Artisan Archive
Thread: Question thread for Wendesday, May 19
Only based on the game mechanism aspect :
- Harvestor is an economic tool used to manage the economy.
- You don't need a driving licence to drive a swoop
- You don't need a certification to use a weapon.
- You don't need a building authorisation or any skill to place a house.
- You don't need a protocol droid to translate what aliens say
- You don't need a certification to use a crafting tool
- You don't need a certification to use a crafting station
- You don't need a certification to have a droid (god we had to fight hard against that)
- You don't need a licence to kill stuff.
Cross-server lot exchange is a problem, harvestor certification is a problem too, not a solution.
Only certification system I could possibly agree with is a BER bonus based on a skill, but even that, I think it is alot for a novice profession.
That's actually a false statement in periods of hyperinflation. Which is exactly what this kind of move would cause. It just means combat folks will have to grind out more missions to afford goods(not a problem for most master combat professions), which is like turning to the government to print more money because of a "money shortage".
joined42904 wrote:
Prices can only climb so high. The fair market price of any good or service is what a willing buyer will pay to a willing seller.
Gavvot,
Why are harvesters economic tools? I see them more as means to extract inorganic resources from the ground by someone skilled in their use. Right now, everyone is skilled in their use. The debate as I see it is whether that should be so.
Who has seriously proposed driving licenses to drive swoops? No one I know. They seem like cars or motorcycles, and so every non-handicapped responsible person should be presumed to be able to get the appropriate license without making that part of the game mechanic. Though I could see some fun with making high-ranking rebel officers have to sweat at imperial checkpoints with imperial officers asking for their licenses and other paperwork. But that's similar to the imperial crackdown.
You don't need certification to use a weapon? Really? What game have you been playing? Here...get your artisan out and see how effective your artisan is with a weapon he or she isn't certified in. There are weapon certifications already in the game. And the non-proficiency penalty is huge. Perhaps it should be so with harvesters.
Placing a house is like owning a house. The deed is already there...you just decide where you want it to be constructed or moved to. There is a moving fee. This doesn't look like the sort of thing that anyone should have to be certified to do.
Don't get me started with how ridiculously easy it is to learn languages in under a minute in this game. I think that's a problem, not a rational basis to argue against harvester certifications.
Crafting tools and crafting certifications are governed not at the "use" level but at the draft schematic level. Just take your dual elite combat professional and give him or her an armor crafting tool. Have him or her use this tool at the appropriate crafting station and watch what happens. This person's ability to use a crafting tool and station has been adequately dealt with by the devs. Whether the person should be able to use schematics in a factory on the other hand...is a topic for another thread.
I always assumed that the lack of hunting licenses meant that I was being shown only those creatures that were "fair game" or nuissance creatures. The missions are about the destruction of nuissance creatures. I don't think the authorities are going to come after you for killing crazed durnis or rogue bagersets, or sevorts for that matter.
I just found out that due to the disruptions of the E3 gaming show, we won't get the answer to our May 5th question until possibly next week. They also aren't taking the questions for this week yet.
So, there is still time to come up with a good one!
Take care,
RealDarius wrote:Hi Guru,
But, our last question was supposed to help keep us more focused on what things we should be asking!
Hopefully, we get the answer to the May 5th question early in the week and give us a chance to discuss a good question in light of that answer. Is it possible to push for this (assuming the submission day is moved to next Wednesday)?
Thanks,
-D
That's my plan. I'm going to delay delivery of this question until we have a chance to hash it out after the answer to the May 5th one comes out.
Take care,
Harvester eat most of the money in the game.
Without it, more money in the game --> inflation --> much harder for newbies and much easier for elite professions : BAD.
You want cetification to be able to put a deed of an harvestor where ever you want.
How is that different than a house?
The uber ability to click the turn on button?
I know ID has this uber ability to click on a button, and I know how they love that...
What, you expect that the dev will give you that cert at no cost? Never saw a patch before?
You don't need certification to use a weapon.
True, you'll do much better with a certification, but you'll do much worst without a weapon.
Try reach TKA novice with a VK and without.
Tell me it's better not use the VK.
You say there should be certification to use harvesters, I see there is plenty of things that don't need certifications to use in the game, and it's much much better that way.
I am a Master Artisan, In fact, I am Master Artisan, Master DE, and don't have mastered any elite combat prof, hell, not even a novice one.
If you don't believe me, log to farstar, ingame name Givvot.
And as a Master Artisan, I am really really really badly against this cert required system.
And even if a Cert system should exist, I really don't see why on earth Artisan should have it.
1. missions create cash.
2. npc deaths create harvested organic resources and/or loot/credits.
3. harvestors create resources.
4. quests create money/items.
5. Thats it.
Think of it. 1/4 of the way to begin to create money/items/things in this game is tied to harvestors. A resource is equivalent of a monetary unit. Resources are either sold as is for cash, or turned into something that is used to make cash, or something that is sold for cash. A resource is a suit of armor that allows a fighter to do better paying missions, and/or it is a suit or armor that is sold to said fighter.
2. npc deaths create harvested organic resources and/or loot/credits.
3. harvestors create resources.
4. quests create money/items.
5. Thats it.
Guruweaver,
I thought we got to ask 5 questions. Or is it just one? It seems as if it ought to be 5 since we have "Top Five Issues" threads in all of the forums. And it would be a lot easier to get generalized agreement on 5 questions, though not their priority, than about just one.
joined42904 wrote:Guruweaver,
I thought we got to ask 5 questions. Or is it just one? It seems as if it ought to be 5 since we have "Top Five Issues" threads in all of the forums. And it would be a lot easier to get generalized agreement on 5 questions, though not their priority, than about just one.
They are two things.
The top five issues are issues that the community feels are the biggest bug fixes/enhancements needed for the artisan profession.
The bi-weekly question is a chance for the community to send one question to the devs. Unlike the top five issues, we are promised to get an answer to this question, whether or not we like it.
So, to answer your question: Use the bi-weekly questions to focus on what should be on the top 5 issues. The bi-weekly question is just that, a question, not a request for enhancement or things like that.
BTW, the answer to our May 5th question will be posted, I think, this coming wednesday, at which time, again I think, we should submit our new question.
I'll summarize the question offerings to date here. Do us all a favor and don't ask about harvester certifications.
Take care,
Let us now consider, once more, our question for the next round.
Might I suggest that we do not send:
1) Harvester Certs
2) Enhancements to Master Artisan/Survey line
Might I suggest we consider sending:
1) Can we get Artisan Mission Terminals to scale with artisan level, not combat level?
2) Can we get Vehicle details in the deed? Can we get the deed to resemble the vehicle (Like what was done recently with Droids)?
3) Your thoughts here....
Go to it folks. Thunderheart has not told me when to have the next question in by, so we may not have much time.
Take care,
Hello,
On Artisan Missions:
* perhaps a "bonus payout" based on experimentation success
* missions where some of the artisan crafted items are required or optional for extra reward--like the bird cage ![]()
IMHO, this will make Artisan missions more fun (challenging) and might also serve to reinforce the finer points of resource quality, experimentation, required crafting tools, etc. I was half-joking about the bird cage but it could even be a little perk for the Masters who still wish to do some crafting missions for extra income.
On Vehicle Details:
* Can we get the "decay rates" published with the deed as well (ex. -25 HP when you pull out a Swoop and -50 HP per tick)?
* Also, how about a verbose description on the advantages/disadvantages of each vehicle compared to the others. There'sa lot of new people out there that don'thave timeto check the forums to dig for this info.
I vote for Artisan Missions as the next question.
Thanks,
-D
I would like to suggest that we ask for enhancements to the artisan survey line because that costs a lot of skill points, is dropped by some advanced crafters, and really doesn't get us anything that wouldn't be gained by just having a good waypoint.
Even anumber of the opponents to artisan harvester certs were willing to consider bonuses for having survey skills. So suggesting this might actually result in new abilities for artisans who take or keep boxes in this tree.
As for vehicle deeds looking like the vehicle...well...given that customization is presently temporary, I think folks figure out what generic vehicles look like fairly quickly. I haven't heard anyone else raise this as a top concern.
I think they have said they're not going to change the missions if I read some of these posts correctly and the inforation is correct. If they haven't said this, we might consider asking that artisan missions be related to artisan skill, etc (see prior posts on that subject). When starting a new artisan I noticed that the missions were disappointingly long and difficult (since local maxima for some resources are well below the mission target) compared to say destroy missions and didn't pay as well per time involved. I would like to see artisans able to make about as much as combat classes from doing missions depending on artisan level.