Artisan Archive

Thread: I am reading where folks want med and lg harvesters moved to higher skill levels or master

Aeron-Blackthorn
Tue May 18, 2004 9:08 am
#40

<< This is the same thing. This will generate a increase in price of sellable resources because here's the mindset: Why should I sell my materials, when I can use them to make my own end products? Most people won't, so the ones that want more resources to keep up with demand won't get them, and we will have product shortages. >>


THANK YOU. You think a FWG5 is expensive now? Or 10k for a 3 hour buff is outrageous? Wait until the besta crafter can do is a personal harvestor because they DARE have another profession that's not crafting to take a break from the grind. Economics drive all of this, add in a 12 year kid and the prices WILL skyrocket for even just ore for walls. Feel like paying 500k for that Nabo medium? Look for it because in a reccession that's what happens.



<< Scout prices are set by the same variables as everything else in this game. Some Doc offers some outrageous price for it on the trade forums, so then other docs chime in to compete. THAT is why the pricesare high. Its call supply and demand. And its like I said, you just pass it on to your customers do you not? >>


Wrong scout prices are so high because unless you have the points for scout you are reliant on a scout to get you the items you need. Tailors, Architect, Doctors, All need hide, all need inorganics as well. The Docs and Arhcitects offer these prices not because they are lazy, but quite simply they do not HAVE THE SKILL to get these resrouces. So now tell me how thats going to be oh so different with harvestors?



<< Certs are not the fix to making the Artisan profession a wonderful thing.

It may not be the end all solution, but it's a start. >>


I mastered Artisan on my DE / Architect for one reason and one reason only. To make speeders and parts by the cratethat I and other professions need as well. I'm now a one stop shop for everything in both my elite crafting professions. Isn't that enough? People we are NOT talking about an elite profession. We're talking about an entry level profession that with resources on hand and a good concentration of resources for survey takes 3 hours MAX to master? I don't hear a master marksman whining that he's gimped because he can't solo the Corvette. But you combine master marksman with rifleman or pistoleer. Heck combine master brawler with any of the melee professions and you have a distinct advantage over a rifleman or a fencer that didn'tmaster thier lower lever professions.


These professions allow a toon to compete nicely in a world while they strongly HELP in elite professions. Honestly what this thread boils down to is not how unfair you feel it that anyone can use a harvestor. It's about trying to gain the level of resepct an elite crafting proffesion gets in an entry level one. Unfortunatly you're not looking at the big picture of the game economy and how much you'll FUBAR it by doing this.


Look Artisans make some pretty cool things, but honestly certifying harvestors is not the answer nor is it even a start to this respect you guys are looking for so desparately. Now I probably made a lot of enemies in this post but this really needed to said and laid out there.



Aeron- Blackthorn / Jedi Desperado "Hi Ho Banta Away!"
Adriana- Darksun / Master Carbineer / Bounty Hunter

THIS IS NOT THE TIME FOR DWARVEN RIVER DANCING!!!
JavelinCatcher
Tue May 18, 2004 9:41 am
#41






GrafvonSoden wrote:





It would give the bulk of the resources to the few,so no you're wrong. IT WILL screw the economy the first time a phenomenal resource spawns for any crafting profession. Thus driving up the price for everything on the server.

unlike giving the "Uber loot" to the few eh..It will give the resources to the people that HAVE INVESTED SKILL POINTS to get it. So no, you are wrong. It WILL NOT screw the economy. And the sky is not falling. Prices will be derived the same as anything else that is sold in game.


Crafters think you pay a lot now for good resources? Wait until the first "Certified Miner" bends you over the table for your high end resources and doesn't even buy you dinner.

Not like you wont pass on the charges to your customers.











These particular two comments interested me. The first one, you suggest that prices will be determined same as they are now (by demand). In the second one you suggest that the price of one's inputs (resources) will be transfered to the consumer, and I agree with you there that people will transfer costs to the consumer. However, what will be the end result is a large price increase on all normal goods. What a lot of us who are disagreeing with you are trying to say is that this will cause a arbitrary price hike.


I'd also like to note that I wished for the new creature harvesting droid modules would allow harvesting for non-scouts (albeit not nearly as much) in order to help bring the price of meat, and hide back toa proper level.



----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
Aeron-Blackthorn
Tue May 18, 2004 9:51 am
#42







I'd also like to note that I wished for the new creature harvesting droid modules would allow harvesting for non-scouts (albeit not nearly as much) in order to help bring the price of meat, and hide back toa proper level.





Yeah sodid I it would have allowed me ironically to pick up artisan and survey 1 for my doctor.


Funny isn't it?





Aeron- Blackthorn / Jedi Desperado "Hi Ho Banta Away!"
Adriana- Darksun / Master Carbineer / Bounty Hunter

THIS IS NOT THE TIME FOR DWARVEN RIVER DANCING!!!
GrafvonSoden
Tue May 18, 2004 10:13 am
#43






<< This is the same thing. This will generate a increase in price of sellable resources because here's the mindset: Why should I sell my materials, when I can use them to make my own end products? Most people won't, so the ones that want more resources to keep up with demand won't get them, and we will have product shortages. >>

So I guess you would need to invest Skill points to get the harvesters you need for your profession, just like the rest of us.


THANK YOU. You think a FWG5 is expensive now? Or 10k for a 3 hour buff is outrageous? Wait until the besta crafter can do is a personal harvestor because they DARE have another profession that's not crafting to take a break from the grind. Economics drive all of this, add in a 12 year kid and the prices WILL skyrocket for even just ore for walls. Feel like paying 500k for that Nabo medium? Look for it because in a reccession that's what happens.

Does it matter how expensive a FWG5 is if I dont have the SKILL POINTS invested to use it?Or what good is a buff if I havent invested enough SKILL POINTS to be an effective combatant?



<< Scout prices are set by the same variables as everything else in this game. Some Doc offers some outrageous price for it on the trade forums, so then other docs chime in to compete. THAT is why the pricesare high. Its call supply and demand. And its like I said, you just pass it on to your customers do you not? >>


Wrong scout prices are so high because unless you have the points for scout you are reliant on a scout to get you the items you need. Tailors, Architect, Doctors, All need hide, all need inorganics as well. The Docs and Arhcitects offer these prices not because they are lazy, but quite simply they do not HAVE THE SKILL to get these resrouces. So now tell me how thats going to be oh so different with harvestors?

Ifpeople refused to pay the high prices - they would drop. The only thing keeping the prices inflated is the willingness of the purchasers to pay the price. And just like all economies, if one seller continues to sell at a reasonable price, the others will have to follow suit or lose the business.Don'tyou think that if you would pay 50cpu for resources, someone would sell it to you. But you're not willing to offer that, because some one else will sell you the same resource for cheaper.



<< Certs are not the fix to making the Artisan profession a wonderful thing.

It may not be the end all solution, but it's a start. >>


I mastered Artisan on my DE / Architect for one reason and one reason only. To make speeders and parts by the cratethat I and other professions need as well. I'm now a one stop shop for everything in both my elite crafting professions. Isn't that enough? People we are NOT talking about an elite profession. We're talking about an entry level profession that with resources on hand and a good concentration of resources for survey takes 3 hours MAX to master? I don't hear a master marksman whining that he's gimped because he can't solo the Corvette. But you combine master marksman with rifleman or pistoleer. Heck combine master brawler with any of the melee professions and you have a distinct advantage over a rifleman or a fencer that didn'tmaster thier lower lever professions.

So invest the 3 hours in survey and you're good to go. You also wont hear a master marksmen whining about not being able to harvest creatures, because he knows he has to INVEST SKILL POINTS to do it.


These professions allow a toon to compete nicely in a world while they strongly HELP in elite professions. Honestly what this thread boils down to is not how unfair you feel it that anyone can use a harvestor. It's about trying to gain the level of resepct an elite crafting proffesion gets in an entry level one. Unfortunatly you're not looking at the big picture of the game economy and how much you'll FUBAR it by doing this.

On the contrary, we are looking at the big picture. And NO this will not FUBAR the economy, it will change it a bit, but wont FUBAR it.


Look Artisans make some pretty cool things, but honestly certifying harvestors is not the answer nor is it even a start to this respect you guys are looking for so desparately. Now I probably made a lot of enemies in this post but this really needed to said and laid out there.

I have all the repect I need, so I'm not desperately looking for it. What I do want is a game where the playing field is level. My BH can handle more than my MDE in the form of combat. But he has invested SKILL POINTS to do it. All I'm asking is if you want to do the same thing I'm doing (harvesting resources), then INVEST in the SKILL POINTS.


And no, you are not my enemy. We just have different opinions on what is fair and just or needed in this game. There are actually some aspects of the game we agree on lol






Message Edited by GrafvonSoden on 05-18-2004 12:16 PM

garvin
Tue May 18, 2004 10:41 am
#44






GrafvonSoden wrote:
Because the majority of us that dont have a million guildmates and cross server lot trades are tired of trying to compete with thoses of you that do. It will NOT destroy the economy. It WILL make it possible for the single player who has invested in survey tree to gain from it. You dont see harvesting bone, hide, and meat killing the economy do you. Animal harvesting is certified (more or less).No one wants to buy from the regular guy at 3 cpu when they can buy from someone selling millions of units at 2 cpu. The fact that you complaining is exactly my point. It wont bite me in the a$$, as you say. I'll actually do better. Simple fact, if you want to place havesters, then invest skill points to do it. Maybe its time for the other crafts to make credits instead of just armorsmiths and weaponsmiths.





I'm glad to see this discussion is still going...here are my opinions again...


1) You can't compare animal harvesting to mineral harvesting...Scouts can harvest hides, bone and meat, but they only thing they can use them for is selling or making traps/camps...the things they can craft with them (traps/camps) can only be used by other scouts...That makes their market very limited...On the other hand, the items that Artisans can craft can be used by other professions beyond just Artisans which opens up the market to selling harvested materials and crafted items...So it's not the same thing...Scouts get their exclusive harvesting rights due to their inclusive crafting abilities...If the price of getting exclusively granting certs for Harvestors to Artisans meant that anything crafted by Artisans could only be used by Artisans, would that be acceptable? That's what would make it the same thing...


2) It costs 15 skill points to pick up novice Artisan...and some have proposed putting the cert higher up in Artisan then just Novice...so that brings the skill point cost higher...If you understand the hybrid Combat Profession make-ups, you know thata profession like Commando comes with very little defenses...To have the ability to make money (via good loots), a Commando must dabble for defenses...this doesn't leave enough skill points left to pick up artisan (FYI...Commandos use to require a tree of Artisan so we could craft our own grenades...it was dropped due to the lack of skill points to dabble for defenses)...Bounty Hunters as well...they have pretty much the lowest Defenses of any combat profession in game...by the time they hit Master, they have 33 skill points left...they need those skill points to get defenses so they can do their BH Jobs...You can't eek out enough of a living via just creature harvesting...


3) Mineral Harvesting makes more money then running missions or the selling the average loots...It's this money that is used to buy things from various crafters...if you take that source of income away from Combat types, you are in essence taking money out of the Artisan's pockets in that you will be reducing their overall sales...how do you balance Artisans being forced to lower their sale price on items with the obvious higher cost that resources will reach...Do you see the dilema this creates...Resource costs go up, but sales go down...


4) The #1 sale item for the average Architect is Harvestors...Take that away and you hurt that profession...You can add in a decay feature as some have suggested, but even with that, you go from selling harvestors to player in over 30 professions to players in a fraction of that amount...even with decay the sales will be severely decreased...


The central theme here is that you can't take something away without giving something back...you'll only be hurting Artisans more then helping them...


Lot Swaping can be fixed so many other better ways...How about the extreme stance of making Harvestors only operatable by their owners...that would take care of Lot Swapping a lot better then cert'ing Harvestors...


When you look at the big picture, unless there is a better solution for Combat Classes to gain income, the negatives of this cert idea way outweigh the postives...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Aeron-Blackthorn
Tue May 18, 2004 10:50 am
#45

Ok I'll give you the point on the skill points forthe FWG5 I just happen to like the weapon. But my musician get's buffed regularly and if I'm going to a high level planet to survey I get buffed. Helps me run screaming longer than simply dieing.


This is not Rolemaster, you don't need a skillpoint to define everything in this game. By that logic the "new" or never coming droid certs would have everyone running around with MSE droids. FEAR THE LEET MOUSE!


Actually what would happen if I didn't buy the doc resrouce at the prices? I'd be a poor, POOR doc, I'd be an architect with no harvestors and I'd be well... DE's don't do quality so much so I'd at least have MSE droids.. Trust me I'm not rolling in credits either. I've broken 1 million one while playing and it was actually for a HUNTING contract not a Doc line buffing. That's like the "let's not buy gas on this day" crap I always see. All that does is surge gas prices the day before and honestly? There is always someone out there willing to spend more to get what I need to my job.


Face it capitalism is one giant circle jerk. Heck even economists will tell you that. The economy doesn't collapse because a cert moved on a pistol. But the economy DOES start to heat up when you create an OPEC like environment with resources and that is a bad thing. When you look at it really that's what it does. It's put the majority of the resources stores in the hands of the few.


How much is gas right now?




Aeron- Blackthorn / Jedi Desperado "Hi Ho Banta Away!"
Adriana- Darksun / Master Carbineer / Bounty Hunter

THIS IS NOT THE TIME FOR DWARVEN RIVER DANCING!!!
Aeron-Blackthorn
Tue May 18, 2004 10:52 am
#46


<< Lot Swaping can be fixed so many other better ways...How about the extreme stance of making Harvestors only operatable by their owners...that would take care of Lot Swapping a lot better then cert'ing Harvestors... >>


I would go for that ANY day over harvestor certs.





Aeron- Blackthorn / Jedi Desperado "Hi Ho Banta Away!"
Adriana- Darksun / Master Carbineer / Bounty Hunter

THIS IS NOT THE TIME FOR DWARVEN RIVER DANCING!!!
Aynianu
Tue May 18, 2004 10:59 am
#47

Harvesters being certified on artisan surveying skills has been something i suggested a long time ago,

I still think its an exellent idea, not just to help prevent lot swapping, (which i beleive it in itself is an exploit, and would never do it myself) But because on many servers there is more resources being sold than people buying it, so many do it that the market is saturated.

Ragnaat
Tue May 18, 2004 11:09 am
#48

My own suggestion would be to limit the amount of structures each character can have rights on at any time... to a nice round figure like 10 or 12... including structures on your own lots.

This would give most "normal" people just a few extra admin slots so they can do things like manage a friends house or factory while they are away (or their apt burnt down and they have no computer or next connection for 3 weeks), or manage a few guild or city structures. It has the benefit of not eliminating a working game mechanic entirely (admin granting & access), wouldn't entirely elimate the option of "renting" a couple lots from someone to cover some extra factories or a house for storage, but would put some type of limit on how extreme one can go currently with lot swapping.

But certain folks speaking the loudest on this topic seem dead set on only their proposals so I don't seem much reason to spend effort bringing them back down to a rational place where other potential solutions could be discussed.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Devero
Tue May 18, 2004 11:09 am
#49

Heated debating is generally a good sign that a vital topic has been broached. Seems that this is a polarizing issue.


I guess I can toss in my 2.19 cents.


First off... I have a Master Artisan, a Master Weaponsmith, a Novice Chef and a Novice Bio Engineer.


My G/F has a Master Architect, a Master Tailor and aNovice Armorsmith. We share resources. We share harvesters. We generally have 15-25 out at any one time.


==============================================================================


Let's not limit this topic to Artisans. Artisans don't need to dig nearly as much stuff as other crafting professions. Artisans are NOT miners. (ok.. toss in your 2 cents to that statement.)


All crafting professions that requires some form of diggery should have certifications for harvesters. The types and size of the harvesters could actually vary by profession.


For example.. what does a Master Architect need the most of? Lo Grade ore, right? By the tons.


How much gas does he require? Much less. Organics? Chemical? Scale harvester certs by need.


Not to get specific on the sizes here.. but perhaps Architects could achieve a cert for a heavy mineral harvester at a level 2 in their skill tree for such things.. But at Master, he/she can only use a medium gas processor.


Weaponsmiths require a lot of materials, but not a lot of volume.. so they could possibly be limited to medium harvesters at master level.


Tailors.. Chemicals.. perhaps mediums. They seem to require less in terms of volume. Armorsmiths.. perhaps heavy chemical..



Well.. the balance could be interesting to toss around.


A Master Artisan.. hmmm.. what do they dig? Bits of stuff. So limit them to mediums at best. Perhaps they are the ONLY profession to be certified in Mediums for all types of materials.



And has anyone mentioned Energy?

GrafvonSoden
Tue May 18, 2004 11:29 am
#50


1) You can't compare animal harvesting to mineral harvesting...Scouts can harvest hides, bone and meat, but they only thing they can use them for is selling or making traps/camps...the things they can craft with them (traps/camps) can only be used by other scouts...That makes their market very limited...On the other hand, the items that Artisans can craft can be used by other professions beyond just Artisans which opens up the market to selling harvested materials and crafted items...So it's not the same thing...Scouts get their exclusive harvesting rights due to their inclusive crafting abilities...If the price of getting exclusively granting certs for Harvestors to Artisans meant that anything crafted by Artisans could only be used by Artisans, would that be acceptable? That's what would make it the same thing...


Actually Docs and bio engineers can also use creature harvested parts as well as artisans. So the scout market is not as limited as you think.Then there are all the professions that use the productucs form harvested creatures (i.e. combatants using buffs from a doc who used harvested creature parts. combatants using food created by chefs who useBE enhancments created form creature parts for super foods . etc.)So your assumtion of the uselessness of scout's harvested resources is in need of re-examining.


2) It costs 15 skill points to pick up novice Artisan...and some have proposed putting the cert higher up in Artisan then just Novice...so that brings the skill point cost higher...If you understand the hybrid Combat Profession make-ups, you know thata profession like Commando comes with very little defenses...To have the ability to make money (via good loots), a Commando must dabble for defenses...this doesn't leave enough skill points left to pick up artisan (FYI...Commandos use to require a tree of Artisan so we could craft our own grenades...it was dropped due to the lack of skill points to dabble for defenses)...Bounty Hunters as well...they have pretty much the lowest Defenses of any combat profession in game...by the time they hit Master, they have 33 skill points left...they need those skill points to get defenses so they can do their BH Jobs...You can't eek out enough of a living via just creature harvesting...


I believe the majority want personal harvestorsto be able to be used at novice level, and medium and heavy harvesters to be place appropriately higher in the skill tree. My BH is well aware of skills needed to master it. But that is a choice. Be a "Combatant" or not. Please do not use the excuse that "Combatants cannot make any credits". Thats just not so. A Commando or BH has no business harvesing resources, unless they want to sacrifice some other skill to INVEST in the ability to harvest. The same as my MDE cant hunt "Night Sisters" unless he sacrifices some artisan skills to be "Combat Viable". It came down to "Choices".


3) Mineral Harvesting makes more money then running missions or the selling the average loots...It's this money that is used to buy things from various crafters...if you take that source of income away from Combat types, you are in essence taking money out of the Artisan's pockets in that you will be reducing their overall sales...how do you balance Artisans being forced to lower their sale price on items with the obvious higher cost that resources will reach...Do you see the dilema this creates...Resource costs go up, but sales go down...


I doubt you'll be taking money away from artisans. In fact, you will be impowering them to make a decent living. Combatants will still want what is created from the resources. And competition will still dictate prices. And I dont remember too many Combatants complaining about artisans not being able to get holocrons when they were selling for multi-millions as are the AV-21s my MDE cant get either.


4) The #1 sale item for the average Architect is Harvestors...Take that away and you hurt that profession...You can add in a decay feature as some have suggested, but even with that, you go from selling harvestors to player in over 30 professions to players in a fraction of that amount...even with decay the sales will be severely decreased...


Yes, it will hurt the architects. But no more so than not having master artisan would hurt my MDE. And decay is needed for machines as well as cloths, droids etc. But being required to be an artisan in order to be an architect, they may decide to also invest in survey if they havent already done so.


The central theme here is that you can't take something away without giving something back...you'll only be hurting Artisans more then helping them...


I believe the theme is "You cant give something to someone without them first paying their dues" skill point wise. And as I've already stated, you'll be helping the artisan, not hurting him.


Lot Swaping can be fixed so many other better ways...How about the extreme stance of making Harvestors only operatable by their owners...that would take care of Lot Swapping a lot better then cert'ing Harvestors...


I would like this too, but I'm more set on Certifications first.


When you look at the big picture, unless there is a better solution for Combat Classes to gain income, the negatives of this cert idea way outweigh the postives...


Please stop usuing this obscene argumentthat Combatants cannot make credits. My BH is just 3/3/3/4 and makes way more credits that my MDE and has been doing so since the marksman profession.




Message Edited by GrafvonSoden on 05-18-2004 01:37 PM

GrafvonSoden
Tue May 18, 2004 11:41 am
#51

Actually Devero, I (Offical Gripe Master) like some of your ideas. They definately have merit and should be use for concept building.
garvin
Tue May 18, 2004 11:55 am
#52


1) You can't compare animal harvesting to mineral harvesting...Scouts can harvest hides, bone and meat, but they only thing they can use them for is selling or making traps/camps...the things they can craft with them (traps/camps) can only be used by other scouts...That makes their market very limited...On the other hand, the items that Artisans can craft can be used by other professions beyond just Artisans which opens up the market to selling harvested materials and crafted items...So it's not the same thing...Scouts get their exclusive harvesting rights due to their inclusive crafting abilities...If the price of getting exclusively granting certs for Harvestors to Artisans meant that anything crafted by Artisans could only be used by Artisans, would that be acceptable? That's what would make it the same thing...


Actually Docs and bio engineers can also use creature harvested parts as well as artisans. So the scout market is not as limited as you think.Then there are all the professions that use the productucs form harvested creatures (i.e. combatants using buffs from a doc who used harvested creature parts. combatants using food created by chefs who useBE enhancments created form creature parts for super foods . etc.)So your assumtion of the uselessness of scout's harvested resources is in need of re-examining.


That's not what I meant...I meant that Artisans can already harvest and craft items that many other professions can use...Scouts can harvest and only create traps and camps with what they harvest, and those traps and camps can only be used by those that have scouting skills...



Bascially, Artisans can currently sell minerals they harvest AND the items to craft to anyone (2 sources of income)...Scouts can sell their harvested materials to anyone, but not the items the personally craft...those sales are limited (essenctially, one source of income)...that's the difference...I'm talking about the sellers, not the buyers...


I believe the majority want personal harvestorsto be able to be used at novice level, and medium and heavy harvesters to be place appropriately higher in the skill tree. My BH is well aware of skills needed to master it. But that is a choice. Be a "Combatant" or not. Please do not use the excuse that "Combatants cannot make any credits". Thats just not so. A Commando or BH has no business harvesing resources, unless they want to sacrifice some other skill to INVEST in the ability to harvest. The same as my MDE cant hunt "Night Sisters" unless he sacrifices some artisan skills to be "Combat Viable". It came down to "Choices".


Again...I think you might be reading what I'm saying incorrectly...Notice in my arguement I said "suppliment" their income...Combat classes have many ways to gain income, but none pay as well as harvesting materials for sale...If you limit them to just running mission and selling average loots, you cut a large source of their income...As an example, say you cut 50% of my total income a month...that's 50% less I can buy eacy month...You limit my CHOICES which inturn limits your income as an Artisan because I have less money to buy your goods with while at the same time your costs grow...bad business...


I doubt you'll be taking money away from artisans. In fact, you will be impowering them to make a decent living. Combatants will still want what is created from the resources. And competition will still dictate prices. And I dont remember too many Combatants complaining about artisans not being able to get holocrons when they were selling for multi-millions as are the AV-21s my MDE cant get either.


It's a given fact that if there are less resouces out there then resource prices will go up...this means the average Artisans costs will go up...How do you expect them to be able to lower their prices (competatively) while their costs go up? Competition isn't the only factor that dictates prices...there is profit margin as well...if your cost is higher then your resale, then you are losting money...how many Artisans will stay in business if they are constantly losing money? You aren't hurting just the big Crafters or the new Crafters, but everyone equally...prices on things will go up, profits will go down...


As an artisan, have you ever made a profit on anything you've sold? What did you do with that profit exactly? Now would the outcome have been the same if the profit was significantly less? By being less, what woudl that have done to the other events impacted by your profit amount? Profits will go down as costs go up...it's that simple...that's how Artisans will be most hurt...Competition won't matter because everyone will be forced to keep prices higher then costs...and those prices will be higher then Combat Professions can pay at the current rate they are spending (so sales will slow down until Combat Professions can fill that income void now left by losing harvesting abilities)...it's one big circle....

Message Edited by garvin on 05-18-2004 11:56 AM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

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