Artisan Archive

Thread: Master Artisan, the Welfare profession?

Haruspex77
Tue May 04, 2004 1:58 pm
#27






outtacontrol wrote:


[snip]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.


[snip]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!




Probably not at the time, resource selling was not working well at first, which had been my original intent. Vendors were really flaky at handling them, lots of un-retrievable packages. But powerups got me to millionaire. Now I have an alt with only Novice Artisan that has made almost as much just on resources.


You are really wrong about how the game works. One can shoot and brawl without those basic combat professions, you are just really bad at it. About as bad as a non-Artisan will be at harvesting, since he will not know whether there isa far betterspot a few hundred meters away. But all of the Basic professions are just that, the real action doesn't even start until you take an Elite profession.


If anything, a Master Artisan is in a better position than a Master Medic or Master Entertainer. Neither of those get the buffs that pay their way in the long run, while the MA has some useful products. Master Marksman seems about the same, a nice-to-have bonus box that requires a couple of trees you don't really need for your Elite. I'm not sure about Scout, because most of it's Elite's are so badly borked.


It sounds like most of the folks in this thread stillhave the problem that I did early on -- too many basic profession boxes instead of concentrating on some Elite professions. You can have fun doing lots of different things that way, but you can't do anything well.




outtacontrol
Wed May 05, 2004 7:44 am
#28






Haruspex77 wrote:


position than a Master Medic or Master Entertainer. Neither of those get the buffs that pay their way in the long run, while the MA has some useful products. Master Marksman seems about the same, a nice-to-have bonus box that requires a couple of trees you don't really need for your Elite. I'm not sure about Scout, because most of it's Elite's are so badly borked.




you make a good point and it is well taken Haruspex, but the fact still remains that harvesting of resources by professions with no link what so ever to the crafting/merchant classes goes unchecked and in my opinion borders on exploit. For example you have a player who is a master rifleman/TKM with a litttle scout thrown in(hypothetically)he/she is able to harvest everything the game has to offer and with cross server trading to excess. Ifthe DEVs balanced defense stacking etc. why wouldthey not balance the non combat financial portion of the game. remember when a master CH was like God standing behind an army of rancors? well now you have non crafters standing behind literal massive fleets of harvester amd yet have not paid any skill points at all to do so but have relinquished their skill points to combat professions leaving the pure crafter competing desperately in his field amd sorely lacking in his combat skills...


Outta



outtacontrol
Wed May 05, 2004 4:46 pm
#29






SaleusCorwen wrote:

[quote]

#1) NO, I repeat, NO Miner profession. We have little enough skillpoints to spread around as it is so that crafters can have some basic combat and not depend on a combat class to go surveying with you.

#2) Certs for harvesters:
Hmmm, this is a little tough because as a crafter who also wants some combat skills (namely fencer) I want the ability to wear any armor (currently in the gqame) and there are rumours that SOE wants to introduce certs for armor.

[/quote]



i think this is the main reason they need miner and certifications.


right now you don't want to invest the skill points into the ability to harvest resources because you want to invest them somewhere else.


this is the main complaint it seems for the artisans now.


no one has to invest any skill points into harvesting yet they all reap the same rewards that the artisans do..


(see the Question for May5th thread)..


someone in the other thread likened it to scouting.


you have to invest skill points into scouting if you want to harvest animals,

the higher the scout you are the better/more you can harvest (and it continues on into master scout)


why should resources be any different?



yes it is a choice you would have to make, just like any other choice you've had to make on where to invest your skill points




i would have to disagree with you too on the harvester certification in hte survey line (see the other thread)..


since the survey line is so easy to get the benefitof putting all harvester certs in the survey line is minimal at best.


you are getting a huge harvester benefit by the time you reach survey I (by your example).. to make the harvester certifications worth something they have to be a major skill point investment (hence i would put heavy in master atrisan)..



i also think some of this is to make the Artisan profession more valuable (seems to be everyone's main gripe about the profession)... Right now Master Artisan is not worth much of anything and it seems that everyone is leaning to using harvester certifications (that actually are a major skillpoint investement) as a way to do this.





Well said man,well said


Outta


SaleusCorwen
Thu May 06, 2004 12:18 am
#30

[quote]

#1) NO, I repeat, NO Miner profession. We have little enough skillpoints to spread around as it is so that crafters can have some basic combat and not depend on a combat class to go surveying with you.

#2) Certs for harvesters:
Hmmm, this is a little tough because as a crafter who also wants some combat skills (namely fencer) I want the ability to wear any armor (currently in the gqame) and there are rumours that SOE wants to introduce certs for armor.

[/quote]



i think this is the main reason they need miner and certifications.


right now you don't want to invest the skill points into the ability to harvest resources because you want to invest them somewhere else.


this is the main complaint it seems for the artisans now.


no one has to invest any skill points into harvesting yet they all reap the same rewards that the artisans do..


(see the Question for May5th thread)..


someone in the other thread likened it to scouting.


you have to invest skill points into scouting if you want to harvest animals,

the higher the scout you are the better/more you can harvest (and it continues on into master scout)


why should resources be any different?



yes it is a choice you would have to make, just like any other choice you've had to make on where to invest your skill points




i would have to disagree with you too on the harvester certification in hte survey line (see the other thread)..


since the survey line is so easy to get the benefitof putting all harvester certs in the survey line is minimal at best.


you are getting a huge harvester benefit by the time you reach survey I (by your example).. to make the harvester certifications worth something they have to be a major skill point investment (hence i would put heavy in master atrisan)..



i also think some of this is to make the Artisan profession more valuable (seems to be everyone's main gripe about the profession)... Right now Master Artisan is not worth much of anything and it seems that everyone is leaning to using harvester certifications (that actually are a major skillpoint investement) as a way to do this.



---------------------------------------------------
Kettemoor Galaxy
Ropik
Thu May 06, 2004 8:19 am
#31


Sorry posted this in wrong thread before here goes again...



Good points all around here. The main problem is the inflation in resource prices you would see. And that would be across the board. A 1 cpu grind material would now be a 5cpu stock. And those more rare or in demand material like Crism at 5 cpu would turn into a 25cpu resource. And this all in turn snowballs into every other crafter prices to recover those losses. Pretty soon that D18 junk pistol is selling for 10k just to make ends meet!! However, I have something that just might work....


First, drop a harvester at non-novice artisan and you don't see a darn thing in that harvester resource list. Its just a blank list. Rent out that lot to an artisan and guess what? the artisan can see and select the resources present. Move up the Arti tree and get a bonus or increase. Example, the world spawns a 60% concentration of resourceA. To a novice it is 60%. Each level of the tree you have gives maybe a 5% bonus so at survey 4 if youselect the resource you will yield an 80% concentration. Give Master another 5% or even 10% bonus, but cap the concentration at 100%.


This eliminates different certs at different levels. It requires that you spend those 15 points for novice artisan if you want touse any kind of harvestor. And it rewards you for going up the tree.


Anyone see any holes?



Ropik- alt-Keeho, Master Arti

outtacontrol
Thu May 06, 2004 6:04 pm
#32

that s a very good idea they need to put something in place


outta


Kershakk
Thu May 06, 2004 10:53 pm
#33






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.





Actually I am a weaponsmith and I am all for adding harvester certs in the Artisan tree. And have thought so for months.


One thing you might want to consider. Medics make use of some harvesting too. I think it would'nt necessarily be fair for them to have to pick up significant points in Artisan in order to harvest what they need.


outtacontrol
Sat May 08, 2004 6:14 am
#34






Kershakk wrote:


"Medics make use of some harvesting too. I think it would'nt necessarily be fair for them to have to pick up significant points in Artisan in order to harvest what they need."






they also need orgaincs such as animal products (avian meat,herbivore meat) at least to craft advanced components, yet again they need scout to harvest those resources!!!

Outta
outtacontrol
Sun May 09, 2004 5:20 pm
#35

still looking for support here guy's


Outta


Srednii
Sun May 09, 2004 7:07 pm
#36

My main (m armorsmith, m artisan, m tailor) uses most of his lots for houses and factory's, which mean I depend on my combat alts lots for my harvesters. I locate a spot using my main, email the waypoint to my alt, and then go place harvs.


Which means I won't support any nerf that would take away my ability to use my alts lots for harvesters.





------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Kershakk
Sun May 09, 2004 7:20 pm
#37






outtacontrol wrote:





Kershakk wrote:


"Medics make use of some harvesting too. I think it would'nt necessarily be fair for them to have to pick up significant points in Artisan in order to harvest what they need."






they also need orgaincs such as animal products (avian meat,herbivore meat) at least to craft advanced components, yet again they need scout to harvest those resources!!!

Outta






Yeah exactly so they'll become even further stretched if we tie harvester use strictly to Artisan.
Kisedd
Mon May 10, 2004 8:33 am
#38

On any given day I have a different opinion on the subject. The devs dumped the miner, industrialist, and farmer profs before launch. Why they left the useless waste of skill pts merchant prof in game I'mnot sure. That is for another post however. It would be interesting to test some of these restricted harvester use ideas out on a real server and seehow it would effect the economy.


If you went the cert method, medics could be given a personal harvester cert somewhere in their med crafting if this is such a big worry. Medics without survey however are pretty much at the mercy of someone else, so this might not be a big deal. That would depend on the resource market.


The big questionis if there would be enough resources on the open market to support those professions that couldn'tmine their own resources. That has been the question since before launch. While there are some players who enjoy selling resoruces, would this be enoughto support many elite professions.


Once the holo grinding goes away,much of the demand forextra resources will dry up and the markets will settle down. Will non artisan players want to continue to mine useless junk, will they even be able to sell them.


mrun21
Mon May 10, 2004 9:45 am
#39

Master Artisan is a starting profession and you should not expect to make a living with just this title, it is a stepping stone to the advanced professions. This is the same for all the starting professions, scout, marksman, medic, etc. it is used to advance to an elite profession. Master marksman, can neither pull big paying missions nor hope to complete them without advancing to a higher level. This should be the same for artisan, using al the skills you gain in artisan; experimentation, surveying, vendors, to further your advanced career.


As said before, with houses, factories, etc. I do not think there would be enough lots for you to get all the resources or quantities to allow you to produceproducts the way you want, so I would say this wouldn't work.


My 2 credits






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