Artisan Archive
Thread: Mining Profession v.1
Miner's dig....part 2...
Forgot to add a few important details:
1. Each "depth lot" can harvest a different resource, as long as it is mineral, gas, or chemical. Personally, I don't think miners should be able to touch organics. Doesn't seem logical. But that's just my opinion.
2. How does this affect other professions?
a. Obviously, the miner can extract more resources than any other person in the game. Quality can be changed by the refinery process mentioned above. Quality crafters will want quality resources in quantity to do their work. Architects will simply enjoy the higher quantities from miners.
b. A series of machines may be required to dig. Architects should be able to build these machines that the miners place in their mines. Gives the architect something else to be able to build. These machines should also need maintenance too. Not credit-wise, but component-wise. Architects should be able to build these components for the miners (thinking something along the lines of a drill bit or whatever the correct term is). This trait of the mining profession helps provide the architect a consumable good, something that is lacking in the Architect class. Mines will also need light sources too (a minor part, but there none the less).
c. Mining Droids. Give the Droid Engineers something else to build for miners. Droid batteries used as normal.
d. Vehicle Engineers. I know this profession isn't released yet, but I would think that some sort of hovering trolley system could work well in a mine. Perhaps add to extraction rates? Not sure, this detail is entirley conjecture on my part.
Thanks!
Ralyykk
Master Artisan, and other things
I learned by playing Magic: The Gathering, sacrafices must be made in order to gain an advantage. When I was creating the tree I didn't want to make a tree that would be like (CDEF 10000-20000 damge or something that gives 100% advantage) I created the tree with a few draw backs, So you want to control your harvesters from a distance well computers use power and need repairs, the transmiter must transmite to a reciver on the harvester and transmite back, that cost power and money. I like smelthing still but can for see the possible bugs (Combining bugs, giving on smelthered "ore" the better atributes)
Goff_McMerrii wrote:
I like the way you've layed out your suggestions. I'd even go so far as "tip my hat" to the fact you are willing to "nerf" yourself to be able to get some other things implemented (the thing about renting lots from friends). Offering to loose something to gain something always is a good thing to do (as long as it isn't someone else loosing something and you gaining something
)
It's a good suggestion, I would realy like a Miner Elite Profession,nevertheless refining won't happen anytime soon I am afraid: the refining stages would at the very least double the ammount of resource types in the database, if not more, and this is something I feel, would never happen. Good read tho!
Goff McMerrii
Miner
As for the refinements how about4 types for every mineral resource to limit the database. I doubt to refinment would ever be implimited, and i hope not every player will be able to access there harvester from there residents. Thanks for you support! It may never come to light but still have a read, links on page 1
I feel the developers did the correct thing by removing miner. There are too many unfinished professions as it is. If you want to mine, get survey 4 and scout explore 4 then one of the marksmen branches up to 4. This gives you the ability to find the resources quickly and without dieing on the way. Miner is in the game already, just make the hybrid profession to do it.
Mining as a way to get income is about to come to an end. The servers are becoming deed saturated. Once architects can no longer sell structures as everyone has all they need, they will turn to selling resources. The largest resource users as you pointed out are architects. Once they flood the market with their unused resources, mining as a side profession is done as the servers will be so saturated with resources no one will be able to use them all. I already have 2 million stashed away and growing.
In short, fix the current professions and not worry about something like mining. In the end it will only give more head aches to the higher end crafters as they need skill points to go get their own resources. Also this isn't the funnest job in the world and it is all about game play. Probably one of the good reasons miner was removed to begin with.
Meplorium wrote:
I feel the developers did the correct thing by removing miner. There are too many unfinished professions as it is. If you want to mine, get survey 4 and scout explore 4 then one of the marksmen branches up to 4. This gives you the ability to find the resources quickly and without dieing on the way. Miner is in the game already, just make the hybrid profession to do it.
Mining as a way to get income is about to come to an end. The servers are becoming deed saturated. Once architects can no longer sell structures as everyone has all they need, they will turn to selling resources. The largest resource users as you pointed out are architects. Once they flood the market with their unused resources, mining as a side profession is done as the servers will be so saturated with resources no one will be able to use them all. I already have 2 million stashed away and growing.
In short, fix the current professions and not worry about something like mining. In the end it will only give more head aches to the higher end crafters as they need skill points to go get their own resources. Also this isn't the funnest job in the world and it is all about game play. Probably one of the good reasons miner was removed to begin with.
I agree with most of that, Meplorium. All except your pessimistic view of the future of resource-selling as a profitable profession.
I don't care what the game calls it, I'm a miner. I started out with my rose-colored architect glasses equipped. That didn't last long. Architects are in need of serious attention by the devs. I was hoping that the ability for skilled archies to improve extraction rates on harvesters would make it to Live from the Test Center, but it didn't. Developers thought it would be too unbalancing. Probably correct...if they had left the baseline where it is now.
I make my living mining, obviously. And what I propose would be initially very painful to me. But I would be willing to endure it to see architects get some dev lovin': Reduce the current extraction rate on all existing harvesters and harvester deeds to 50%, across the board. Allow architect experimentation and the use of high quality materials to increase extraction rates to the current baseline figures (or perhaps 125% of current rates, with the best materials and "amazing success" on assembly).
I have a fleet of about 30 heavy harvesters, on two accounts. This would require me to upgrade all of my harvesters. I'm not going to go into the benefits for architects. This is an architect board, if you can't figure it out, oh well ![]()
Would you hear screaming and ranting about this change? You bet you would. At this point, however, you aren't going to do anything to help any professions in this game without some pain.
OK, I went a little astray there, lol. To address the issue: Your contention is that many architects are going to just give up, tear down their factories, and start mining for a living, right? You further hypothesize that the market is going to be flooded by resources, and the resource market will crash.
I can't see this happening. Professions in mmog's are built around people with a certain mindset. To put it simply: Architects are crafters, they want to make stuff. The want the satisfaction of making great items and seeing them used and appreciated. They also are motivated by the internal gratification of manufacturing quality items.
As a miner, I get my gratification from providing the very best service available to my clients. Eventually, I want to be the "go-to" resource supplier for the people I just described in the above paragraph. In order for this to happen, I have to be extremely knowledgeable in all aspects of resource management. I've spent a lot of time with clients of different professions. I know exactly what resources they need, and I know the important stats they look for in each one. I know how resource shifts work. I know how harvesters work. I know which professions need which planet-specific resources.
I have a Client list that just keeps growing. It's because I provide a service. As an example: when I set harvesters on a new resource, I email my clients that use it. Dolovite Iron finally appeared on my server a couple of days ago. I immediately placed heavies on it, and emailed my CM/Doctor clients. This required resource has been absent for weeks. The harvesters had been placed for less than 12 hours when a client messaged me and asked for an emergency supply. I dropped what I was doing, made a 3-shuttle round trip from the deep bush in Dathomir, and put 10K on my vendor for him.
Unlessunemployed architectsare willing to put that kind of effort and dedication into resource harvesting, and still sell resources at 4cpu (regardless of planetary origin), I don't thinktruly professional minershave to worry about competition.
One last note: NONE of my clients are architects. There are so many dabbler-architects, PA-supported architects, andpeople who don't know how to price their productsout there that the price for anything an architect can make is almost below-cost when they pay2 cpu for their resources
My clients ALL make consumables: med supplies, weapons, armor, power-ups, droid batteries...to name a few. Almost all of their lots are taken up with factories, so they rely on me (and other good miners) to supply their needs.
I don't think this is going to change. I could be wrong ![]()
No one should ever be notified of resource shifts. Have you ever gotten close to a high concentration resource, climbed that hill in that armpit of that world, only to find every square inch of flat space covered by your rivals. This would easily be the norm allowing virtually no one else to grab any worthwhile resources
I agree with you that survey powers need to be expanded for master level people.
The creation of a mining class with the ability to refine resources just goes and screws the economy by inflation. It's a nice pocket liner for the miner though.
Lets face it - if the miners were able to extract at a faster rate, create a higher quality of resource by refining regardless of what a normal mine/crafter can do or get they are going to be in demand for the best resources and thereby start to dictate to the lowest level of the economy. more inflation.
One reason the current crafting situation does work is because everyone can compete on resources.
You'd just transplant the major moneymaking part of the resource chain to the miner rather than the final crafter who dabbles a bit who'd probably enjoy putting their prices up as they are now paying for overinflated prices for in-cycle resources rather than effetively gathering their own at around 0.2cpu.
Imagine the effects if you will of limiting players without artisan to Personal's, Surveying II to Medium, and Master Artisan to Heavy Harvesters. Now.. I'd call that a nightmare for any current crafter and their group of friends that work together .. miner isnt going to help it'll just make another elite profession to rake cash in.
My personal harvester fleet is based on 16 lots, all heavies. (2 houses)
I have the day to day use of about 25 additional lots from friends, mostly heavies.
I have 30 static lot trades.
I would of course become a miner and milk the system for much cash.