Artisan Archive
Thread: Comments regarding Harvester Certification issue poll
My proposal was as follows for those people who missed it.
Heavy Harvesters = Master Artisan
Medium harvesters = Master of any elite crafting profession.
Personal harvesters = Novice Scout, Novice medic, Novice smuggler, novice artisan. *for sake of argument put entertainers here although not needed*
Factories = Master *my original idea was for crafting professions only but well lets just say anyone who can use personals can use the factories as long as they master one of those professions*
And Entertainers need resources for what? Instruments? Oh god.
And what are they 1 use throw away instruments? No.
How much resources does a instrument take? Like maybe 300-350 units of inorganic resources for the biggest thing they can possibly make. Cmon your telling me an Entertainer cant afford to buy that? And its not like they need a new instrument every single day. If they cant afford it they have to start being entertainers and entertain people with the goal of making money not just to afk xp grind or afk dance.
The idea is unflawed. If the community wants the numbers in 100% on why supply and demand will still be met and how prices WONT go down I willd o it. Although it will take me the better part of the day. This isnt my day job and well SOE should see this imbalance issue themselves and not have a community memebr come up with a proper design doc that works.
ok then how does this bring equity with entertainers,medics,marksman,scouts,polititions.
Dokar_of_Scylla wrote:
ok then how does this bring equity with entertainers,medics,marksman,scouts,polititions.
My god *hold dokars hand*.
Good question sir or maddam I will answer your question.
Entertainers only craft instruments. The resource they need are neglible. Instruments last fairly long. There is no demand for entertainers to acquire resources. Not anything they can validly argue.
Medics will have harvesters in my proposal so I am thinking you didnt read it. But maybe your arguiing that personal harvesters wouldbt be enough? Sorry it would be. IM not trying to gimp anyone. If it wasnt enough resource I wouldnt recommend s olution to gimp them. BUt it leads to a much more important aspect of balancing peoples production so that they arent perpetual. In other words making too much of a supply for the demand.
Marksman have no use for resources and can make more then enough money using their gun and dont need to sell resources, which only ruins the games integrity if they were so allwoed to under my proposal.
Scouts again will be able to use personal harevsters under my proposal.
Politicians again have no need for resources. The Politician class has no elite professions which dont make it a candidate as being considered as not being to make money ever. People have enough skill points outside of politician to start any other profession and make enough money to sustain themselves. In fact politician takes no money either.
Hope this helps and if you want further explanation on anything please ask.
Huh.
Umm they dont need or will get Heavy Harvesters unless they choose to invest skill points by mastering Artisan.
So now your probbaly thinking why they dont need that kind of resourcing power and the answer is MATH.
I posted it before.
I can give you two reasons why this won't happen...
1) It impacts all players greatly, not just artisan. Most of you will argue the ID change, however with Doc buffs and brandy stat mitigation isn't that big of a deal. Do it right the first time =).
2) It's what most of you want, so you know the Devs won't do it. Gratnted this is true with any prof.
Dokar_of_Scylla wrote:
what skill of equal value do they have.
You stopped making sense.
They have the skills that they get form the professions. What skills in equality in harvesting to the artisan? none. Although the scout and rangers and unequaled even over the Artisan because they are the ONLY profession that can collect organic resources.
OMG OWNED!
No really you asked what skills of equal value the other professions would have to rival artisans I presume. First off I answered it. A scout can scout and a medic can play doctor and nurse. And umm the rest can build or shoot things. THose are the skills that are equaled to artisans or any other skill that has harvester certifications.