Artisan Archive

Thread: Artisans want harvestor certifications. Please Read and submit your comments.

JakeBlues21
Wed May 19, 2004 8:29 am
#40



Alciril wrote:

Just to show you the state of resource harvesting on Starsider (and I'm sure it's the same on many other servers), look at one excerpt from our galaxy trade forums:

SLAGS BULK RESOURSE ORE 1.5 CPU! OVER 20 MILLION UNITS STOCKED! ALL other grinding resourse 1 PER!

I have nothing at all against Slag. In fact, he's making the most of what's available to him. But just take a look at his signature and see what's possible with cross-server lot trades and unchecked harvester certifications:

"MASTER RESOURCE MINER- OPERATING 370+ BER 13 MINERAL HARVESTERS - ABLE TO DELIVER 10MIL+ RESOURCE WEEKLY! SEND TELL /or/ EMAIL INGAME TO SLAG FOR ORDERS. "

Something really needs to be done.





What needs to be done? He sells in volume, keeping the price to 1.5 per. Most on Intrepid go for 3-5 per. If I were a crafter, I'd nominate Slag for pope!



Shayde - Agent to the STARS
SHAYDE'S ENTERTAINMENT AGENCY
Player since launch, Cancelled... account runs out the day before CU is pushed. That's Ironic.
- I support keeping & balancing the current combat system You can too
garvin
Wed May 19, 2004 8:46 am
#41


My Alt is a Master Artisan and I still don't think Cert'ing the harvestors is a good ideas...there are more negatives in game then postives to this idea...so here are a few suggestions to think about instead (and I've also seen plenty more good ideas floating out there)


How about:



  • Allow artisans with survey skills to find the more rare deposits easier...or when a mineral isn't spawning, allow someone with survey skills to still find random pockets that can only be surveyed by hand...
  • Raise maintenace costs (power and credits) on all harvestors, but lower the costs for Artisans with Survey Skills
  • Give Artisans a harvest bonus rate for using harvestors
  • Give Artisans a hand survey device with a larger collection rate (since it takes a survey device to find the best concentrations)...
  • Allow an Artisan to chemically enhance certain harvested materials to create better versions (like combining 2 different types of Aluminum to create a hybrid average of the two)...

And to deal with cross server lot swaping:



  • Make it so that only owners can put in maintenance and power into a harvestor
  • Or...Make it so that only owners can access the harvestor output area
  • Or...Make it so that only owners can turn a harvestor on (since they turn off everytime a run stops)
  • Or...Make it so that a player can be owner on up to 10 harvestors and only be an admin on 5 harvestors...set a max on admin #s
  • Or...Make it so that admins can only access the output box...the owner has to do everything else...
  • Or...Remove the maintenance cost and replace with a decay...
  • Or...Create limited use Harvestors (can only harvest so many times before be used again to harvest).
  • And so on...there are tons of ideas that people have tried to share...

Anyway...the harvestor cert idea was a good idea, but the people don't seem to support it mainly because it would do more damage to those outside the profession then it would do good inside the profession. And even inside the profession of Artisan, many can see the negative results it would lead too...


Anyway...that's my final 2 cents...And I want to personally thank all those out there who participated in a friendly dicussion of both sides of this issue and kept things civil.





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Gavvot
Wed May 19, 2004 8:56 am
#42

Hum, What I would prefer for a change is more something like this :
Master Artisan have a 5% or 10% bonus on top of the concentration, so if the harvestor is OWNED by a MA he does harvest 10% more than all the others.

As for maintenance cost, I'm against reduction for artisan.
Merchant are the one that have maintenance reduction, and that should stay that way.



--
How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
Saabotage
Thu May 20, 2004 12:23 am
#43






Alciril wrote:





Saabotage wrote:

Artisens complain to D.A.M.N.E.D. MUCH. Im a smuggler with 0 artisen skills!!!


I use metals and chemicals in my drugs as well as hides, oils, and other resources!


Why should you control the prices of my resources? You know Molecular clamps are not cheap to make honestly, not unless i harvest my own resources! If i did not i wouldn't be able to put clamps on teh bazaar for sale because they would cost to much to make to be within the 6k cap!


Further more, I have made 200k a week the last 2 weeks selling droid batteries. I get an artisen to make me a schematic then i load about 20k of ore into MY FACTORY, (ohh how about me useing factories for crafting, you selfish b,astards?), make about 40 crates of droid batteres and then sell crates at 6k per crate on the bazaar. THE ONLY REASON YOU DON"T MAKE MONEY IS BECUASE YOU DON'T TRY!


And to think as a master smuggler i was pushing for artisens to be able to harvest glitterstim ore from the ground.....Screw that idea NOW!





The only reason you're against artisan harvester certifications is because among others, you've been spoiled by the free use of harvesters.


LOL! How is that? I have 1 medium mineral Harvestor. 1 BER9 chemical harvestor, a chemical factory, equipment factory, 2 personal wind generators, a crafting house, and a storage house.


How ever if you like I will be happy to make 6 cross server lot swaps to ensure that i drive prices down to 1:2 credit/ore if you like!


You mentioned that you're a smuggler. No one complains that smugglers charge what the market will bear for providing their slicing services. Hypothetically, let's pretend that up to this pointsmuggler-craftedmolecular clamps were usable by anyone to slice their weapons. So rather than requiring the services of a slicer, someone only needs to buy a crate of clamps and then apply the slice themselves. Somewhere along the line, a smuggler suggests that smugglers, and smugglers alone, be the sole class that applies slices to items. Their reasoning is simple: slicing shouldn't be available to the general public and that giving it to smugglers just "makes sense". Would people complain? Of course they would. Complaining always happens when something is taken away--even if the change would be better for the game.


ok first LMAO!!! Ok, if you knew the meager living we a high level profession makes on slices, and spices, and how infrequently we acctually get to use our unerworld tree, and how much it cost US to use the underworld IV you wo7uldn't even bother saying this artisen is NOT a mining profession! its ONLY PART of your profession. You can sale droid batteries (im making a killing off them because artisens don't bother makeing them), bikes(lost 3 last week),power ups for weapons. On TOP of collecting the highest resources of ore, way easier then anybody could plop down a harvestor and do (it does cost money to redeed them).


And as for even if the change would be better for the game , that would be YOUR opinion. I dont think i want to give up any power/rights/playablity to socialist artisens, who want nothing more then to consolidate power into their own hands.


We're facing the same situation with harvesters. People who were in beta know that the last few months of testing were hectic and rushed. Professions were removed and their abilities distributed among other classes. Some things slipped through the cracks (the miner's harvester certifications were given to everyone, as were the industrialist's factory certifications). It's time to redistribute these privileges to the appropriate classes. No your not! And as calling you artisens socialist , well lined in red (nice color isn't it) is exactly what you think of ALL other professions. YOUR A BASIC PROFESSION DEAL WITH IT!


Personal harvesters are enough for any non-artisan class to fill their own personal resource needs. If you need medium or heavy harvesters in order to keep up with demands, then you need to make a career choice. Will the income from mastering artisan or an elite crafting profession be worth it? Or is it a better decision to keep your current combat skills? In fact, it's the same choice that I made as a tailor. Do I want to harvest my own hides? Or would I rather keep my tailoring/armorsmith skills? I decided to forego scout/ranger and dedicate myself to crafting. I now buy my hides. These are the types of choices that define our characters and make interdependency work. At 50 steel and 40 copper PER MOLECULAR CLAMP thats 40k in copper and 50k in steel to make a full run of clamps, further more it breaks any chance at smugglers NOT being relient on you, see we have to take master marksman, brawler 4-0-0-0, in order to use harvestors then you would say that we have ot use OUR LITTLE REMAINING SKILL POINTS, to get artisen, well i GOT NEW FOR YOU, we dont get any KIND OF COMBAT SKILL MODS like accuracy, so we HAVE TO have other combat professions, if we want to have a chance, this would force us to be eityher social or combat and not to be a hybrid like WE ARE SOPPOSED TO BE!


And why is there panic about resource prices going through the roof? Remember when medium harvesters had a spec rate of 4 and heavies had a spec rate of 7? They didn't cost any less to run back then and resources were still being sold at 3 credits per unit. With cross-server lot trading, it's not uncommon to see miners in charge of fields of heavy harvesters (sometimes 100+ in the extreme cases). On Starsider, some resources have even fallen below the 1 credit mark. Harvester certifications would fix this and would bring the prices of resources back into line.


You think that any of this is gonna happen before or after the space expation? IT WON'T because every player will need ALL the steel he can get to make space ships. And do you really think that cross-server lot swapping will decrease? Its like the real life war on drugs BILLIONS of dollars spent and nothing is accomplished except to make matters worse. indeed i would get as many lots as possible and SO WOULD EVERYBODY ELSE, if their was money to be made in minerals. See resources be it hides, bones, minerals, or real life oil is called a PRICE TAKER MARKET. meaning you can ohly sale unlimited amuonts of a perticular product if you are saleing right above market value, also RIGHT ABOVE marginal cost...


Test me on cross server lot swapping! I WILL DESTROY VALCYNS ECONOMY IF THIS GOES THROUGH!










br>I would rather be exposed to the inconveniences attending to much Liberty then to those attending too small a degree of it. Thomas Jefferson 1791
Smugglie = Smuggler + Lie
Liberty Or Death
Saabotage
Thu May 20, 2004 12:24 am
#44





Alciril wrote:





Saabotage wrote:

Artisens complain to D.A.M.N.E.D. MUCH. Im a smuggler with 0 artisen skills!!!


I use metals and chemicals in my drugs as well as hides, oils, and other resources!


Why should you control the prices of my resources? You know Molecular clamps are not cheap to make honestly, not unless i harvest my own resources! If i did not i wouldn't be able to put clamps on teh bazaar for sale because they would cost to much to make to be within the 6k cap!


Further more, I have made 200k a week the last 2 weeks selling droid batteries. I get an artisen to make me a schematic then i load about 20k of ore into MY FACTORY, (ohh how about me useing factories for crafting, you selfish b,astards?), make about 40 crates of droid batteres and then sell crates at 6k per crate on the bazaar. THE ONLY REASON YOU DON"T MAKE MONEY IS BECUASE YOU DON'T TRY!


And to think as a master smuggler i was pushing for artisens to be able to harvest glitterstim ore from the ground.....Screw that idea NOW!





The only reason you're against artisan harvester certifications is because among others, you've been spoiled by the free use of harvesters.


LOL! How is that? I have 1 medium mineral Harvestor. 1 BER9 chemical harvestor, a chemical factory, equipment factory, 2 personal wind generators, a crafting house, and a storage house.


How ever if you like I will be happy to make 6 cross server lot swaps to ensure that i drive prices down to 1:2 credit/ore if you like!


You mentioned that you're a smuggler. No one complains that smugglers charge what the market will bear for providing their slicing services. Hypothetically, let's pretend that up to this pointsmuggler-craftedmolecular clamps were usable by anyone to slice their weapons. So rather than requiring the services of a slicer, someone only needs to buy a crate of clamps and then apply the slice themselves. Somewhere along the line, a smuggler suggests that smugglers, and smugglers alone, be the sole class that applies slices to items. Their reasoning is simple: slicing shouldn't be available to the general public and that giving it to smugglers just "makes sense". Would people complain? Of course they would. Complaining always happens when something is taken away--even if the change would be better for the game.


ok first LMAO!!! Ok, if you knew the meager living we a high level profession makes on slices, and spices, and how infrequently we acctually get to use our unerworld tree, and how much it cost US to use the underworld IV you wo7uldn't even bother saying this artisen is NOT a mining profession! its ONLY PART of your profession. You can sale droid batteries (im making a killing off them because artisens don't bother makeing them), bikes(lost 3 last week),power ups for weapons. On TOP of collecting the highest resources of ore, way easier then anybody could plop down a harvestor and do (it does cost money to redeed them).


And as for even if the change would be better for the game , that would be YOUR opinion. I dont think i want to give up any power/rights/playablity to socialist artisens, who want nothing more then to consolidate power into their own hands.


We're facing the same situation with harvesters. People who were in beta know that the last few months of testing were hectic and rushed. Professions were removed and their abilities distributed among other classes. Some things slipped through the cracks (the miner's harvester certifications were given to everyone, as were the industrialist's factory certifications). It's time to redistribute these privileges to the appropriate classes. No your not! And as calling you artisens socialist , well lined in red (nice color isn't it) is exactly what you think of ALL other professions. YOUR A BASIC PROFESSION DEAL WITH IT!


Personal harvesters are enough for any non-artisan class to fill their own personal resource needs. If you need medium or heavy harvesters in order to keep up with demands, then you need to make a career choice. Will the income from mastering artisan or an elite crafting profession be worth it? Or is it a better decision to keep your current combat skills? In fact, it's the same choice that I made as a tailor. Do I want to harvest my own hides? Or would I rather keep my tailoring/armorsmith skills? I decided to forego scout/ranger and dedicate myself to crafting. I now buy my hides. These are the types of choices that define our characters and make interdependency work. At 50 steel and 40 copper PER MOLECULAR CLAMP thats 40k in copper and 50k in steel to make a full run of clamps, further more it breaks any chance at smugglers NOT being relient on you, see we have to take master marksman, brawler 4-0-0-0, in order to use harvestors then you would say that we have ot use OUR LITTLE REMAINING SKILL POINTS, to get artisen, well i GOT NEW FOR YOU, we dont get any KIND OF COMBAT SKILL MODS like accuracy, so we HAVE TO have other combat professions, if we want to have a chance, this would force us to be eityher social or combat and not to be a hybrid like WE ARE SOPPOSED TO BE!


And why is there panic about resource prices going through the roof? Remember when medium harvesters had a spec rate of 4 and heavies had a spec rate of 7? They didn't cost any less to run back then and resources were still being sold at 3 credits per unit. With cross-server lot trading, it's not uncommon to see miners in charge of fields of heavy harvesters (sometimes 100+ in the extreme cases). On Starsider, some resources have even fallen below the 1 credit mark. Harvester certifications would fix this and would bring the prices of resources back into line.


You think that any of this is gonna happen before or after the space expation? IT WON'T because every player will need ALL the steel he can get to make space ships. And do you really think that cross-server lot swapping will decrease? Its like the real life war on drugs BILLIONS of dollars spent and nothing is accomplished except to make matters worse. indeed i would get as many lots as possible and SO WOULD EVERYBODY ELSE, if their was money to be made in minerals. See resources be it hides, bones, minerals, or real life oil is called a PRICE TAKER MARKET. meaning you can ohly sale unlimited amuonts of a perticular product if you are saleing right above market value, also RIGHT ABOVE marginal cost...


Test me on cross server lot swapping! I WILL DESTROY VALCYNS ECONOMY IF THIS GOES THROUGH!










br>I would rather be exposed to the inconveniences attending to much Liberty then to those attending too small a degree of it. Thomas Jefferson 1791
Smugglie = Smuggler + Lie
Liberty Or Death
Bugbait
Thu May 20, 2004 2:29 am
#45




Saabotage wrote:



Test me on cross server lot swapping! I WILL DESTROY VALCYNS ECONOMY IF THIS GOES THROUGH!






Gee, we're all quaking in our boots. That's about as disturbing as a 4 year old telling me he hates the colour of my Porche.





Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
Bugbait
Thu May 20, 2004 2:39 am
#46

There's a lot of people here who have no concept of economics even at it's most basic level. In a player driven economy the market will equalise in some form or another. This is economic fact. At present there is an abundance of resource evidenced by the fact theyonly sell for 2.5cpu to 5cpu on average (based on Valcyn) whilein shift. There is also an abundance of cash. Since cash can only come from quests, missions, or general killing we can assume the rate of cash generation is higher than expected as evidenced by the high rate of inflation. Further evidence of the abundance of cash is the price consumables (armour, weapons, stim's, food, etc.) can be sold at. Supporting this trend is the price crafters are willing and able to offer for specific, rare resources.


What would happen to the equation if the supply of resources was to decline due to harvester certifications? The price of raw resources would go up. The price of consumables would increase. The abundance of cash would slowly decrease. As the cash stores decreased the price of consumables would be forced to decrease else sales would dry up. As the price of consumables decreased so would the price of raw resources.It won't happen overnight and there will be patches of growing or shrinking pains but it WILL equalise. Economics 101.




Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
Gavvot
Thu May 20, 2004 2:42 am
#47

Actually, this economy is not player driven, it is managed by the dev.
And for 100K generated, for the moment there is about 150K destroyed.
And dev plan to keep it that way for a little while, to reduce the inflation.



--
How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
Sinist
Thu May 20, 2004 2:54 am
#48

But the game in its mechanics are flawed, not how much people are making on missions or paying on maintenance but by how much people are producing and by how much people are harvesting in resources.


And well if they programmed their game balanced then taking 150k out for every 100k that went in would of meant NOONE would have made money. Instead the game was horribly hacked, and as of right now it has no integrity just by not what they broke but what other people broke. Nice.


So there are 10000000000000000000's of duped credits, 10000000000000000000000s more resources being mined then should be, and people are making 10000000000000000000000 more items then they should reasonably be making.


Yeah vote NO for harvester certifications you morons.



Faiereon Exek
Master Artisan
Bugbait
Thu May 20, 2004 4:50 am
#49




Gavvot wrote:
Actually, this economy is not player driven, it is managed by the dev.
And for 100K generated, for the moment there is about 150K destroyed.
And dev plan to keep it that way for a little while, to reduce the inflation.



No, the ecomony IS player driven but it's governed by the Dev's. The Dev's have the power to influence the balance just like governments in real life but the day to day operations are still determined by the players/people. For every 100k generated, 150k is destroyed? Where you you pull this rubbish from? If that really was the case why are people complaining there is nothing to spend credits on? Why are people paying million upon millions for rare items? Because they can, ie. High levels of disposable income. Reduce inflation? Yes, I agree the Dev's would like to but frankly I don't think they know how. If only they listened to suggestions regardless of how unpopular they were.




Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
Srednii
Thu May 20, 2004 7:04 am
#50






Bugbait wrote:

At present there is an abundance of resource evidenced by the fact theyonly sell for 2.5cpu to 5cpu on average (based on Valcyn) whilein shift.





Considering 2.5cpu is a hefty hefty profit, how do you conclude that there's too many resources being mined?


If there were too many resources being mined... wouldn't prices drop below costs?



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

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
psikobunny
Thu May 20, 2004 7:05 am
#51






garvin wrote:


My Alt is a Master Artisan and I still don't think Cert'ing the harvestors is a good ideas...there are more negatives in game then postives to this idea...so here are a few suggestions to think about instead (and I've also seen plenty more good ideas floating out there)




  • Allow an Artisan to chemically enhance certain harvested materials to create better versions (like combining 2 different types of Aluminum to create a hybrid average of the two)...





YES! my idea exactly. Instead of limiting Harvesters to certain professions. Create Refineries. Let Artisans improve inorganic resource (at the cost of power, maintenance and a loss of the original unimproved resource at a ratio of say 5:2) Let Bio Engineers do the same for Flora.


This would give you something with a competitive edge. Something worth charging a premium price for.And it would also drive down the prices on "common" resource.


I approve of Surveyors getting a cut in the rates on harvesters. I approve of the addition of Refineries. I do not approve ofcertifiying harvesters.


I am a Master DE and Master Artisan. I made my money just fine for a long time before I became MDE, and before droids were worth selling. It takes work. Clients aren't begging for electronics or survey information on the streets ofTheed, but it can be done. I didn't make a lot, but that was because I was too busy goofing off. I am not the most dilligent of businessmen.


Addition by Subtraction is never a good method for making an economy better. Trade restrictions don't work in real life (don't kid yourselves, limiting access to heavy duty mining is a trade restriction inthe end) and they won't work in a game like this.


It may make sense to the proponents of this, and it indeed may have been a worthwhile idea, at one point. However the amount of enmity caused by it will mean it could never ever be made to work in the game as it stands now. Essentially I think it will help few and hurt many. I see no resource glut on my server, and I feel a limitation such as this will simply give the gougers a justification for even higher prices.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Bugbait
Thu May 20, 2004 7:41 am
#52




Srednii wrote:



Considering 2.5cpu is a hefty hefty profit, how do you conclude that there's too many resources being mined?


If there were too many resources being mined... wouldn't prices drop below costs?



You consider 2.5cpu a hefty profit? Maybe when compared to the 0.5cpu or less it costs to harvest it but not when compared to the 25cpu+ that it can turn into when crafted into goods. Let's see, 0.5cpu to 2.5cpu. Wow, a whole 2cpu profit or 500%. Not too shabby. Now compare 0.5cpu to 25cpu for an even heftier24.5cpu profit, now that's looking much healthier isn't it? A good repair kit can sell for 1000 to 5000+ (for 100% kits). That's 66cpu or more. So how is 2.5cpu a good profit?


Mining would stop before it dropped below cost unless the server is populated by fools. You don't have to wait until the market is completely saturated to conclude that resoruces are in abundance.





Rildan Urgess - Zabrak ???
Zugat Urtan - Trandoshan Rifleman: RETIRED
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