Artisan Archive

Thread: artisans whine about not making money? Want harv certs? Try selling something....

Bugbait
Wed May 19, 2004 8:50 pm
#14




EdOWar wrote:



Who's getting something for nothing? Nowhere in the survey line does it say anything about harvestor certs. The skill points invested in surveying allow you to--are you ready for this?--survey! Surveying is something no other profession can do. Being able to place harvestors with no certification is something for all professions, including Artisans. It is not written anywhere that artisans are entitled to be the sole benefactors of harvestors. The fact that artisans can survey gives them an immense advantage when using harvestors.


Trying to claim that harvestor certs isn't about money or greed is disingenuous at best. The entire harvestor cert issue is about giving huge money making potential to a novice profession. With harvestor certs, the artisan profession would have a lock on the resource market. And please spare me the personal harvestor BS--compared to medium and heavy harvestors, personal harvestors are worthless (which is one reason why they don't sell for much).


Instead of trying to enhance artisans by nerfing everyone else in the game, how about proposing changes that add something to artisan. Many people have suggested some kind of harvestor bonus for the survey line or for master artisans. This sounds like a much better idea to me, because it adds something to the game, it adds something to the Artisan profession and doesn't nerf 90+% of the other players in the game.


Slim Vargo, Corbantis




This is getting monotonous. Once again the people who can only see a blinking "nerf" sign completely miss the point. Nowhere in the Survey line does it mention anything about harvester certifications? Gee, did you figure this out all by yourself? Of course it doesn't which is what this whole debate is about.


Every class can place harvesters? Bingo again for stating the obvious while making no point what so ever. The reason for certifications in the Artisan or an elite Miner profession have been explained many, many times in other threads. Go read them and then try to formulate a rebuttal.


Not written anywhere that only Artisans should be allowed to harvest? Really? Bingo again for stating the obvious and once more, no point made on your part what so ever. Back to why we're having this debate: People are arguing that certifications should be added.


Harvester certifications aren't about making money? Once again, has been explained to death already. It gives huge money making potential to a novice profession. Yes, it does but it's a novice profession that ANYONE can get by spending a minimal amount of skill points. The core of the argument since you've obviosuly missed it is that everyone gets access to personal, medium, and heavy harvesters with no skill point expenditure. This is something that is not available or refelcted in ANY other profession, be it novice or elite. How many other ways does this need to be explained?


Personal harvesters are worthless compared to mediums and heavies? Yes and that attitude is part of the problem. Remember when personals were BER 2, mediums were BER 5 and heavies were BER 7? How quickly we all forget. Now that 5/10/13 is the norm people are so quick to dismiss personals as being useless, even though they are far more efficient and easier to place than mediums of old. Yet in those days no one complained.


Enhance Artisans and nerf everyone else? Ah yes, the "nerf" and **edit** trump card that always gets whipped out when someone runs out of logic or meaningful arguments. What's the difference between reducing the harvesting capabilites of others or giving Artisans a harvesting bonus? Perception. When you take something away from someone the natural reaction is negative because people assume what they currently possess is theirs by right. When you give something to someone else most people don't mind (at first) because it's not their possession nor does it immediately take anything away from them. You think the same people complaining about harvester certifications won't object when Artisans can harvest at a 25% bonus (random figure I came up with)? That's like givingArtisans sole access to a super-heavy harvester. You better believe they'll complain, it's just that itseems a more viable and "fair" alternative at the monmet because someone is receiving a "bonus"opposed toyou getting a "penalty".





Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
Sinist
Wed May 19, 2004 9:54 pm
#15

Too bad noone ever said to make artisans the miner class that we had in beta.


And too bad you continue to prove yourself as a waste of forum space by obfuscating posts into oblivion.


And did you really expect people to vote for harvester certifications? I didnt. Because more then enough people displayed their unintelligence beforehand, it was inevitable that people who didnt even partipate in the arguments would vote any other way. Peoples logics and comprehension of the idea isnt in the right frame yet to have polls or votes. Just not enough people understand the problem or can understand the solution.



Faiereon Exek
Master Artisan
Bugbait
Wed May 19, 2004 10:28 pm
#16





Srednii wrote:


There are a whole bunch of different "skills" that everyone can use without skill point expenditure. Riding shuttles, using vehicles, riding mounts, wearing armor, using factories, owning homes,and using harvesters. There's a small handfull here who seem to beleive that skill points must be spent to use harvesters, but most of us disagree with this and think it's fine the way things are (witness the thread with like 100+ no's, and like 17 yes's).


They took the miner out of the game for a reason (who knows with devs, maby they rolled a dice), and they arn't going to alter one of the existing classes into a new miner class at this stage of the game. And they especially arn't going to give a basic starting proffession (artisan), what amounts to an Elite skill set (by certing only artisans for heavies).





Do I have to spell everything out for you? Shuttles don't generate money (player shuttle ports may be an exception but they're not exactly cash cows). Mounts, armour, factories, and houses don't inherently generate any money. Yes, riding a mount may increase the rate at which you can generate cash but it does not generate income while you ride it. Armour assists in money generation but wearing doesn't generate money. Combining armour with combat skills does generate money but the combat skills cost skill points. Factoriesrequire schematics which must be made by crafters who have spent skill points. Houses don't inherently generate income but they and other structures are required to place vendors who do generate income but at a cost of skill points, for both Merchant and the crafting profesion used to make the goods to sell.


Harvesters don't fall into the above category. They are used to generate income at no skill expenditure. You buy a harvester, you place it, drop power and credits into it and watch it generate income. The resources can be sold in raw form for credtis or converted into goods that sell for credits. Besides harvesting what other activity can be undertaken in game that generates income without skill point expenditure?Begging and theft do not count .


EDIT: In case my examples weren't clear enough, imagine a new character with absolutely no skills and they are not allowed to acquire any skills, ie. Everything being equal.



  • Give them a mount and 10k credits. They can spend the money on food for their mount but they really can't do anything productive.

  • Give them 10k credits to spend only on shuttle tickets. Yay, it's fun to fly around.

  • Give them armour and 10k credits. Great, they can stand around but not fight.

  • Give them a factory and 10k credits. Useless since they can place it and load it with power and credits but not make anything.

  • Give them a house and 10k credits. Sure, they have a roof over their head but not much else.

  • Give them a harvester and 10k credits. Even without survey they can drop it on the ground, fill it with power and credits,pick the highest concentration and start making money.

See the distinction now?


Message Edited by Bugbait on 05-20-2004 03:37 PM



Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
AudioOrgana
Wed May 19, 2004 10:42 pm
#17






Bugbait wrote:



  • Give them a mount and 10k credits. They can spend the money on food for their mount but they really can't do anything productive.

  • Give them 10k credits to spend only on shuttle tickets. Yay, it's fun to fly around.

  • Give them armour and 10k credits. Great, they can stand around but not fight.

  • Give them a factory and 10k credits. Useless since they can place it and load it with power and credits but not make anything.

  • Give them a house and 10k credits. Sure, they have a roof over their head but not much else.

  • Give them a harvester and 10k credits. Even without survey they can drop it on the ground, fill it with power and credits,pick the highest concentration and start making money.

See the distinction now?






I'd like to order this post on a T-Shirt...a poster and maybe a wallet-sized one too.


Good form.


AO
Gavvot
Thu May 20, 2004 2:36 am
#18

BugBait,
there is something you don't get.
that newbie with his harvester can drop it where ever he want, even if he is lucky, he still need power and money to put in it.
And once it has harvested, he still need to sell the stuff.

Running an harvester doesn't generate money, it destroy it.

Missions and loot generate money, maintenance destroy it.
That is how the economy of SWG is build.

Remove the access to harvester to most people, what does happen?
1) less money is destroyed as less harvesters are used.
2) more money is created as the people don't have to maintain their harvester anymore.

What does happen to an economy when it generate much more money than it destroy?



--
How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
Bugbait
Thu May 20, 2004 4:42 am
#19




Gavvot wrote:
BugBait,
there is something you don't get.
that newbie with his harvester can drop it where ever he want, even if he is lucky, he still need power and money to put in it.
And once it has harvested, he still need to sell the stuff.

Running an harvester doesn't generate money, it destroy it.

Missions and loot generate money, maintenance destroy it.
That is how the economy of SWG is build.

Remove the access to harvester to most people, what does happen?
1) less money is destroyed as less harvesters are used.
2) more money is created as the people don't have to maintain their harvester anymore.

What does happen to an economy when it generate much more money than it destroy?




I said give the newbie a harvester and 10k or did you miss that part? Very hypothetical situation anyway but it served a purpose and clearly illustrated my point. Yes, he still needs to sell it but keeping to the original conditions of the scenario the newbie won't have the 10k but does have a harvester and raw resoruces. Quite easy to sell the resources on the Bazaar for a profit.


Compare this to the other options. Sell the mount, armour,etc. and all you have is more cash. The other itemscannot be usedto generate more cash without skill points being spent. That was the point being made.


What happens to an economy where you generate more money than you "destroy" or consume? Simple, inflation (more disposable income to spend on the same goods)and that's exactly what's happening in the SWG galaxies now. See my other post if you want an idea on how economics can work with harvester certifications to try to remedy the rising inflation.





Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
Srednii
Thu May 20, 2004 5:20 am
#20

All those skills are facilitators for making money. None make money in and of themselves.



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

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
jassi007
Thu May 20, 2004 5:35 am
#21

Bugbait, here is a question for you. It is true that excess capital causes inflation. harvesters for all are "part" of that problem. But what would really, REALLY, happen if harvs went to a cert scheme?

1. there are 16 professions which require some harvested resource. Each and every of these professions requires these materials, so for balance and fairness blah blah we'd have to give them at least personal harv certs.

BTW 16 professions is roughly 1/2 the total number of professions, so 50% of the players would still be able to harvest in some form.

2. I'm sorry but I'm still convinced prices would rise. Now I'm not trying to kneejerk, I don't know how much they'd rise, but it would be by some ammount. Supply and demand simply says less supply being delivered without removing any demand (aka people leaving the game), would result in a price increase. So while the economy might currently be in an inflationary status, how would harv certs help any?

3. And last. Other than "trying to correct a game imbalance" which is so noble an ideal I feel breakfast coming back up, why do you really want harv certs? I seriously don't think people are so noble as to only be concerned about the good of the game...ect...most people are in it for themselves. Virtual wealth and power they can not achieve IRL is one of the largest draws of an online game, irregardless of whether people can/will admit it or not.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
Bugbait
Thu May 20, 2004 8:17 am
#22





jassi007 wrote:
Bugbait, here is a question for you. It is true that excess capital causes inflation. harvesters for all are "part" of that problem. But what would really, REALLY, happen if harvs went to a cert scheme?

1. there are 16 professions which require some harvested resource. Each and every of these professions requires these materials, so for balance and fairness blah blah we'd have to give them at least personal harv certs.

BTW 16 professions is roughly 1/2 the total number of professions, so 50% of the players would still be able to harvest in some form.

2. I'm sorry but I'm still convinced prices would rise. Now I'm not trying to kneejerk, I don't know how much they'd rise, but it would be by some ammount. Supply and demand simply says less supply being delivered without removing any demand (aka people leaving the game), would result in a price increase. So while the economy might currently be in an inflationary status, how would harv certs help any?

3. And last. Other than "trying to correct a game imbalance" which is so noble an ideal I feel breakfast coming back up, why do you really want harv certs? I seriously don't think people are so noble as to only be concerned about the good of the game...ect...most people are in it for themselves. Virtual wealth and power they can not achieve IRL is one of the largest draws of an online game, irregardless of whether people can/will admit it or not.




No, excess capital by itself won't result in inflation, I was keeping it simple.


In regards to point (1), I think everyone agrees that anyone should be able to use personal havresters at no skill point cost.


In regards to point (2), I already explained this in another thread. In summary: Reduce supply of raw materials --> Increases unit price since supply is now less than demand --> Consumables increase in price --> Excess money is slowly consumed by the cycle since the cost of earning money has now increased --> As money in system decreases so does purchasing power --> Consumables and raw resources also drop in price since demand is now equalising with the original drop in supply. Certifications would help in two ways: (1) Reduces the supply of raw materials since everyone won't be using heavies exclusively, (2) If people change templates to adapt sincethebest harvesting is no longer "free"then they are less jack of all trades so their interaction with the rest of the market increases thus profits start to be more readily distributed to all levels.


Point (3), I like the ideals of fairness in everything I do in real life and it applies to any games I play, be it sport or computer games. Looking at the harvesting situation I logically feel it's unfair for all the reasons I've covered in multiple threads. I have a pure crafter (Master Artisan, Medic, and Doctor) and a pure combat template (constantly changes). Do I use the lots on my combat character to harvest? Of course. Do I think it's stupid that I can do that? You bet. I am being directly affected by the changes I propose but I argue for what I think is fair not what benefits me the most. You don't have to believe that and I won't waste further words trying to convince you either. There are many aspects about this game that simply make it too easy and heavy harvesting for all is one of them.


Virtual wealth and power they can not achieve IRL is one of the largest draws of an online game, irregardless of whether people can/will admit it or not.


I fully agree. I'm successful in many areas of my real life which is why I seek fairness in life and in games online since I don't need virtual wealth or success. I don't belong to a PA because I don't feel the need for it. I play almost exclusively with my real life friends who also play. I don't needto make friends online (but don't turn away the opportunity to either) because I have all that I need in real life. Does this answer your question?


EDIT: Some really hideous typo's.

Message Edited by Bugbait on 05-21-2004 01:20 AM



Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
P__Day
Thu May 20, 2004 8:28 am
#23

the thing is that even if you certed harvs at master artisan, the resourceamounts would drop, and the price would increase. Still the inflation would be the same since, the money sinks is hte same wih this proposal you only re-distribute wealth.
Redguard
Thu May 20, 2004 9:55 am
#24

I have a few issues with this certification proposal.


1. Why should Artisans be able to exclusively profit from the work of an Architect? You're suggesting that the individual that made x harvester wouldn't be able to use it? (You could make the same argument about weaponsmiths and their guns but while the weaponsmith but the gun can be used without a cert)


2. Fewer resources in the game really does not benefit anyone. You're in competition with combat classes who can tap the unlimited supply of credits available from missions. Limiting access to resources will only serve to drive up the cost of those resources but not the value. Resources/goods are the only real consumables in the game while credits continue to be created on a daly basis. While I usually harvest my own resources there are times when I have to purchase them if the resource suppply were curtailed given the amount of credits in the game I'm spending more on those resources with money that is continuing to devalue.What should happen to my costs? (This is an issue that is allready a problem). The costs will have to go up on my goods but does that increase their usefulness.


The argument that it will change the nature of the economy is not valid. Doing this will serve to move credits from one group to another but that doesn't change the fact that the credits exist in the first place. At some level credits need to be consumed, money sinks as we call them. Redistribution of wealth is an admirable goal but as I see it you're taking from the rich and giving to the affluent. This will probably hurt new crafters more than it helps because the costs of getting started are going to go up. The costs of harvesters/equipment will be passed onto them.


3. Monopolistic practices will start to become a problem if one class becomes the sole/primary resource gathering class. It's neither appropriate or proper for one profession to have control overresources which all crafting classes require. It will encourage monopolistic practices.


4. One of the real issues with Artisan is the way getting to elite combat professions require a great deal of general crafting experience to acquire novice. This means that there is a glut of items that master artisans should be able to make some profit on but cannot because they are competing with cast off products from those grinding their way into the profession. This problem continues to occur once you enter into the elite crafter professions because the novices are always trying to compete with grind cast offs or once you achive masterm legacy items.


Just a thought on this: Perhaps as people progress to the elite crafter professions with general crafting xp all of their experience should come from practice mode....yeah thats gonna be popular


Finally, while artisans do make useful items there are a number of schematics that could just be replaced with far more useful products. I really dont see the need to have a chance cube when something like this can be integrated into the game. The homage to the die rolling style of game play is cool but really does little but take up valuable database space.



Given the choice between style over substance. I'll take a sandwich.
CasualMaker
Thu May 20, 2004 10:59 am
#25



Gavvot wrote:
I'm also getting interested in Artisan food when I realised there are some that reduce incap time (I do incap alot), I think others are usefull too.




Be careful if you go solo: that stuff got me killed. Remember that 3 incaps in 10 minutes and you die; also, when a mob incaps me they tend to camp on me for a bit before dispersing. So I stood back up in the middle of the mob and promptly got incapped again. The next incap was longer, but the mob didn't go far. I tried to run for it, but I had no HAM for a Burst Run. And then I was requesting a clone activation.

But the others are good, too: I've sold all the Crispic (attack accuracy bonus) I put on the Baazar. No doubt the Aitha (Blue Milk lite) would sell as well, but I tend to need it for my own use.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
JediArchon
Thu May 20, 2004 2:36 pm
#26


I don't know too much about the background of this subject, but being a new player and an artisan, I'd like to add my thoughts. I just made to master artisan after playing for about three weeks. I don't have much income and I operate 4 harvesters which is expensive for me, and I don't yet make things solely to sell on the market, but only for the experience. Soon I will move on to master weaponsmith and then concentrate on crafting for profit.


In my experience so far, selling on the market is not particularly lucrative. I've sold a few combat staffs and few powerups. My biggest seller was a few harvesters that I had built for the experience. I've sold well below what the products are actually worth because right now I'm not out to make a profit. However, despite my low prices, I can say that most of my sales on the market end up being unsuccessful and I just destroy the goods.


My extractors are drawing a couple thousand ore apiece each day. I've tried selling excess on the market but I've never had a buyer, even for high-quality ores. I don't see how making extractors an artisan-only feature would make that much of a difference in the game economy. Economic reason would say that more people using extractors would result in more ore on the market. Miners would then have to lower their prices to make their ores more attractive and to get out their stock.However, there seems to be a steady demand for ore and I don't think that would at all change. With the JTLS expansion coming out, I see the demand for ore in fact increasing greatly, and so increased supply would not destroy the market but actually help keep it balanced.


Some say this huge increase in ore would result in rampant inflation because the harvesters are directly making credits. This, to me, has no logical basis. Harvesters do not directly make credits but make a product which in turn can be sold. When these items are purchased, new credits are not being made but existing credits are merely being redistributed. This does not result in inflation. Most of my experienced friends are sitting on mounds of cash and so even if prices increased because of an artisan-only extractor policy, most people would be able to afford it.


I don't really lean one way or the other on this issue. I'm not out to get rich by screwing my customers. I can, however, understand the concerns of my fellow artisans. I don't think the issue is money so much as feeling that something characteristically artisan will become common and thereby demean artisanship.


One last comment is regarding the idea that people play the game to substitute virtual money and power for real-life failure. I started out playing DragonRealms about 7 years ago, which isa totally text-based roleplaying environment. I tried various graphical games but recently took up SWG and I love it. I'm dirt poor and just a newb, but that doesn't bother me at all. For me, all about rolplaying andbeing immersed in the SW universe, something which definitely can't be done in real life. The added factors of adventuring and making interesting new friends is what keeps bringing me back, not a lust for power or millions of credits.


Larris Enfield

StarsiderArtisan



I can no longer sit back and allow Imperial infiltration, Imperial indoctrination, Imperial subversion and the interplanetary Imperial conspiracy to sap and impurify all of our precious bodily fluids.
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