Artisan Archive

Thread: Master Artisan, the Welfare profession?

Palimor
Mon May 03, 2004 9:19 am
#14

/Sign



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Palimor
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"Imperials aren't people to me, they are just NPC's with weird AI chips installed." - Criminalus

Osinawa
Mon May 03, 2004 3:19 pm
#15

Mythiachos
Mon May 03, 2004 4:45 pm
#16

I totally agree!


I'm currently master Artisan and dont really understand why i spent 77sp to become master... Im master doc and medic too so my combat skills are pretty low, and buffing in public isn't any fun at all. Now i am thinking of just making a few vehicles and drop artisan, don't really see the point in not use those 77 points in something else... combat isnt really my thing, but seems i have no choise but getting TKM and MD like everyone else...


Mythiachos


Master Artisan

Master Medic

Master Doctor



Mythiachos
wer454
Mon May 03, 2004 5:12 pm
#17

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.



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outtacontrol
Mon May 03, 2004 9:18 pm
#18






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


Haruspex77
Mon May 03, 2004 11:11 pm
#19

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.
MasterNerfSlayer
Mon May 03, 2004 11:22 pm
#20

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.





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Squygxicus
Tue May 04, 2004 12:43 am
#21

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.


If it werent for the powerups and vehicles, artisans wouldnt make any money. And lets face it Id kill myself, vitually, if I had to rely on those two to make money. Powerups are so boring, it takes untold experimentation one point at a time to actually build something desirable. Even then I have to use great resources to get the best results and I can crate them in 10's to get no more than about 2K creds and I can sell on the bazaar only 25 at a time. Vehicles have no "customization" available, whats the point? Buy one and thats all you ever need.


Anything else is either non consummable (like survey tools) or can be beat way to easilyby an elite crafting profession. Look at the weapons Artisans can build,the combat professions are already into the Weapon smith made weapons by the first few missions!


Seems like the only way to make money as a crafter is to go whole hog into a specialist profession and spend all your gaming time searching down resources and experimenting products, making harvester runs, stocking vendors, advertising, etc.


Shoot I do that inreal life I dont need to spend $ 13.00 a month to do what I do 8 - 5 every day, I like crafters as straight combat classes are boring to me, but why, if they are not useful?
VoltaDarkCloud
Tue May 04, 2004 2:19 am
#22

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)



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outtacontrol
Tue May 04, 2004 2:49 am
#23






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

Vandaemus
Tue May 04, 2004 6:54 am
#24

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






Laskia / Dalvara - Infinity - Crafter / Gun-Bunny
Crimsonsplat
Tue May 04, 2004 7:34 am
#25

Extra lots and increase the extraction rate through tweaking of hopper capacities, retrieval rates, power requirements, etc. All those can keep the flow of resources steady while making Artesians more autonomous. Some have said "it's a noob profession," or "I gain it for a moment, do a schematic, then drop it," which is just absurd.


"Yeah, I ground Jedi, but after I saved the Rebellion, I dropped the skill and learned to dance." I wanna see Luke say that....

outtacontrol
Tue May 04, 2004 12:16 pm
#26






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

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