Artisan Archive
Thread: Master Artisan, the Welfare profession?
As long as some system was set in place for the artisan to "employ" another player for their lots, I am all for this. Would be tricky to do this and keep players from exploiting it by just "employing" there friends to keep business a usual. But I know I, with two accounts, still have to use my friends lots at times to maximize my harvest, or diversify over several different spawns at once, as well as harvest power to run them all. I do all the surveying, send them the waypoint, they set it up, I continue to power up and pay it's maintenance. Or, maybe allow a player to give the artisan their lots... Either way, for a Artisan/ Crafter Profession 10 lots isn't enough, but to a Combat/ Entertainer Profession 10 lots might be too many for most. Just not sure of what the right fix would be, but like I said, I agree in principal.
Ha'ole Lolo /// Menehune Lolo
Squygxicus wrote:
Well the absence of flames probably means not too many non artisans read the artisan forums. Post this over in the WS, AS boards and see what you get.
I cant see the use of Artisan. Its gotta be the only crafting class where the products that have no actual "impact" on the game are absolutely non desirable. Dice!?!?!? Why? Where they used in Beta? I dont get it. Whether you wear a Sunguard or a Swoop helm or a basic headwrap doesnt make any difference gamewise, but they are desirable for a "look". Dice? Bird cages, Creature habitats? WHY!?!? And then the items that are useful are of little demand. I still have the same crafting tool I was "born" with.
lol' man you are so right i wrote the same pointinitially in the thread at master artisan you canmake vehicles, components and a friggin bird cage. i have been a master artisan for months and have yet to make the first bird cage. when i was grinding artisan last august i put some dice on the bazaar for sale and they are in virtual heaven somewhere noone would buy them not even for 1credit. so why even become master artisan? i honestly i cant answer that because there is no reason to. there is no specialty. it is just a completely transitory profession. as for the WS and Armorsmiths etc. they'll get over it the crafting community will be forced to incorporate with each other. prices will go up but eventuallythey will settle as they always do. i too have 2 accounts and would lose the ability to use one for harvesting. but i tell you this the artisan profession would grow to meet the demand. you may even see the factional resource wars adding to the GCW content. look at the creature organics harvestingdone buy only scoutsnoone is complaining! the devs need to give artisans/crafters the same leverage.
Outta
Really needs to be a miner profession. The reliance on others only seems to extend to other professions.. anyone can harvest boatloads of resoures. Noone needs to rely on their local artisan (miner) for resources. Master Miner should get increased number of lots (for harvesters only).Give more resource harvesting ability to the master miner and let him make an income that way.
As all who harvest resources know, it is a full time job.
VoltaDarkCloud wrote:
Best way to make the artisan a real profession is simple, make certain items (tools) useable by only him, like Heavy Harvesters.. give then a 5 LOT Bonus or Vehical Repair Kits (wow what an idea)
If the Harvesters are Rated for Only Artisan then the Massive Lot Swapping will stop and I might find room to put down my harvesters as a artisan to get the Uder 1000 OQ Dolovite Iron that Docs pay well for... (grr)
very well said lol com'on devs i know you got to be reading at least some of this. I cant beleive this issue isnt one the top 5 concerns on Guruweavers thread. Artisan autonomy not bird cages 12 sided dice.
Outta
I've seen something like this before, but i'll repost it as it seems relevant.
Novice Artisan - Certification for personal harvesters,
Surveying level 4 - Certification for medium harvesters,
Master Artisan - Certification for heavy harvesters.
this will restrict the numbers of harvesters and may lead to higher prices of resources as fewer people can extract them. so one answer is to increase the lots available to those professions who can place the harvesters and need them the most. so;
Novice Artisan +1 lot
Master Artisan +2 lots
Novice [Any elite crafting profession] +1 lot
Master [Any elite crafting profession] +2 lots
Haruspex77 wrote:
I became wealthy in my own eyes as a Master Artisan, because I learned how to make an sell quality powerups for high prices. Little about making money in this game is skillpoint based. The tragedy is not that non-Artisans can harvest, it is that Artisan's and their elite professions cannot learn to fight, even to defend themselves.
Bro, you are one of few that has made wealth making and selling power ups. i make and selll power ups also but power up sales do not hold a candle to resource sales. my charcters flaw is not that he cant fight. he only needs limited fighting skills because he is a non-combatant a pure crafter/merchant he fights only to escape aggro mobs. also i disagree that skill points do not play a role in income. can you open merchant tents and advertise on the holonet without having utilized skillpoints on the merchant tree? would you have become wealthy in your own eyes had you not utilized the 77 points to become master so that you would have the exp. points and schematics to make those power ups of yours. it is true that one must use some common business sense to earn his credits. but the point of the thread is why should the artisan professions autonomy be completely overlooked by the devs. every other profession is completely autonomous - no marksman noshooting- no scout no camp/creature harvesting-no entertainer no mind healing-no brawler no hand to hand-no medic no healing! but when it comes to artisan the resources we trained to locate can be harvested by anyone, also with the exception of three sets of items everything crafted is completely and hopelessly useless!
outta