Artisan Archive
Thread: Question for Wednesday, May 5th
Hi Guruweaver,
Importing something from the Bug thread:
Will the artisan missions be revamped to make the XP and credit gain proportional to the skill of the crafter?
Follow-ups to this question:
Personally, I think it would be more fun to have the higher level missions require other stuff we can create in the Artisan tree (like the bird cage :smileywink
and/or resources that can be gained by just sampling (quantity of 1-10 so that people without harvesters can participate).
Another possibility is to havethe credit/XP payoutincrease depending on the number of successful experimentation points we can apply to the finished mission item. This can be tweaked to have missions where a certain number of experimental efficiency is required or the mission fails (very advantageous to crafters who choose to Master the Artisan class rather than a pre-requisite class).
Thanks,
-D
I don't think the idea of certs is a good idea. I get requests from docs for WPs to the chemicals they need for their prof as they lack the SPs to gain survey themselvs. If they were to give certs out that would cause an almost imediate uprise in the nonartisan community and effect the prices of EVERYTHING since the resources will become so scarce that people will charge upwards of 50c per.
Instead of asking about more experiment points for master artisan, or survey range(which I would like) I would ask:
Are there any plans to making the Master Artisan a more luctrative proffession with more bonuses or new schematics, as it stands right now, the MA is only a vehicle manufacturer.
That rolls all of our concerns into one question.
I'm relatively new to the forums and the game. I've been playing for a little over a week. Survey distance didn't really enter my mind. I thought the combat level-survey mission correlation is odd, but what really is on my mind are several questions:
- Why can't harvesters turn themselves off when a resource migrates? That's something completely out of our control, why should we pay for it!
- Why can't harvesters turn themselves off when the hopper is full? (I'm just guessing on this never had it happen yet)
- Can artisans at survey 4 & business 4 (or 3 and 4 for both) get their lot limit incremented? (Presumably for businesses and harvesters) I can't think of any other profession that needs more lots.
-OR-- In lieu of a lot increase, can we have a BER increase? Bring back the 24's!
- Why can everyone use a harvestor? Can't that be placed in the survey branch and the heavy mining installation in master artisan? That way at least anyone who wants to harvest minerals to make money has to put some work into it and not just buy a deed. I can't just give my laser carbine to anyone and they shoot it well. Why do people who never need to collect inorganic resources (and never go up the survey branch) know how to operate machinery that collects them just as well as I do?
That's what's on my mind, especially the last item.
Thryss Xyndin - aspiring Master Artisan (4334), novice carbineer
Goodnight Peak, Rori, Chilastra
I disagree with the price of resources going up. I found a spot on rori where I'm collecting wind and its costing me 202 credits per 1000 units. In fact all my personal harvestors and generators are on deposits that keep my cost per unit around .2 credits (I even have two producing at .15 cpu). Shipping costs would probably be at most 2.4K roundtrip, as long as you brought a decent quantity with you the cpu would be negligible. So for common or mediocre materials could be sold for 1-2 cpu and rarer and better quality materials (Idiokiam copper comes to mind) could sell for more cpu. Crafters in turn could mark up the item accordingly (2x-3x their base cost and then add on for any improvements). That would be in an "ideal" world but there is way too much money out there so it probably won't happen.
Even if you factored in 1000 credits/hr looking for resources into your price, the increase in cpu should around .025 per hour at 1000 credits/hour at a good deposit with personal harvestors. I run around find a good deposit, figure out how many days it would have to sit there to fill up, deposit enough credits and power to have it last until it is full. Everyday I check to see if the resource has disappeared by using the survey devices at my house. If they have I go out collect my resources and find a new deposit.
Thryss Xyndin - aspiring Master Artisan (4334), novice carbineer
Goodnight Peak, Rori, Chilastra
OK, so when a surveyor with survey 4 drops a harvestor on an 80% concentration, he gets a bonus added to the concentration. Lets say, pushing it to 85-87%????
What do you think?
Flynn_Nomad wrote:
OK, so when a surveyor with survey 4 drops a harvestor on an 80% concentration, he gets a bonus added to the concentration. Lets say, pushing it to 85-87%????
What do you think?
Kind of like accuracy or speed mods for weapons. I would like this better than certs for the harvs.
Each Survey could have a +25 in "Mining" and at +100 you get a 10%bonus.
Or Better Yet:
Survey 1 - +10
Survey 2 - +15
Survey 3 - +25
Survey 4 - +25
Master Artisan - +25
Message Edited by nefarious on 04-27-2004 02:50 PM
Message Edited by nefarious on 04-27-2004 02:51 PM
Message Edited by nefarious on 04-27-2004 02:54 PM