Artisan Archive
Thread: Artisans want harvestor certifications. Please Read and submit your comments.
rjbacigalupo wrote:
**** no, this would be terrible for the economy!!! Here is why
- Few people will waste skill points to put a harvie down
- Cross-Lot swaps would be destroyed
- Prices of everything would probably 10 fold minimum!
- Everything crafted would be rare, and loot sucks to much
- Newbs would be waiting weeks of doing delivery missions before they could afford even a scout blaster
- Simply put, just shutup and go back to sleep, you were to tired when you wrote this
KtuluFire wrote:
Are you just retarted or something? How did you ever get elder?
Alciril wrote:
It would be appropriate to allow everyone to use personal harvesters, but I feel that medium and heavy harvesters shouldn't be available to the general public. As it is, highlevel combat classes can supplement their already high income by reselling resources while some crafters are forced to mine resources solely for their own use.
Harvester decay on death would be pointless. Most dedicated crafters never put themselves in a position to die. And in the case where a crafter picks up a combat certification, then they're subject to the same clothing, weapon, and armor decay that all combatants face. Also, if a combatant would like to use harvesters, they should have to take the same route and learn an artisan/crafting skill. After all, that would only be fair, wouldn't it?
There are already certifications for weapons, stimpacks, medicines, droids, and some buildings. It was an oversight (when the mining profession was removed)that harvesters can be used by anyoneand it simply hasn't been fixed. With plentiful resources driving the cost of crafted goods down, tighter controls on harvesting is something the economy sorely needs.
If you'd actually tried to respond to my post, you wouldn't have come across looking like an absolute troll.
So, instead, I'll explain to you why high level combat classes can make upwards of 1 million credits per set of 3 hour buffs. In fact, I'll even cite examples of how people do this.
Quoting Jubakki from that thread:
Jubakki wrote:
Buy brandy and muon gold.
Got to the mining/pirate outpost on Dat.
Get in a solo group.
Get Doc buffs.
Get Mokk shaman missions (avg about 29K per)
Go to the mission, jump off your speeder, blow the crap out of the lair while the shaman beat on you.
Jump on your speeder.
Repeat for 2nd mission.
Now you have 58K in about 10 minutes.
Admittedly, not everyone does this. In spite of that, though, solo hunters can still find missions for 6000-7000 without grouping. Taking two of these missions in the same direction and completing them at even a casual pace will still net you a handsome sum. And honestly, when paintings, rugs, and AV-21 speeders can sell for millions of credits, don't presume to tell me that there's a shortage of money.
By the way, try being more polite. You'll go much farther when you're not insulting people and acting angry.
TheWhiteRaider wrote:
Ok I am a Master Doctor and Master TKA with only enough points to get novice artisan and one other box. So tell me why it is I can't use a harvestor to get the stuff I need to make my medical items?
Skee100 wrote:
The only way I would have a big problem with this is if medics did not get similar certifications. I harvest all my own resources, and with my other proffessions, I can barely afford novice artisan as it is. I still think that it would not be a good idea to have certifications though, because it wouldn't really solve any major problem, and it can only help some crafters who can't harvest all they need.
Yes, as Kershakk said above, I too think it would be appropriate for medics and combat medics/doctors to receive certifications for mediumchemical, flora, and moisture harvesters.
Alciril wrote:
Skee100 wrote:The only way I would have a big problem with this is if medics did not get similar certifications. I harvest all my own resources, and with my other proffessions, I can barely afford novice artisan as it is. I still think that it would not be a good idea to have certifications though, because it wouldn't really solve any major problem, and it can only help some crafters who can't harvest all they need.
Yes, as Kershakk said above, I too think it would be appropriate for medics and combat medics/doctors to receive certifications for medium chemical, flora, and moisture harvesters.
The Organic chem line would work well for that. I think they also need inorganic mineral, not sure. If they do, they should also get at least medium min certification.
Kharn_JB wrote:
The Organic chem line would work well for that. I think they also need inorganic mineral, not sure. If they do, they should also get at least medium min certification.
Alciril wrote:
Yes, as Kershakk said above, I too think it would be appropriate for medics and combat medics/doctors to receive certifications for medium chemical, flora, and moisture harvesters.
Docs also need Gas, but thats not my main point...
I think the idea of certs is a good idea, but the certs for all harvesters should be in the surveying line, not in master artisan. Surveying is the skill associated with resource gathering.
Give mediums to Doctors and CMs (not medics they can use personals like everyone else)
Artisens complain to D.A.M.N.E.D. MUCH. Im a smuggler with 0 artisen skills!!!
I use metals and chemicals in my drugs as well as hides, oils, and other resources!
Why should you control the prices of my resources? You know Molecular clamps are not cheap to make honestly, not unless i harvest my own resources! If i did not i wouldn't be able to put clamps on teh bazaar for sale because they would cost to much to make to be within the 6k cap!
Further more, I have made 200k a week the last 2 weeks selling droid batteries. I get an artisen to make me a schematic then i load about 20k of ore into MY FACTORY, (ohh how about me useing factories for crafting, you selfish b,astards?), make about 40 crates of droid batteres and then sell crates at 6k per crate on the bazaar. THE ONLY REASON YOU DON"T MAKE MONEY IS BECUASE YOU DON'T TRY!
And to think as a master smuggler i was pushing for artisens to be able to harvest glitterstim ore from the ground.....Screw that idea NOW!
lisasdarren wrote:
Kharn_JB wrote:
The Organic chem line would work well for that. I think they also need inorganic mineral, not sure. If they do, they should also get at least medium min certification.
Alciril wrote:
Yes, as Kershakk said above, I too think it would be appropriate for medics and combat medics/doctors to receive certifications for medium chemical, flora, and moisture harvesters.
Docs also need Gas, but thats not my main point...
I think the idea of certs is a good idea, but the certs for all harvesters should be in the surveying line, not in master artisan. Surveying is the skill associated with resource gathering.
Give mediums to Doctors and CMs (not medics they can use personals like everyone else)
this is a copy and paste job ![]()
THIS WON'T STOP LOT SWAPING. IT WILL INCREASE IT
This is an awesome idea. The higher you get in artisan the more you get out of a harvester and the less it would cost to operate. Wouldn't this statisfy both sides?
WarFerret wrote:
Let Master Artisans tweak the extraction rate on their harvesters so they get a better rate, or it uses less power or something,
Wow. Talk about greed....
Look at it this way:
If only Master Artisans can use medium/hvy harvesters, the cost of resources will go thru the roof (as if Ahazi's isn't screwed up enough as it is). This will affect the entire economy, from the dancer to the bounty hunter in such an adverse way most couldnt afford to be competive in any PvE/PvP sense.
You are only allowed 10 lots. Put down a house, there goes two lots right there. Leaves 8. Eight lots for the Master Artisan to use. Not alot of resources can be gotten from 8 lots). That now, most likely, forces you to buy from other MArtisans, who are gouging their prices. That in and of itself will cause resources to skyrocket. Having the ability for everyone to place a harvester keeps prices down. If its made that only Master Artisans can use them, then my next profession will be Master Ranger, and I will charge YOU out the wazoo for hides. I can bet alot of other players would do the same. Its a never ending cycle. Where a pair of boots cost a couple hundred credits now will cost several thousand.
I can see it now....Someone with a Master Artisan/Smuggler title wearing a black trenchcoatis standing in Theed Starport (the susspool of spam)having thefollowing conversation:
Player 1:"Psst...Hey buddy...I got yer steel right here....200 cpu and its yours"...
Player 2: "But its OQ is 12!!! I just need it to grind up to Armorsmith!!"
Player 1: "Tough tookus...Do you have a couple of medium harvesters to get it for you?"
Player 2: "Ummm...no"
Player 2 bends over and takes it where the sun doesnt shine
The ability for everyone to place harvies keeps the economy somewhat in check, and allows the casual player (not a powergamer)to be able to be semi-competitive in all aspects of the game. Further, think about this: Say you need 100K gemstone to make a factory run of whatever. You go to one of your eight harvies and hope you have one already mining it. If not, you have to take the time to survey for it. Place your harvester(s). Come back in however many days (depending on the rate/concentration of spawn) and hope the spawn hasnt shifted. Or look on the trade forums, where someon is selling crap gemstone for out of reach prices. Where as before, you merely had to do a /yell at a busy starport, or again check the trade forums.
What you are wanting to dowould screw the mission terminalscompletely out of the game and blow the economy sky high. The devs would have to increase the mission terminal payouts, effectively negating whatever money you thought you were making before hand. Sure you may sell 1 million creds worth of items on a vendor in a given day. But how is that any better now when it cost you 900K to produce those items?