Artisan Archive
Thread: Latest patch is great! Sign this to keep it!
Kevth Lefay (authorized signature)
I'm nearing master artisan...a little more slowly now but getting there. The changes made me wince a little kinda like leaving an airconditioned room, but they were definitely needed. I see master artisans or better everywhere and we are like 3 weeks into this game. The breaks definitely needed applying.
I guess even a small buffer on the harvesters would get exploited but it would make sense for them to opperate below 100%. One idea would be to have the rate of gathering be effected by the maintenence % as well as an increasing chance at a critical failure. Sometimes they break at 99% sometimes at 30% but always decreasing production.
As far as the bazaar cap goes, I believe the intent is to drive people out to player stores to find the better (and more expensive) items.
Kevth
Remember Alderaan and may the Force be with you!
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Character: Kevth Lefay
Profession: Budding Master Artisan (10,000 xp to go!)
Last seen on Corellia in the vacinity of Coronet.
I can live with the new Surveying delay. I'm cool with that. If that helps slow down the advancement and balance things, then that's understandable. However, the problem lies with harvesters costing so **edit** much to keep maintained and then they don't work when they reach 99%. I have 14k credits and if I want to get my stuff back to "Full Maintenance", I have to dish out 11k. I took me nearly two week of crafting and selling goods to earn that 14k...now I blow it all in 2 minutes because of some stupid reasoning that a machine in the Star Wars Galaxy won't work at 99% efficiency? Geez, look at the Falcon! It still works (granted, it has problems), but it runs nevertheless!
The term ubernerfed is true. Artisans have become the ugly class now. I'm shooting for Architect, but since I have to worry about earning credits (much less gaining all that Crafting and Structure Crafting XP), the game has become more like going in to work (at least for my character). As an Artisan, I should not have to go out and kill things to get money......this patch has changed that, and thus has ruined a unique part of the game in that you can advance without killing much of anything as an Artisan.
Petition NOT SIGNED
I agree with balancing Artisan (adding the delay to Surveying). Disagree with the Harvester issue. My two cents. ![]()
My major problem with this patch is that it's next to impossible to play an artisan as a new character now.
Do the devs really think it's fun to stare at a computer screen for5 hours while you sample, sit, stand, sample again all to sell a few $50 carbines (which is all stuff is worth when you're just starting)? You can't even start selling armor until Engineering II, and it's going to pretty much suck at that low level anyway, and it's only boots and gloves!
New players can't just go buy harvestors to do all of this for them, and if your goal in the game is to play without killing things for money, it's no longer possible.
If the problem is that people were going up in level too fast, then reduce the XP you get for each successful sample, don't slow it down to make this profession completely boring to play. This game is supposed to be fun, isn't it?
I can't say much for the harvestor stuff, as I've only been playing for 2 days, and at this point, I don't see how I'm going to even get to a point where I can AFFORD to buy harvestors unless I start taking marksman skills, in which case, why the hell don't I just restart with a character optimized for marksmanship???
Signed.
I'm in a bit different situation than alot of you. I deleted my old char today (about halfway up the Artisan tree)and created another (mostly because I didn't like his looks). The patch hit while I was in the Creation process. So I'm seeing the difference big time.
This looks like the kick we needed. It will stop the power levelers and those who signed on as artisans as Second/third/even fouth skills just so they can make their own Junk CDEFs and powerups. I have already seen a lot posts about people leaving the profession. Good now maybe I make some money. I want take my time and learn to craft quality stuff begining with my own survivial knife, and powerups. All the way upto vibro blades. I cringe when read about 'What do craft to gainEXP fast?'
I know that if i want to do this I will have to eventully start buying resouces, and selling my stuff not to the customer directly, but to a merchant who will sell my stuff. Honestly this is how a player run economy should be. This should cause a bit of stablization withthe prices if the crafters are paying for resouces, and the merchants are paying for goods. No more Free Bone Armor!
-Dave
Astor Bloodhawk (Bloodfin) -Bloodhawk Blades-
Daev Gamble (Kettemoor)
signed
let the power gamers quit. I have not used one macro and I am having the time of my life. If a game is too easy it will get boring.
THANKS DEVS!!!!
I know being a armorsmith/weaponsmith/tailor/etc. in real life is far, far from easy. Lots of time, money and dedication is needed and I'm glad that SOE is trying to somewhat mirror that. I want my chosen class to be a challenge in ever sense. But I also agree that they need to tweak the harvesters a little more, which I'm sure they'll do.
I like the change I felt that I was moving to fast. I am almost to Novice DE and I spent alot of time out hunting and exploring. (and needless to say Surveying the best spots!)
But I have to agree with what Ransom342 Stated - "they need to either remove maintance fees when the machines arent running or seriously reduce them."
This change would make sense and it would allow players to take a break later on without sacrificing all the harvesters they placed.
I agree with the patch, and that harvesters are bound to be fixed.
You may be able to sample faster than a harvester but you can't sample faster than 5+ well-placed harvesters.