Artisan Archive

Thread: Master Artisan, the Welfare profession?

joined42904
Mon May 10, 2004 2:37 pm
#40

I agree with the original author of this thread. It surprised me that there wasn't a mining profession. Starting out, I couldn't afford harvesters and mined much of my own material. I do think there needs to be some sort of certification to use harvestors.


My proposal: Personals all function as BER 1 without novice artisan regardless of their intrinsic BER.


Novice Artisan lets you use the BER of the personal harvester if greater than 1.


Surveying 3 for medium harvesters.


Master artisan for heavy harvesters.


Too many folks drop the surveying tree on achieving an elite profession. Artisan doesn't appear to have any elite professions that require the entire artisan tree. Just parts of it. And none which require the surveying tree. Which is why everyone drops it.


As to where to place harvesters....it's posted elsewhere on these boards that all you have to do is pick a place with a lot of other harvesters and you'll get what you need.


Think about how many fewer harvesters there would be out in the wilds if they implimented this change. No one says that elite professions wouldn't be able to do the same as the Master Artisan. They just wouldn't get to drop their surveying skills to pursue their elite professions. Imagine that. Just like Rangers and BH can't drop scout. Or Commandos can't drop marksman.


Instead of the tree that leads nowhere, surveying would have continued value in the game. Just thinking about a TKM with no artisan or other crafting skills using a heavy harvester without penalty makes me puzzled. Doesn't it you?






Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Srednii
Mon May 10, 2004 4:15 pm
#41

And another thing, anyone doing large scale mining is getting their waypoint from an artisan with survey 4. That combat guy with no artisan point who places 10 heavies didn't just decide to place them somewhere at random, he placed them at the behest of an artisan with survey 4.


So ultimately most of the resources are flowing through the hands of an artisan... with survey 4. So what are you all complaining about?





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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
joined42904
Tue May 11, 2004 8:11 am
#42

That's laughable. The resources are not "flowing through the hands" of an artisan with survey 4. The artisan is just giving waypoints, and the wealthy melee guy is placing the harvesters, getting the resources, and the surveyor doesn't even get "mineral rights" to a certain percentage of the mine. Not that this is the way it should work.


What we're complaining about is that the elite combat class shouldn't have the ability to mine and gather resources as well as a master artisan just because that person got a waypoint. Or do you not see this as an issue? The person has no training in gathering resources. That person's training is in fighting hand to hand. Yet for some reason he's as efficient as an artisan at agethering resources just because he got a waypoint. He shouldn't be. And surveying skills shouldn't be dropped by the elite professions unless they want to buy all their resources.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Sinist
Tue May 11, 2004 1:43 pm
#43

I will agree with all of the people who say that ARTISANS should be the only profession certified to use any type of harvestor or factory(or the elite crafting professions).


Im a new player(maybe a week) and as almost a master artisan NOONE will buy resources. Everywhere you go there are harvestors and I would bet 1000000000000 credits 75% of them are from non artisan professions. Learning anyone could put down 10 harvestors if they wanted almost made me quit artisan all together on principal and the game.


But with threads like these and the artisan correspondant im sure that this will be a major priority to get fixed and give artisan the role it should of been(mineral gatherer).


It is not going to make the economy short of minerals. It is going to make people come out of their holes and actually take up artisan as a profession or *gasp* interact with artisans to get resources. The way I see it scout and ranger get it good because they are the only professions where they can acquire some resources that other professions need. Artisan gets the short end of the stick and it makes EVERYONE inorganic, chemical, ore, gemstone RICH.


What good is a profession other then artisan collecting these resources anyways? Its so their guild can stack up resources.

As a future weaponsmith, armorsmith, artisan why do I need more then 10 harvestors anyways? What item requires more then 10 different resources(None that I know of).? Why should people be able to build 1000000000000000 items and saturate the ecomony when they should only be able to build a limited amount at any given time with their 10 or less harvestors.?


Doesnt make sense and it needs to be fixed. Artisan correspondant get it up on our top 1 else be petitioned for your removal.



Faiereon Exek
Master Artisan
buffbc
Tue May 11, 2004 4:12 pm
#44


Well, see the problem with Artisans being the only ones with harvester certs is that the rest of the "crafters" get totally shafted.


I'm the typical Architect/Artisan/Merchant type and get most of my resources with harvesters...I agree that Artisan is almost useless right now, and we all do need a good reason to continue with it. I've been toying with the idea of getting rid of Artisan, since I barely use it anymore...and I really need some sort of combat skills


How about all the crafter types get some certification here? Basically if you can use the resources to make something, then you can use a harvester?


That certainly still cuts down on the number of people using harvesters, especially medium and heavy ones, but doesn't enforce the rest of the crafters to buy their resources....I for one can only imagine what the prices would be like, the economy would be in worse shape than it is now!


Also, I do wonder how sad the Architect economy would become (sorry again I'm biased!) it isn't exactly booming right now anyway. I'm lucky enough to have some regular customers, but I'm betting at least half of them aren't crafters and would disappear from my customer lists very quickly.


I like the idea, but I don't see how it would work without killing any of the other professions.





Joeble
Master Architect/Master Artisan//Merchant/Pistoleer
Sinist
Tue May 11, 2004 7:23 pm
#45

How about you get certifications for harvestors as the schematic becomes available to you in the engineering line or the survey tree doesnt matter.


At master level architect you get certifications for factories and heavy/medium harvestors.


At master level for an elite crafting profession you get medium harvestors.


So the only profession that will be able to use factories and heavy harvestors will be master artisans. The rest of the crafting professions will either be able to use personal harvestors(if they didnt master) or medium harvestors at master level.


For mastering an elite crafting profession(Not artisan) you could get +1 or more lots. This way it is a reward for mastering artisan(get factories and heavy harvestors) and if you go on to master a speciliazed crafting profession like weaponsmith you get the extra lots. This will make pure crafters like master artisans/weaponsmiths have both benefits and be able to support themselves and maybe make a small buisness on the side with other people who need resources.


No argument can be made really that artisans and crafters would get too rich. Theres going to be enough competition getting the best resources with only a few professions harvesting them. On top of this is that the only profession in the game that is SUPPOSED to be wealthy are the crafters. And combat professions get loot drops and this just adds onto the fact why they SHOULDNT have harvestors. And in addition to all of this is that the crafters are the only ones who need the resources to begin with. Also note that no crafter hsould have unlimited resources like they do now with having 1000000 people with harvestors. I mean if you can keep multiple factories going indefinatly then you know that there is a HEAVY overabundance of resources in SWG. The supply greatly outweighs the demand.


I hope this proposal gets pushed through because im almost master artisan now and as buff said, it will be a short stay if nothing changes or even worse my subscription gets cancelled(im an artisan at heart i shouldnt have to quit to enjoy myself).





Faiereon Exek
Master Artisan
Srednii
Tue May 11, 2004 7:59 pm
#46






Sinist wrote:

So the only profession that will be able to use factories and heavy harvestors will be master artisans. The rest of the crafting professions will either be able to use personal harvestors(if they didnt master) or medium harvestors at master level.








This right here proves you don't know anything about what you're talking about. Thus, you arn't allowed to talk anymore. I hereby revoke your talking priveledges till you've mastered artisan, then discovered it's a worthless starting proffession, just like marksman, or brawler, and move on to master one of the elite crafting proffs.



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Sinist
Tue May 11, 2004 8:10 pm
#47

Troller?

Master Artisan/ Master Weaponsmith/ Master armorsmith .


Artisan is fun becuase what other profession can I build fireworks? Worthless I think not.


And it has alot of room for improvement like the one mentioned here.





Faiereon Exek
Master Artisan
Srednii
Tue May 11, 2004 8:58 pm
#48






Sinist wrote:

Troller?

Master Artisan/ Master Weaponsmith/ Master armorsmith .


Artisan is fun becuase what other profession can I build fireworks? Worthless I think not.


And it has alot of room for improvement like the one mentioned here.









Wasn't I clear? You're to cease speaking.



Trolling. maby. actuallprobably. Yes I probably am trolling this thread which is advocating nerfs to me. Yep, I'm pretty sick of the nerf whiners, and all their nerf whining.


I'm not going to give up my alts lots, nor my buddies lots when I need to place harvesters, and I'm not going to react well to whiners who can't compete with the large scale miners in resource selling. If the only way you can sell resources is by making sure the guy who is utilizing the lots from a whole bunch of different people for his harvestors, is to limit him to lots from artisans (ie: only himself) then you dont' deserve to be a resource seller.


Nor am I going to react well to a total noob who wants to make it so armorsmiths, de's, medics, doctors, combat medics,be's, smugglers, weaponsmiths, chefs, rangers, scouts,tailors, and architects all have to go to a master artisan to get their components and productsmade in the factory.


This nerf suggestion alone is so laughable that while at first I was treating this thread respectrully and putting my view across in a manner that hopefully would sway some people, that now I have decided it's not worth the time and all I'll do now is laugh at all the nerf whiners.


I mean really, I'm making a run of ubese right now. I've got 4 schematics of layers partially made, 4 schematics of segments partially made, 2 schematics of rfp's partially made, and 2 schematics of fiber panels partially made. And this nerf whiner wants me to be required to work through a master artisan to do this. So will this master artisan also store all the crates in his factory till I need them as well? Will this master artisan let me store hundreds of thousands of units of resources in the factory as well?Can this master artisan be trusted not to make off with my 100cpu materials?

Message Edited by Srednii on 05-11-2004 11:05 PM



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Mariki
Tue May 11, 2004 9:37 pm
#49



I agree, using harvestors should be like using pets, Nov artisan should allow so many personal harvestors, survey one, more personal harvestors, survey two medium harv, surv 3 more of them, surv 4 heavies. There really does need to be some limits as its getting out of hand.

This would put a whole lot more value on the artisan profession, (or at least the survey tree), and in return, return some value to them as the market gets flooded with resources driving down prices for everyone. And the really big resource brokers use everyone elses lots besides their own and flood the market unfairly. This is most certainly artisan territory as we have the survey tree whichgave the title "miner". It is a disservice to artisans everywhere that people can use our skills without investing the points. Thats like me using a pistol just as effective as a marksman without having any marksman skills. I'm sure the lot users will disaggree but their argument doesn't hold water. Mining is certainly artisan territory. I can't harvest animals without scout skills. Why is it anyone can harvest everything else without the artisan skills?

As far as factories, no, I don't think that is artisan territory. They are limited already by scematics.

Message Edited by Mariki on 05-11-2004 09:48 PM

Message Edited by Mariki on 05-11-2004 10:04 PM



Mariki Lee, Ex Rifleman
Last day Dec 2nd
Death by NGE
- All Hope Gone
Sinist
Tue May 11, 2004 9:43 pm
#50

Relax.


Ever heard of balance?


The main goal of the developers is to make the game fun. Sure not every time it is wise to make a change to something that will piss off the majority. Sure there is a majority of people who use harvestors and factories that arent artisans. But honestly people arent going to get pissed as a majority that only crafters can use harvestors or factories. Thats a game mechanic and not a NERF. Sure the devs obviously intended harvesters to be used by everyone intentionally, but they also made comments in the past that the economy is broken and that combat was imbalanced.


So yeah people are going to be pissed when their overpowered combat class is nerfed. Some people are going to be pissed when they cant harvest materials anymore without being a crafter. But like combat rebalance people are going to have to suck it up and welcome the changes. People arent going to quit in droves. And becuase of this the developers will liekly listen to our proposal.


If you as an individual like playing in a system that doesnt work fine. You are entitled your opinion and wether or not you reflect the majority is up to SOE. This change will only bring a few people like yourself to be aggravated becuase you arent totally producing unlimited items all the time. This change will make every crafter profession happy in that they get something beneficial and unique to their genre. It will make a few angry that they arent miners with no wasted skill points.


You have to rmeind people that there are other things to do with lot space. There are homes to be owned on different planets. There are minefields to be placed for your facitonal alliance if you have one. There are city enhancements to be made if your part of a player city. There are covert detectors you can place to find opposing faction members. There are turrets to be placed for your faction. And im sure there will be new things added in the future.


Also take a look at the current power situation. Literally we could all STOP collecting power and live off of the current reserve for as long as the game existed. That is a flaw. Resources there is a huge reserve but maybe not something that would last forever but close if you take the factories away from everybody.


So there is obviously a problem.

My opinion is I dont you reflecting the majority becuase you would ruin my fun I have in the game. And this post goes to show that you are in fact the minority but you are more then welcome to your opinion as long as you dont make insults or break any forum rules.



Faiereon Exek
Master Artisan
Mariki
Tue May 11, 2004 9:56 pm
#51

Thinking aboutall thisbegs the question, do I have to be a scout in order to use an animal harvesting droid? It too is a machine like a minerial, chem, etc harvestor.



Mariki Lee, Ex Rifleman
Last day Dec 2nd
Death by NGE
- All Hope Gone
Sinist
Tue May 11, 2004 9:59 pm
#52

Scout harvests organic materials(hide, bone, foraged items)which is totally seperate from inorganic materials(steel,aluminum,gas,chemical,iron, etc)that a crafter would be able to harvest.



Faiereon Exek
Master Artisan
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