Artisan Archive
Thread: Limit Harvestors to Artisians
Ice,
That does not work. Limiting the extraction rates will just cause people to not be able to get the resources they need and that are not for sale.
Also there are already issues for crafters that are not based off the artisan tree not having survey and the balance issues it causes. Plus survey is not mining ability. It is survey ability, These are automated harvesters and the base extraction rate is really immaterial to who turns them on.
There are already issues with the medical professions being able to master a combat class like all other crafters because they have to take surver. This would make that problem worse.
Also the people that mine resource and so not sell it are those mining just enough for their own use so that does not hurt the economy.
Some professions like the medical professions have difficulty making money because of nerfs and just the way the game is played. Most medics need a supplimental source of income because tey cannot make many things to sell. I for one mine resource for myself and sell the excess to other doctors to suppliment my income.
By limiting the base rates you will still make it so either the crafters not based off the artisan tree will not be able to master a combat profession like other crafters, or they will not be able to get enough resources for themselves. Now since artisans don't survey people nor do they mine for the niche markets and the ones that do charge too much for the high OQ doctors need. That will make things worse.
It is fine the way it is and there is no reason to limit harvesting to artisans. If you think about it. Artisans are not miners. There is no mining professions. The artisan class is the base skill set for the crafting classes such as De, Armorsmith, etc. Look at the skills and abilities learned. You all assume you are miners because you get survey on that tree and you choose to make a lot of money mining and selling resource. But that is not the intent of the artisan profession. The only reason they put survey there is crafting professions need resources, which is the further iss that not all crafters (ones not based off of the artisan tree) are blessed with survey ability without great cost. I fail to see where mining ability falls in the artisan tree, especially with automayted extractors.
All selfishness aside.
I'm new to the surveying aspect of the game, but would still like to add my opinion.
Limiting the harvesters to artisans would be this most ludicrous idea I've heard since the screwed up the Creature Handlers. It's a good question to ask what a Commando knows about harvesting. My question in response it what does it take to drop a harvester? Nothing at all? The only thing that would make sense at all is adding 1 harvester per level of artisan. HOWEVER, I think it need to be spread out in the tree to keep the dabblers from going up one branch and getting 15 harvesters. This game is filled with technology. Everyone can use a robot, and the harvesters are just big robots. The artisans don't do anymore work than the Commandos regarding that fact. BUT, if the devs really take this tread seriously "AND I HOPE THEY DON'T" Think about how long its gout to take to retrieve all the resources, and now more harvesters should be allowed per player.
The game has a good balance regarding this subject. We have some people that go out and find the resource and that's all they want to do. And we have other people that pay for the locations of the resource and don't want to go out and survey. There are just as many people buying as there are sell the resource. There are also artisans that pay other people for their lots. AND, the artisan still makes a killing on the resources. It is a good economy right now. NO profession needs to be nerfed, and if the artisan wants a leg up FINE! Give the artisans an extra 5 harvesters scattered in the branches. I think anything else would be idiotic.
Master CH, Master Brawler, Surveyor, Novice Medic, Novice Swordsman,
Stop the nerfing of all professions
DEVS DON'T LISTEN TO THE IGNORANT RANTING IN THIS POST. PLEASE!!!
That would be the ones agreeing with the head line of the thread.
As an MDE , I'm also a Master Artisan. I think the ability to use harvesters should be limited to the surveyor line. If a combatant or other crafter wants to use harvesters, they should have to use the skill points for surveyor line. Just like a crafter needing to use skill points in a combat line (pistols , rifle , etc.) if he/she wants to be able to fight (even to protect yourself on harvester run). The same as having to usepoints in Scouting to use a camp or get resources from creatures. I and many crafters out there would like to be able to do other things too, but are limited by what we decide we want the most. If you want to use a harvester, then make the sacrifice, like we are going to have to do, if we want more vendors (merchant line) or soon, more vendor space.
Jahandar wrote:
I don't post often, but this has been buggin me for a while. I apologize if this has been posted before.
I am a Surveyor on Lowca. Surveying and selling resources is my specialty;I don't craft.
Anyway, it's a bit annoying that just anyone can put down a harvestor. Shouldn't this be limited to players with at least a minimum of novice artisian? What the hell does aCommando know about mining Ore?I can't do anyone else's job: I can't cook food, hunt bounties, build homes, or heal people, but Everyone can do my job.
Hell, I don't know why I even bother having artisian. Without it, all I'd have to do is walk around until I see a bunch of other harvesters then set one right beside it and wait for the money to roll in, and put my newfound skill points to some other use.
Yeah, harvesting is a good way for new players to make money, so why not provide an ingame method of allowing them to rent out their lots to surveyors and get a percentage back, like in real life?
What do you guys think?
That sounds like a Just Plain Selfish idea. Since when has surveying been a profession, It isn't, its a skill...
Ilike the idea of limiting medium and heavy harvestors to artisans, or maybe let them have a +25% (orsome other rate, maybe the max BER for a non-artisan can be like 7 or 8 for a medium, 10 for a heavy and 2 or 3 for a personal)efficency with harvesters and let everybody use them.
Jahandar wrote:
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.
The only one Whining here is you little boy! Boo Hoo.
Would you like some cheese with your whine?
Seriously, you picked a skill and think its a profession because its hands down the easiest way to make cash with the least effort.
Be a man and pick a real proffesion.
Would people please look up Artisan in the dictionary..does it imply miner.
No
Just because you get the surevy skill does not make you miners.
Mining is simply a way you all CHOOSE to make money. Quit construing that you are the miners of the galaxy. Artisan is the base profession for the main crafting professions. That is why the skills gained step up in crafting objects and not mining.
There is no miner profession.
As artisans if you CHOOSE to make your money mining that is your choice, but dont take mining away from everyone else and ruin the economy.
If there was a class doing the required mining for all the other classes we would not be mining anyway. So by taking away our harvesters you will infalte the economy big time. Do you honestly think as a Master Doctor I want to mine. No, but no one does it for my profession at an affordable price for the needed OQ's so I do it myself. So given that what do you think will happen if you horde the harvesters.
I need tocorrect something I posted earlier. This would not cause monopolies as I stated previously but it would cause an oligopoly based economy. The inflation cause by such a move would break the economy anyhow.
Shut up troll (directed to scooter) Artisans should be the only ones able to run harvestors...end of story.
Are artisans able to tame creatures? How about fire pistols in a proficient mannar? Shoot rifles? Heal things?
Thats what I thought.
Sosusred posted
Shut up troll (directed to scooter) Artisans should be the only ones able to run harvestors...end of story.
Are artisans able to tame creatures? How about fire pistols in a proficient mannar? Shoot rifles? Heal things?
Thats what I thought.
What a marevelously craptastic attitude. If artisans were the only ones running harvesters the economy would collapse with a mighty thump. Just because you have a survey skill doesn't mean you should dominate the resource market. Oh and as an answer to your question, artisans craft so do medics, weaponsmiths, armorsmiths, doctors, combat medics,tailors,chefs.smugglers,architects, scouts, rangers and even musicians.
Constructive arguments so not constitute trolling. Telling people to shut up does.
Redguard wrote:
Sosusred posted
Shut up troll (directed to scooter) Artisans should be the only ones able to run harvestors...end of story.
Are artisans able to tame creatures? How about fire pistols in a proficient mannar? Shoot rifles? Heal things?
Thats what I thought.
What a marevelously craptastic attitude. If artisans were the only ones running harvesters the economy would collapse with a mighty thump. Just because you have a survey skill doesn't mean you should dominate the resource market. Oh and as an answer to your question, artisans craft so do medics, weaponsmiths, armorsmiths, doctors, combat medics,tailors,chefs.smugglers,architects, scouts, rangers and even musicians.
Constructive arguments so not constitute trolling. Telling people to shut up does.
Well friend, weaponsmiths,architects, tailors, chefs, and armorsmiths are artisans, incase you did not know. scouts and rangers need to craft tents. ANything else they need should be made by artisans. ANd scouts and rangers harvest meats and such. SHould artisans be able to harvest organic materials too?
And how will it ruin the economy? It will not because then artisans will see an opportunity and step in to fill the void. Thats economics 101.
Im a master medic/doc my only source of income and ability to persue this skill comes from harvesting the appropriate resources and selling them on.
You only need to be novice artisan to have full survey skills to use the harvesters, you just need to buy the harvester.
Limiting the harvesters to artisans i dont agree with, what i DO believe is that as you work up artisan tree you should get MORE slots. and maybe reduce non artisan slots.
Artisan is 4 skills, Making electronic items, food, clothing and being able to survey for minerals (and more advancedminerals can be sampled) at much larger ranges in the tool. Other professions cant do these (or at least effectively if they only dabble to be able to survey) these skills lead to focused skills as armoursmith weaponsmith chef tailor droid engineer, these are the money making professions from artisan.
Also, as for lot renting, you should only do such a thing with trusted people, friends, guild members etc. if you go to a stranger with full trust and he does that... well... bleep happens.