Artisan Archive

Thread: Limit Harvestors to Artisians

TechBoss
Mon Jan 12, 2004 12:04 pm
#27

This has got to one of the most ludricuos ideas I have ever heard of. Let me guess, you found a nice spot for some resources and there were already 4-20 other harvesters on that resource. Thus you could not place your harvester on the sweet spot. Happens to me all the time and it really pisses me off, but I get over it.


If you make lots artisian only, then everybody will have artisian and you will stillbe complaining. Not to mention the fact that is will absolutely break the economy. As as rising medic, I checked out the speciality resources need for some of my advanced componets. I found 2 of 8 on the bazaar, TWO!!!!!. The only wayto aquire someresources is to harvest them yourself. I already have to waste 15 skill points on artisian to walk around looking for the stuff to place my harvesters, but at least I can get the stuff.


If this were to go into effect, guess what, no free rezzes, no free healing and buffs are going through the roof. Better yet, try to find some one to sell your stuff to when the majority of people quit playing. You can then set amongst your pile of resources and revival in the fact of how much you have. I wasted about 10K in resources healing people the other day and recieved about 7K in tips, not my idea of a profitable venture. The only way I am supporting my character is buy selling power. No lots, no power, no healing, no fun.


Why not do like most of the other people do. Make some friends who don't use all their lots and agree to lease them. Hell I let a friend of mine use them for free. Most people only use 1 or 2 of their lots, so you could double your resource harvesting by playing nice with one other player. Triple it by making 2 friends. Doesn't seem all that bad to me.




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Erym
Mon Jan 12, 2004 5:06 pm
#28

All professions should have access to harvester lots ...but i feel that artisan classes should have more ..... Master Artisan +2 Lots.....Any Novice Elite Artisan profession +2....Master Elite artisan +2...(+5 for Architect because structure factories take up 2 slots as opossed to other's that only take up 1) (i use structure factory plus equipment...that 3 slots gone!)
ncleanrodent
Mon Jan 12, 2004 5:29 pm
#29






Jahandar wrote:

What the hell does aCommando know about mining Ore?









Im a master artisan nad have no problem with it, but really a master commando probably doesnt know anything about mioning ore unless he has some artisan. He gets somone to do it for him kinda like a mechanic does your car for you. He places the extractor and still knows nothing but he doesnt have to this is the future past kinda thing its future for us but in the past so the extractor does it all for him





___________________________


Mr. Death of the GAT.
Jahandar
Mon Jan 12, 2004 11:38 pm
#30

Whew, the whining is enough to put a spoiled 3-year-old to shame. You guys should hear youselves.


hell, let's just junk this whole "professions" mess altogether. We should all get be minors and doctors and artisians and commandos and jedi.... After all, its only fair.


Or wait, I just want to be a smuggler who can give health buffs, craft armor, tame creatures and hunt bounties! Its not fair!!They want a monopoly!It'll ruin the economy! If you disagree you are narrow-minded and selfish! So there.

(a bit of sarcasm, for the dull among you)


Jesus people, there are different professions in the game for a reason. Each player is supposed to specialize. You're not supposed to be able to do, provide, and create everything on your own. Even if you need it for your profession. This gives people a reason to interact with others, and that drives the economy.




Jahandar

Freelance Pilot, Master Smuggler, Teras Kasi Master; Lowca
Scoooter
Tue Jan 13, 2004 7:32 am
#31

From the doctor perspective:


Look you all dont farmn our resources and if you do because of the high OQ levels we require you canrge rates we cannot afford and you want to take away our ability to harvest.


Get real. We cant even get Artisans to survey for cash because it is not fun and the economic sense causes you to cater to the mas market fo the other crafting professions already and not a nich market like the medical field.


You need to look at how the game is being actually played and not how you "think" it should be played, because the economic and real time truthes have send the way people play away forn the "vision" and that needs to be adapted to. Because lets face it we are all capatilists (or at least most) so that is the driving force in how the game is played.


If you look at the purist perspective you can say that doctors don't need harvesters and survey. But the economics of the game pushed us down that road. Did you think we wanted to travel down that path? No we were forced from necessity.


If you had this would you start mining medical resources?


Would you out of the kindness of your heart make them affordable to doctors at high OQ levels so that you don't reduce the quality of medications and your own healing?


Or would you continue to mine the massive amounts of ore and steel required by the artisan base crafters and make loads of money still?


Get serious and look at the economy in detail and how the artisan profession is playing the game as a whole form the outside and not from the inside view.







Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
DarthCedric
Tue Jan 13, 2004 9:42 pm
#32

The only way a harvester restriction would fly, and I mean the ONLY way, is to creat the miner profession, and limit non-Miners to personal harvesters only. Everyone could use a personal but the certs for medium and heavies would be earned in the Miner branch.

There is NO way all the other professions would agree to such a nerf as restricting harvesters to Artisan only so forget about it.



Darqyeti
Master Chef
Master Pistoleer

Scoooter
Wed Jan 14, 2004 7:24 am
#33

In fact from reading these posts miner was in beta.


If that is correct then when they moved that to artisan is where the crafting balance issies on survey probably stemmed from, and why doctors are not on alevel playing field as other crafters based off of the artisan tree.


I would suspect that they did that because crafters could not master the professions anyone else could because of the skill points which is exactly the issue that doctors have with not having survey.


However I dont see how doing that would fix the game balance issue that doctors have. But that is another issue and we should not go into that.


By restricting harvesters to artisan only however would make current game balance issues worse and screw up the economy since artisans mine for the majority and not the niche markets and the few that do mine for the niche markets are way over priced to be afforded for good quality. And doctors need high quality for good meds and if the meds go down in quality because they cannot afford the quality resource that hurts everyone.





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
PrincessThea
Wed Jan 14, 2004 8:19 am
#34

Limiting Harvestor use to only Artisans is a quick way to have less resources available and only at 30+cpu a unit. Sure would decrease all that pesky crafting that goes on. I can see it now, armor suits for 10,000,000 each, small houses for a million. By decreasing the amount people who can run harvestors, you dramatically decrease the amount of resources, and the economy goes to hell.


~Prinethea


ncleanrodent
Wed Jan 14, 2004 8:27 am
#35






Azmodean wrote:

Limit harvesters like merchants, where you get the ability to place more as your skills in miner increase, and limit artisans to only 2 or 3 harvesters total.





i hate that idea, we become sureyors for nothing then, if we want all these new professions then we need more skill points, or alot of people are gonna leae the game



___________________________


Mr. Death of the GAT.
d0qtrX
Wed Jan 14, 2004 9:16 am
#36

"What the hell does a Commando know about mining Ore?"

Nothing. That's why he places a machine that does all the work for him.

I say keep mining open to anyone who wishes to participate. Maybe even bring back the Miner profession from beta. Of anything in this game, dealing resources has always been a moneymaker.

With more money in the system Crafty types have more customers to sell their wares to.

With more people mining, it puts more resources in the market, keeps demands lower, and keeps resource prices lower, allowing the craty types to get by on less mark-up and makes hiss goods marketable to a larger segment of the population.

I say let everyone mine to their heart's content.
GraySeven
Wed Jan 14, 2004 12:25 pm
#37

Bad idea. Stupid really, because you are just shooting yourself in the foot.


You see, I am not a combatant at all. I have 3 Mastered crafts and I dabble in a fourth. When I need resources, I go out with a group of gun-bunnies who protect their sugar-daddy while I survey for sites on some of the hell planets. I then have them put down harvesters.


This way, I get the resources I need without having to run willy-nilly through large groups of red-con aggro MOB's to get them. I have people who do that for me. I simply tell them where to go. They keep up maint and power and pull them when the resource dries up or switches them to another resource without me endangering their lives.


In return, they get paid and get discounts on my armor and droids.


What you are suggesting would make this impossible and prevent a great many of us from getting needed resources. So what if someone can go by a group of harvesters and drop one down. They are taking a financial risk by not knowing what is there, whether or not it will get sold, or if anything is even there, since the resource may be gone and the other harvesters just haven't been pulled up yet by their owner.


I should have the ability to survey and email the waypoint to a good concentration to my stringers who then place the harvesters, kind of like real life when a geologist finds where a good site may be and sends in the miners to pull it out.




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

IceTigger
Wed Jan 14, 2004 3:18 pm
#38

I would not be in favor of limiting harvesters to Artisan profession. This will only cause the inflation rates to increases making life all the more difficult for everyone. What I could support is limiting the extraction rate based on skill. Anybody could have and place any harvester they want. But, as an example, non-crafter would only have a maximum base extraction rate of 2 (double for energy harvesters). Crafters (artisans and medics) start out with a maximum base extraction rate of 4. Going up the surveyor branch of artisan would increases the maximum at a fixed rate.


As far as non-artisans being able to survey, I do not think this is a good idea either (sorry medics). What would be of use is some sort of droid that is capable of locating resources. Because droids need batteries, surveying in this manor would be more expensive then what an artisan could do and probably slower.


There would still be the problem that only scouts can get the much needed resources such as meat and hide. This has resulted in these resources being very expensive, but now I am getting off subject.

DedMnWlking
Thu Jan 15, 2004 1:29 am
#39






woovie wrote:

the poster is right in saying that we cant make meds or armor or weapons .. why should they be able to harvest resources unless they have picked up the line..






Engineering 4:


Heavy Axe


Bone Armor Left Bracer


Bone Armor Right Bracer


Bone Armor Chest Plate


Enginnering 3:


Dagger


Bone Armor Left Bicep


Bone Armor Right Bicep


Bone Armor Leggings


Bone Armor Helmet


Engineering 2:


Reinforced Combat Staff


Bone Armor Segment


Bone Armor Gloves


Bone Armor Boots


Engineering 1:


Wood Staff


NOVICE Artisan:


Survival Knife


CDEF Pistol


CDEF Carbine


CDEF Rifle


Bowcaster (if wookie)



And i'm not even adding in ALL of the weapon power ups that an Artisan can make. If all you think you are is a Harvester and resource gatherer take another look at your schematics and abilities. You are a Jack of all trades and a MASTER of NONE!!!


Think about it. You CAN make weapons, you CAN make armor, you CAN make harvesters, you CAN make power ups, you CAN make food, you CAN make clothes, you also can have 1 of 2 vendors and get a couple of more useless (IMO) abilities from the business line. But you also have Survey. You can Survey the best out of anyone. Plus I don't see anyone else making vehicles???? Get your head out of the "only I should be able to do this" and learn how to play your class. I have a Master Artisan. I sell vehicles for 21250, 30k, 38k, for land speeders, speederbikes, and swoops respectively. I also get paid 5k plus traveling expenses (and tips) to survey for people. If you aren't selling your surveying skills then you have no business in the Artisan class. I make about 15k a week surveying for people and triple to quadruple that during a resource shift.


Yes, others can just drop a harvester and pull stuff out of the ground and why shouldn't they? I mean take it to real life, seeing that that is what you liked to do in your examples. In real life you have 3 choices NOT just the ONE you listed. A manufacturer BUYS from a third party because it is CONVENIENT. NOT because they HAVE to. That company can also mine their own stuff. Look at Mobil Gas? They mine their own Oil. And how do they do that? They pay for surveyors to come and survey the land for them. OR they can BUY the oil from a third party. OR they can just take an oil rig and plop it down and see if they get oil!


My point is that the Artisan class is a Jack of all trades class master of none. They are close to being the masters of surveying. But that is it. You are a Surveyor not a Miner. If you really think about it, it is YOUR FAULT (meaning artisans as a whole) that that commando is getting a good percentage on harvesting resources. All that commando has to do is look for YOUR harvester farm and plop down his own. So fix it. Don't crate a farm. Put down a few and find a new spot and put a few more? (I know rediculious) (Just as rediculious as saying that ONLY an artisan should have the right to mine resources)


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