Artisan Archive
Thread: Harvester Certifications !!!
I kind of see your point, but I still think it's a bad idea. My read on this is that you want to nerf everyone else so that artisan will be a little better. I really don't see how this will help artisans in the long run. All this will do is reduce the amount of resources produced, making them even more expensive. And this doesn't help individual artisans run more of their own harvestors, it just cuts everyone else back.
As far as other professions running harvestors, well they need to have at least novice artisan to use a survey tool to find a good spot. And if they want to plant 10 heavy harvestors on that spot, more power to them. If they can sell the resources for a lot of money then that means that there must be enough demand to support those prices. Frankly I don't see how this hurts you or any other artisan.
There are plenty of 'decent spots in the wastelands', you just need to go out a little further to find them. A lot of those areas don't have many aggressive creatures around either. Of course, you need to be willing to spend the time to head out further away from settlements.
Just my 2-credits worth.
Slim Vargo, Corbantis, Mos Eisley
You would have to add an alternate cert. path for the Medic Organic Chemistry line.
Medic/Doctor/BE all build off this line and if they use that line *are* crafting and should not have access to harvesters revoked.
How many crafting classes really want to mine stuff? If I could buy cheap resources, I think I'd skip all the harvesters and let people who love doing this stuff do it. I don't know how representative the boards are of artisans, but many seem to just want to craft. They run harveters because they can't get enough resources to craft, and they can mine cheaper than buying.
With the very loose rules we have now, where everyone can have harvesters, supply doesn't meet demand. Resources on the Bazaar sell and they sell at a very healthy profit.
I like the idea behind the post, its similar to the miner posts where a group wants to have access to the best mining equipment. I'm just not sure it would really help make the economy better or more fun. I think all it would manage to do is make resources more expensive. Maybe this is a noble goal, but shifting money into the hands of resource collectors I don't think will make things better.
Kisedd wrote:
How many crafting classes really want to mine stuff? If I could buy cheap resources, I think I'd skip all the harvesters and let people who love doing this stuff do it. I don't know how representative the boards are of artisans, but many seem to just want to craft. They run harveters because they can't get enough resources to craft, and they can mine cheaper than buying.
With the very loose rules we have now, where everyone can have harvesters, supply doesn't meet demand. Resources on the Bazaar sell and they sell at a very healthy profit.
I like the idea behind the post, its similar to the miner posts where a group wants to have access to the best mining equipment. I'm just not sure it would really help make the economy better or more fun. I think all it would manage to do is make resources more expensive. Maybe this is a noble goal, but shifting money into the hands of resource collectors I don't think will make things better.
I see a huge amount of resources being flooded onto the market and yet no price drops at all... average is still 5-6cr a resource... when I KNOW the cost is more like 1-1.5 per resource or less.
I also know for a fact that MANY combat professions run harvesters on the side to make easy money and a ton of extra cash... just doesn't seem right. I hate to say nerf it,but i am.
I want the miner class put in I want certifications for medium and large harvesters. When every tom, **edit** and harry pistoleer can plunk down 5 harvesters and undercut the market on resource prices it plays heck with the servers economy. I want to provide quality goods to customers and I want to be compensated for going to the effort to provide that quality, but how can I justify the price of quality if pistoleer Joe sells123 oq materials for the same price as he sells1000 oq materials?
Xhenn wrote:I agree 100% with RazBlack.
This is why we need the Miner profession. They would be the only profession with the ability to use heavy harvesters.
It would also be cool if we could "Refine" resources to increase some of its stats. Sort of like "experimenting", like what the other crafting professions can do. And, Architects could have new structures to build and sell: Mineral Refinary, Gas refinery, Water Purifier, Grain/Fruit Processer, etc.
I proposed something like that, but the forum ate my post.
Would this tree be fun for everyone? No, but, it would be fun for some people. I like exploring, sampling, and seeing what's out there...but I feel as if I'm "wasting" time since I'm maxed on surveying and need to do something else for money and XP. A true 'miner' profession would be great!
I am posting this per request from the Discussion boards.
I think that there should be a combination of skill requirements for the use of certain Harvesting equipment as there are now skill mod requirements for PET handling to help balance the professions. Basically the number of harvesters (comparable to pets '+ max pet mod')and the 'type' of harvesters (comparable to the '+ max level' pet mod) should be under a certification tree in the Artisan's Engineering and Survey branches. Everyone should have access to be able to use atleast 1 (one) personal harvester (must start somewhere)... But non-engineer characters (like entertainers or master medics) should not have access and skill to automatically be able to use heavey harvesters and such.
For Example:
* A "non-engineer" only has access to 1 personal harvester ( +1 to base zero number of useable harvesters)
* As your engineering skills increase the complexity of the harvesters you can use increases. As your surveying sklils increase thenumber of the harvesters you can use increases.
*A personal harvester is complexity level 10, medium is 25, and heavy is like 40.
* Novice artisan gets complexity level 15 (+5) and non-artisans get complexity level 10 (+0).
* Novice artisan gets +1 additional harvesters (total 2), and non-artisans get 1 harvester (+0).
Engineering 1 = +5 complexity (personal still)
Engineering 2 = +5 complexity (medium harvester)
Engineering 3 = +10 complexity, +1 harvester (medium harvester, +1 additional harvester)
Engineering 4 = +10 complexity, +2 harvester (heavey harvester, +2 additional harvesters)
Survey 1 = +0 harvester
Survey 2 = +1 harvester
survey 3 = +2 harvesters
Survey 4 = +2 harvesters
* An artisan with both branches full can use up to 10 harvesters with complexity levels of 40 (Heavey Harvesters)
This would bring the profession back inline with other professions that require certifcations to use certain items.
Artisans arent the only one that needs resources. Medics, BE's, Doctorsand Smugglers all need resources for thier craft and are not required to pick up the artisan tree.
Badly thougth out idea....very bad
I like the idea of a Miner profession that can harvest resources more efficiently. Maybe shift the heavy harvestors over to them, butI think all other professions should be able to at least operate medium harvestors.
About people 'flooding the market' with resources but still charging 5-6 credits, all that means is that there is enough demand for resources to justify that price. Ifyou don't want to buy resources at 5-6 credits each, then don't. It really is that simple. If enough people stop buying for those prices, then the prices will drop.
By taking harvestors away from other professions all you'll accomplish is a reduction in the supply of raw materials. Given the evident demand for resources, this would have the effect of increasing prices.
Slim Vargo, Corbantis, Mos Eisley
All of you who say that adding certs an dthe miner profession back will cause a lack of resources, I say that there is a very easy solution. Give the Miner some skill mods, and create More parts to a harvesot.
On the first point of skill mods,and things such a mining rate x2, for a tier teer and increase it to like Mining rate x4 by the time u get to the top. That way 1 person can take the place of 4 tearetically. Also add mods like a maintance cost decrease. That way a miner can afford to own more harvestors.
On the second point, I say that miner should be able to get attacjment, that will increease there rate furthure, but that only a miner at a certain lvl can use a machine with that attachment.
I think his will off set the lack of resources.