources currently available on your server. If harvesters are certified for artisan only then how many harvesters currently in use would become useless to their owners? The ratios of artisans to every other profession is not that high. According to the Astromech stats, presented last October, Novice Artisan rated 4th place out 6.The list does not stat how many masters there are, however, I haven't seen that many on my server. Also, of those players that are artisan, many never bother with the survey line. Therefore, once you reduce the number of professions that can harvest from 'everyone' to, potentially, 1 in 6, with only 10 lots possible, you Will reduce the available resources considerably. Reduced availability coupled with a high demand will increase prices. This is the law of supply and demand. With this in mind I do not envision, or support, limiting harvesters to the artisan profession.


I hope I cleared up any confusion I may have caused.


Spryte [Haven] - Haven - Corellia - Scylla


Master Artisan / Master Architect


[Dabbler]


(Scout 4/0/4/0 - CH 0/3/0/4 * Marksman 4/0/0/0 - Novice Rifleman)



Sinist
Fri May 14, 2004 1:01 pm
#20

Perelay,


The astromech stats are old. They were released at the time everyone was a creature handler and pistoleer. This was before player cities. It was before vehicles. IT was before people realized the value of composite armor. It was before krayt enhanced weapons. It was before people religiously used chef buffs. It was before people enhanced their clothes with skill tapes or whatever. It was before droid revamp.


Now also take into consideration that over half of the remaining professions outside of artisan and the elite professions dont need resources of ANY kind. Now take into consideration with my idea that artisans are going to be the ones using heavy harvesters at master level, the artisan elite professions will be certified in medium harvesters at master level and personal harvesters will be certified to any novice artisan/elitecrafter. Factories could either be put in at the novice level for each crafting professions for their respected profession or at master. It makes no difference to me although I would recommendthatthey get certified at the master level.


There are 8 professions in the artisan/elite skill tree. There are 10 other professions besides the artisan/elite professions that require some form of inorganic resource(no matter how small the amount). I totally think that 8 professions are going to be able to keep up with a total of 18 professions. Especially when most of them only need a ridiculously small amount of resources. If its too close to call statistically, let the 10 professions outside of the artisan and elite crafters use the small personal harvesters. Thats ok with me even though small harvesters can still resource pretty much enough to fuel a small army.


Noone can complain without trying to ruin the spirit of the game and us reasonable people are happy.


5 days away from may 19th before we know our answer and if I leave the game.






Faiereon Exek
Master Artisan
LudvigRogan
Sat May 15, 2004 12:13 am
#21

Any new info on shipwright and its requirements, I feel this is the only thing I have to look forward to in the "near" future. Thanks



NN Ludvig Rogan NN
Elder Smuggler
lll Smuggler Alliance Ace lll
XXX "When the spice has to be there overnight" XXX
AxlerTwinblade
Sun May 16, 2004 12:57 am
#22

The artisan ranks should be the only ones that can use the mining equipment, by not having this a requirement the simple and true story is I know of a Bounty Hunter to the core who can not heal himself with medical supplies.. well there are many things he cant do.


but he CAN and does get payed 50k a week by a player to drop 8 heavy harvesters on radioactive fuel and is harvesting 200k of power a week easy... with no skills at all on machinery... he can pull a trigger and is very good at this. but WHY is he allowed to use heavy harvestors?


I as a master Artisan and Architect can not even figure out how to pull the trigger on one of his big guns...


--Axler Twinblade
Sinist
Sun May 16, 2004 10:35 pm
#23

Looks like a close tie right now between a specific question about harvesting certifications or ....


I dont get it is the other question beign raised that is "anti" Artisan? Are you all saying to remove the Master Artisan components? You all sound like Armorsmiths or Weaponsmiths where you want to dabble in Artisan so you can use your skill points somewhere else and still be privelaged with all of the benefits. I would neevr vote for a question like thata nd maybe im not understanding it.


Could be a LOL@ME and your saying you want the opposite and the components to remain at master artisan contradicting the other proffesions concerns in their own correspondant questions saying they want them removed.


*shrug* either way I still vote for a question SPECIFICALLY asking about harvester certifications because the last question(may 5th) you left alot of room open for a unseful fuzzy answer even though we havent got it yet.





Faiereon Exek
Master Artisan
Guruweaver
Mon May 17, 2004 7:55 am
#24

Hey all,

It is getting time to converge on a question for Wednesday. I've summarized the questions I have found in the thread here. Please indicate your interest in one of them (or write a new one). The question with the most support by 5pm EST tomorrow will be submitted. By support I mean the number of endorsements by the community.

In many cases I have reworded the question. If you have issue with the rewording, please correct it.

Here they are:

1) Can we get some enhancements to weapon powerups? We would like the enhancements to include: better control over the type of powerup (speed, HAM, damage, etc) either by type of powerup, resources used, or experimentation, and possibly Damage over Time(DoT) powerups (disease, poison, fire, etc).

2) There is considerable inequity in elite crafting profession's dependence on Master Artisan components. Will this balanced be balanced in the future?

3) Are there plans to move vehicles out of Master Artisan and create a vehicle crafter profession?

4) We would like to see a Artisan crafted vehicle repair tool. Can or will there be such a thing?

5) Why is there no search function on the Bazaar?

6) Will harvesters be certified to Artisan and/or elite crafting professions?

7) (I added this myself, hey, I get a vote too, right? ) Currently, artisan mission difficulty is based on combat skill, not artisan skill. Can this be corrected such that artisan mission difficulty (and payout) is based on artisan skill?

Go to it, folks!

Take care,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
Srednii
Mon May 17, 2004 8:07 am
#25






Guruweaver wrote:
Hey all,


2) There is considerable inequity in elite crafting profession's dependence on Master Artisan components. Will this balanced be balanced in the future?






What does this one mean exactly? Currently AS, DE, and Architect(?) require some M. Artisan components, does this mean you want tailors and chefs to require them too? Cause those two crafting classes already depend totally and utterly upon another crafting class, they don't really need more dependencies added in to make their lives difficult.


Tho speaking as a tailor I certainly wouldn't object if adding power conditioners and whatnot to clothing actually instilled some bonus.



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

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Guruweaver
Mon May 17, 2004 8:27 am
#26



Srednii wrote:


Guruweaver wrote:
Hey all,


2) There is considerable inequity in elite crafting profession's dependence on Master Artisan components. Will this balanced be balanced in the future?



What does this one mean exactly? Currently AS, DE, and Architect(?) require some M. Artisan components, does this mean you want tailors and chefs to require them too? Cause those two crafting classes already depend totally and utterly upon another crafting class, they don't really need more dependencies added in to make their lives difficult.
Tho speaking as a tailor I certainly wouldn't object if adding power conditioners and whatnot to clothing actually instilled some bonus.



I was paraphrasing an earlier question. The poster was suggesting that the dependency be equalized more between the various elites. This would mean, in your case, that tailors would pick up a few schematics that need master artisan components.

BTW, I'm not endorsing any of these, just offering them for y'all to vote on.

Take care,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
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