Artisan Archive
Thread: Limit Harvestors to Artisians
Sharing lots = no
Suppose i "rent" 10 lots from someone, and set down 10 super-heavies.
Whoops! Rent ran out!
Now what? I guess i just lost over 1.6 million credits of harvesters to some jack-hole that has no intention of re-renting out to me again.
Oh wait, he WILL rent out to me again, but now hes holding my harvesters hostage for750,000 credits, with no guarantee he will release the lots to me once he recieves the money.
Yeah that whole renting lot thing is crap. Sorry there is jut WAY TOO much room for people to **edit** eachother around with it.
sorry keyboard messed up,
I agree with the poster.. artisians should be the only ones that should get harvestors.
But there should be a line off of the survey line that is a miner.
they will get 10 extra lots
a boost to percentage and
a reduction in power cost and maint.
they also should get a global survey.
as for docs and other classes that need resources.. you should have to buy them off a miner ... is'nt that the way a economy works..
doctors buy there suppies off a secondary company and make what they need to use..
manufacurers who make biuldings have to buy there material off dealers in the real world. why not in this one. this is supposed to be a player run economy why not make it closer to true to life.
the poster is right in saying that we cant make meds or armor or weapons .. why should they be able to harvest resources unless they have picked up the line..
just my 2 cents worth
Woovie / Hewi
intrepid
SV
Items such as fireworks decay, i'll grant
If a doctor creates a stim pack, the item will be consumed in the process of doing their daily job. Nobody expects a doctor to say "sorry cant heal you - resources for my stims would cost me 30,000 credits, dont suppose your going to tip me 800cr per heal/charge are you?"
The doctor is a crafting profession that lacks the surveying skills it needs. Grant the medic "crafter" status, and implement your plan and it might be a more sane pill to swallow.
I do like the idea of "renting lots", and completely removing the ability to add admin's.
Elioi wrote:
maybe the solution is to make the survey skill worth more then looking farther for the same resource. Maybe drop the percentage rates of all resources and harvesters placed by skilled surveyors gain additional percentage gains. This would let everyone harvest some resources with harvesters, but allow the one who actually spent a reasonable amount of skill points in just survey gain additional resources from harvesters. I mean it seems fair, I spent those points - I want some benifit for them, just like you spent points on doctor. I mean what if you spent all those points on medicine use in medic but even those without novice medic could use stimpacks just fine all the way up the medicine use tree, just they had to be in touch range or some other silly factor, i'm sure you would want to have those points spent elsewhere and be up in arms about it.
I agree with your post. Perhaps the solution would be to allow the percentage to be higher depending on your artisan survey skill level. It would't take much away from the non-artisans, while giving the artisans a purpose. To me this sounds like a good "meet in the middle" approach to the problem.
As for the doctors, well, you guys are honestly screwed
-norax
It's a somewhat selfish view your presenting. Your not a crafter so you don't realize the potential impact that this will have on cost of resources. This will trickle down and make all goods more expensive which on the surface may seem like a good idea but all your really doing is concentrating credits to a few groups of players. What your proposing is a monopoly and it will break the economy.
Renting will just not work. There are too many opportunities to take advantage of this and cause grief.
I think a miner profession would be interesting. Consider the following:
1. Miners would be able to create alloys based upon combining resources.
2. Miners should be able to create harvesterattachments that make them work more efficiently.
3. Miners should be able to create harvesterattachments that modify the percentage available for extraction.
4. Miners should be able to have an idea when the resources will be shifted.
5. Miners should be provided access to the occasional additional resource thats not detected on the general survey tool.
6. Deep core sampling which occasionally picks up a gem or other valuable resource that crafters could use as enhancements.
* Steel is not really a resource. It should be removed from the resource list and be replaced with sources of iron which could be processed into steel. I would recommend that this not only be a miner ability but they should do it better than the rest of the crafting community.
Ok,Everybody, Here's what could be done:
1) Harvestor probs, 2 Solutions. These favor the surveyor tree due to the fact that the tree is pretty empty on perks. Alternatives along same lines are welcome:
A) Surveyor should get more lots. +2 every advance up the tree. Makes a Master Art have 20 lots.
B) Reduce lot limit to 5 for non-artisans; +1 every step up surveyor screen. This allows for3 harvesters, a house, and a partridge in a pear tree.
2) Renting is Risky, at best. Leave it as it is. I don't agree, but people make business deals in real life for stuff like that.
3) Medics need better Forage Ability. This would allow them to Bypass Collectors. Their MedForage needs an option to look for specific resources. that way, they could get their inorganics, without getting 6 different kinds of Hard wood, and 1 unit of each. Heck, even a special Med Survey tool would be cool (Hint for lower Eng Item!).
4) Relax. It's a game. Nobody needs a heart attack over this.
Except the Devs. It's their job to stress.
In my opinion, they should bring back the Miner profession from beta. Limit harvesters like merchants, where you get the ability to place more as your skills in miner increase, and limit artisans to only 2 or 3 harvesters total. This will prevent dabblers, and will certainly cut down on the endless fields of harvesters that literally cover the landscape. It will also increase the value of resources, which would be a big boon for professions like Architect, while not being too hard on other professions like tailors, armorsmiths, and weaponsmiths since they already make in excess of 100 credits per unit on some items. Most importantly, it lets surveyors participate in the game too. Since mines wouldn't take up lots, they would be free to run guilds, place larger houses, use more factories, etc. Also, because all the non-artisan professions would no longer be able to use their lots for mines, they would use them for other things, like houses, turrets, faction bases, etc.
Miner would be for resources what Merchant is for item sales. Not only would they be able to run more mines than anyone else, but they would be able to run them more efficiently, and be able to find resources more effectively than anyone else. Perhaps they could even find resources no one else can find, or experiment on resources to increase their stats. None of these ideas are anything new. It's all things that we, as the artisan community, brought up during beta when the developers first mentioned scrapping Miner. There are still players in the game who wanted to play a miner, no matter how boring SWG deemed it. And I believe that, if anything, the endless fields of harvesters are a testament to how popular this profession would be, even if it consisted of nothing buta bunch of"+1 harvester" skill mods and nothing else.
I really appreciate the intelligent feedback, by both those for and against.
First, let me address all the people who say I am selfish and want a monopoly. Yes, I am selfish. That's settled.
As for a monopoly, I don't think its unfair to want [i]surveying[/i] skills to stay exclusive to [i]surveyors[/i].
To call that an unfairmonopoly is to say armorsmiths have an unfair monopoly on making armor.
I like Elioi's idea, like perhaps the harvesters owned by non-artisians would only run at 25% efficiency. I'm still not so sure a minor profession is needed though, as I think a lot of it would just be "filler" stuff, and I think the surveying tree we have now would be suffice with a few small changes. I'm still open to the possibility, though. I just wish I'd been in beta to see it for myself.
Can anyone relate to uswhat the skill trees looked like?
What the heck? Ok I agreed at the beggining of this thread but stuff is getting out of hand. I am a droid engineer I only own 1 account I pay $15 a month. I want to have fun. But the way the skill point system is set up it doesnt always happen. I just wanna be a Droid Engineer commando but because it requires merchent to sell me droids there goes like 25 skill points out the window. I also have to build sub components that only master artisans can build requiring me to go up 2 unneeded trees when I was fine having a small survey range and taking a little longer but I have no need for domestic arts so that crunchs a bunch of skill points. Now I hardly have enough lots for what I need now! Requiring me to go up an additonal profession(miner) to get my resources in the amounts I need is insane and completly takes the entire fun away from crafters. Ok this game right now isnt even worth $50 and no monthly fee but I do stick it out hoping one day it will. I think renting lots is the best thing they could do right now. But give like a radial menu like teaching and then the lots would be say added on to the other persons and require 72 hour notification to the person they are giving the lots to remove them before he sucks them back up. Also the deeds would be put in the rentees safty deposit box if he couldnt get them in time. For renting fee it would just be added on to maintence like property tax. I think it is the best idea right now unless they give me skill points for some fun but requiring me to go up 2 extra professions of artisan(not combat but artisan) and then 2 skill trees of artisan I completly dont need just to get master which I need for components that without I would make no profit on seekers or other BH droids. I think we should focus more on making stuff more fair to artisans than limiting other stuff. Maybe a med survey tool is a good idea and do somthing like give it limited charges. But in return make somthing like over the counter medicine that anyone could use to heal them self(doesnt seem fair? well how is giving you survey tools helping our resource sales?) I am also charged by people to get buffed, and sometimes healed so yes I do think requiring you to take artisan is fair or buying resources or giving us somthing in exchange for our survey skills that we worked so hard getting. Jut my 2 cents I think everyone should be provided with the following no matter what profession
Basic Survey
Basic Healing
Basic Combat
Basic Entertaining
Basic Politician
Basic BountyHunting(yeah there are npc quests but wait you can only do so many of them)
I think they should be provided without charge of skill points and the tree you chouse is more of what goes in depth. Now the bounty Hunting may go to in-depth or asking for to bunch. But think about it wouldnt it make it fun for everyone allowing them to bounty hunt and for the BH that get mad they can heal them self so its a good exchange. Another thing we would sell more survey tools(the resources for 500 units for 2k opposed to 200 credits once in a blue moon doesnt seem fair but it is a little better than having un-usable crap) Medics would also sell stims which they could make money. Limiting lots of miner is the worst Decision anyone could make. If anything miner should be somthing like a scientist they get global surveying and at master universe surveying(think how fast it would go), More lots and the ability to show the quality after just surveying so no need to sample and sit there for a minute if they get a failure. Combine resources when they go through the harvestor so say they would play around untill they get somthing they want with the ratio so say you got an awesomely 993 conductivity copper but OQ is 13 they could put somthing in with a high OQ and get both but have to take time to play around with the ratio say 2 resource x : 10 resource 9 so people could get hihg quality resources at say 25-50 cu per unit(yes it is steep but having uber resources is like having a pre-nerfa krayt enhance FWGS5. sorry for ranting on and on
So you really want the economy to crumble because by limiting access to harvesters thats what your asking for. You realize that if they implement this everyone will pop on novice artisan on their skill trees and take whats required to get lots.
personally I really think you should accept the fact that lot/harvester restriction is never going to happen.
competition, like it or not is good for the game. Striving to be a monopoly is just foolish as it will require more time and effort than any game is worth and given the fact that you're not going to own every lot in the game or be able to plant a harvester on the best source of the x resource.
you people are very narrow minded and selfish. You are trying to take away one of the only features in this game that is fair for all...the ability to own a harvester. and you want to give the responsibility for the production of all a servers resources to a newbie class? haha...step off your pedestal, and look around you. its a big world out there. and small minded people have no place in it.
Here's my suggestion. there are a few skills everyone should be able to use...regardless of class:
Use a pistol and a knife - check
Use a Stim pack a- no check
Use a Survey tool - no check
Loot resources off creature mobs - (random meat/hide/bone)-no
let the artisans use something better than personals, but let everyone have access to surveying and harvesting. add a miner class increasing hand sampling, and larger and better harvs, and the ability to get more out of the possible resources...