Artisan Archive

Thread: Harvester limitations

Hypatian
Fri Aug 22, 2003 1:17 pm
#40

The main thing with wanting a special mining (or harvesting, or prospecting, or what have you) profession is to support those of us who want to spend a good chunk of our time doing that. It's fairly surprising how many people want that, given how easy it is to "get started" doing this, and how much time it can consume to do it well.

I see harvester certs as a significant piece of how I imagine part of this profession working--which is why I'm all in favor of one part of the idea, and not at all in favor of other parts of the idea.

The other thing you're not factoring in is demand: the lower your price, the more people want to buy from you (and get upset if you can't actually provide what you sell to them), and the more resources you need--leading to buying from outside sources, what have you.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


davst
Fri Aug 22, 2003 2:11 pm
#41

AS an Artisan I have to agree that there are too many harvesters in the world. That being said let me explain it a little...


As an Artisan, I also don't feel that we should be the only ones harvesting. I like the idea of certifications for the differnet harvester types; including the flora, chemical, energy,gas, etc. I believe you should have to spend skill points to run the equipment at full potential whether your an artisan or not. After all Water vapor harvesters basically fall under farmer, artisan are crafters not farmers, nor are they miners. In the movies you saw farmers using water harvesters....Luke's Uncle Owen had such items.


I like the idea of certification justfor the simple fact that if you wantto usemost things in the game you need to get a certificate for it by spending skill points. Survey skill in my opinion does belong to scouts. They are the ones out there scouting out stuff like this. As a Master artisan, Novice Droid Engineer and Novice Architect I do not mind buying resources from non-artisan players. Lets face it not everyone wants to run around and kill things to make money. A miner in this game is a character who is a little of a couple of professions and uses his/her time to scout out resources and mine them.


Also, I notice that there are two things kind of brought up here. Artisans not wanting to buy resources and those who sell them but are not artisans. One of two things can happen here, those who sell resources ask for a certain price for their resources, the higher the price the more expensive the resource for the artisan, which in turn will charge more for his items crafted to compansate for the higher resource cost. They both win in this deal, the loser is the buyer who has to pay higher prices for that item. This is economics, if people don't buy said item, artisan doesn't buy extra resources, miner can't sell resources, miner looks for different ways of making money. As long as demand is high, and with the additions coming next year with starships and such resource usage will only grow.


Basically,I think skill points should be used to operate the harvesters atthere full potential, just likewhen using aT-21 rifle...ifyou don't have the certyou use it less effectivly.


-=Davst Memou


Stymnus
Fri Aug 22, 2003 3:30 pm
#42

I think the big problem here is that the Miner profession was eliminated. But not the role.

So, the race is to see who 'deserves' to fill the role. That's where the argument lies.

The argument is basically that because artisans use the most, we should be allowed to mine the most.

What's needed...and I've suggested this before, as have many others...is to bring the mining profession back. So it's not fun. You can do it along with something else, like artisan or marksman. But you SHOULD have to burn skill points to do it. This means it will be just as much hassle for the artisan to burn points as it would the artisan.

Take the Scout profession. You can make traps, make camps. Run really fast all over the place. But mostly, those with scout skills are the only ones that can harvest animal organics. You can't harvest them with any level of harvester. You can't (medical)forage for them.

Excuse me. You can fish. That's a lone exception. Of course you need to be able to forage for bait, or else buy it So it still goes back to scouts.

Wouldn't there be an uproar if suddenly EVERYONE could harvest corpses to even a minor degree? Or to buy a device to basically duplicate what Scouts have to train to do?

Right now it's purely capitalistic who gets it. And those who spend more time running around out in the wilderness (scouts, marksman, brawlers) are the ones competing directly with those that really NEED those resources (artisans and elite artisan classes). Artisans want to mine out of necessity, the others do it because they're already out there, and there's a need.

Absent a miner profession, I'm not really sure what the fair thing is. Probably leave things as they are, let the market decide.



--------------------------------------------------
Amit Latock
Flurry, Corellia (City of Halcyon)
Master Artisan/Novice Armorsmith/Apprentice Musician/Novice Pikeman/Novice Medic
"Amit's Folly" - purveyor of armor, vehicles, powerups and personal harvesters
"I must master Pikeman? Isn't every Mon Calimari a Pike-Man?"
---------------------------------------------------
Kalano
Sat Aug 23, 2003 8:52 am
#43

I honestly don't see where you are having the problem with no space to harvest. I am on Bria, i am both artisan and combantant classed characture. I have actually seen harvester populations go down. I think you are just in a beging economy boom and it won't last forever. It will be in time to much resources on the market and then no one will be able to afford to run harvesters. So don't be requiring certs on running harvesters, they cost a ton to run, and unless you are cornering the market, or go a lot of customers, you will be loosing to much to keep them going. Be patient, there will soon be more room that you can imagin again.



_______________________________________________________________________

Blah, Blah, Blah, Yackity, Smackity. Its all the same bull, just new packaging

Ithorians do it in stereo - Ikkoso Ylise

So long, and thanks for all the fish.
SidiousKeeper
Sat Aug 23, 2003 5:05 pm
#44

I have to admit myself. I enjoy Mining very much. Putting up harvesters and running around in search of a good spot to put em. A Mining class would be awsome. Im a weaponsmith, and I spend most of my time minging and getting resources. What would it be like if I could have more than 7 lots? Wow! I can honestly say, that if they opened up a Mining class, I would definetly take it. I also see the side of the artisans, being one myself. So instead of being artisans which become certified to get harvesters, create a mining class and give them the certifications. The artisans can make our deeds, we can use em.


Tetha Chon


Novice Weaponsmith - Scylla Moenia

SidiousKeeper
Sat Aug 23, 2003 5:08 pm
#45

You know what would be cool? If they made a Doctor/Healer mission terminal....


"The people are being attacked by Flesh eating chubas. Heal 150 Actions wound point...2000credits..."


SidiousKeeper
Sat Aug 23, 2003 5:14 pm
#46

hehe, I meant to type 10....what would it be like to have more than 10 lots?....


Page 4 of 4