Artisan Archive

Thread: Limit Harvestors to Artisians

Scoooter
Fri Jan 16, 2004 7:24 am
#53

Ok, I have yet to see a good argument to all the posts I have made nor have I seen good answers to the issues this will cause.


The Artisan board could not do that either on the issue of medical survey and tis just seems like an end run to skirt that issue which is that the medical professions are the only crafting professions not given survey.


So I will summarize the issues this would cause, and someone please address how you would impliment them being addressed because all I see is "we should be the only ones", "we are the miners" and slams by sosured because he cannot intelligently bring up an answer. Unless these are addressed the economic impacts are obvious.


1) 95+% of artisans do not mine medical resources and if they do they are too high prices given the high OQ levels required.


a) If this happens what will all of a sudden make them mine medical resources?


b) If this happens what will make the artisans sell them at affordable prices?


c) If this happens what will enforce the answers to a and b since by your good danture your are not doingit today?


2) Given the facts of how the game is played today since these resource are not mined by artisans what is the issue with other people harvesting?


a) How will these resources get into the economy then?





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Scoooter
Fri Jan 16, 2004 7:33 am
#54

Ok, I have yet to see a good argument to all the posts I have made nor have I seen good answers to the issues this will cause.


The Artisan board could not do that either on the issue of medical survey and tis just seems like an end run to skirt that issue which is that the medical professions are the only crafting professions not given survey.


So I will summarize the issues/questions this would cause, and someone please address how you would impliment them being addressed because all I see is "we should be the only ones", "we are the miners" and slams by sosured because he cannot intelligently bring up an answer. Unless these are addressed the economic impacts are obvious.


1) 95+% of artisans do not mine medical resources and if they do they are too high prices given the high OQ levels required.


a) If this happens what will all of a sudden make them mine medical resources?


b) If this happens what will make the artisans sell them at affordable prices?


c) If this happens what will enforce the answers to a and b since by your good nature your are not doingit today?


2) Given the facts of how the game is played today since these resource are not mined by artisans what is the issue with other people harvesting?


a) How will these resources get into the economy then?


b) What will enforce these resources to get in the economy since artisans are not doing it by their good nature and they make loads of money off the other crafting classes anyway?


3) Explain why just because artisans get survey that also makes them miners. They are the surveyers that will not survey for people for money anyway.


4) Why would the artisan be the only class able to turn on an automated harvester?


5) Given there will be far less resource mined what will you do to curb the inflation?


6) If this happens doctors get less resource and cannot afford the resource out there or it will be of poor quality.


a) can everyone live without doctors because of all those that will drop?


b) how many doctors will drop because they would be forced to be Artisan/Doctors and no combat related seconday profression, thus FORCING those that want to stay daoctos into being one template.


Unless all these issues are addressed it would be insane to do this. And I am sure there are more issues just these are the ones off the top of my head





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Asir_SWG
Fri Jan 16, 2004 11:16 am
#55

OK, I have another idea that I feel would resolve this issue....


Any character can use the 'personal' harvesters as they are simple equipment that require little technical knowledge. Artisans with there superior technical ability have the ability to use medium harvesters, while a new profession of miner is the sole group that has the experience and ability to use the heavy and deep core stuff. Some of the more valuable rare items could be reserved to deep core mining to give this group the elite edge it requires.


This would be simple to implement in game and would have little effect on other professions, with the only outcome being that you have the choice to specialise if you so wish to improve your skills.




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Scoooter
Fri Jan 16, 2004 11:29 am
#56

That has already been suggested and does not address the above issues


Nor does it address that artisan is not a mining professions


Nor does it address that not all crafting professions are treated the same becuase of the type of resource and the base skills given.





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Redguard
Fri Jan 16, 2004 12:09 pm
#57

Because one class shouldn't dominate the resource trade. Before you cry Scout/Ranger understand that the Dev's were aware of the impact the fact that they were the only class able to harvest so they implemented multiple harvests from the same kill. Hide's, meat and bone are not where they should be yet but the costs have come down a little. If you apply your logic to harvesters then prices will jump to unacceptably high levels which would be great for artisans who focus on mining but crappy for everyone else..inflation is not a good thing. In the end you'll wind up paying alot more for items that you cant get out of a harvetser and this costs will impact the economy at large.



Given the choice between style over substance. I'll take a sandwich.
sosusred
Fri Jan 16, 2004 12:10 pm
#58

scooter I did not mean to slam you. I read "shut up troll" on another thread and thought it was funny....sorry I have a wicked sense of humor. It was used in the wrong context.



So everyone should be able to use Harvestors. Then I want to tame Creatures.




THE ONE AND ONLY

DOMINATOR


Broog
Fri Jan 16, 2004 12:11 pm
#59

Only read first page must get back to work but -


Thought for a long time its ridiculous anyone can place a harvester.


Resource market is easiest way to make money in game and requires ZERO skill points. That is a problem.


Can make skills like +max harvesters similar to CH +max pet levels or whatever it is they do. Everyone can start with a base of 2 harvesters (one power one other?) and then sprinkle the points in artisan as well as some elite crafting professions, and maybe a couple in medic.


Also should be a skill +max lot size. Everyone really should NOT start with 10. Should be 6 (max large house) and reduce Guildhalls from 9 to 6. Then sprinkle in artisan a couple +max lot and then a couple more in merchant maybe 1 in each other crafting elite.


As for renting lots I think it sucks. I borrow 7 lots from a friend (never logs in only small harvs there from 2 months ago lol) but its stupid. People make characters on other servers to give away 10 lots to someone, have that someone make character on original guys server give him 10 lots. There is a guy on my server running 200 lots. If its that easy to get around the 10 lot max then just take away max lots and let everyone get 200 lots. I don't like the idea I do not care how much resources you need per day.


But as long as the system is the way it is, yea you really do not need artisan or survey to run a resource business.


- Broog




- Broog

Remember, you will Want To Buy crystals, always.
GrafvonSoden
Fri Jan 16, 2004 3:34 pm
#60




Scooter:


1) 95+% of artisans do not mine medical resources and if they do they are too high prices given the high OQ levels required.


a) If this happens what will all of a sudden make them mine medical resources?


A: if there is a possiblity to make credits, someone will mine it.


b) If this happens what will make the artisans sell them at affordable prices?


A: Competition.


c) If this happens what will enforce the answers to a and b since by your good danture your are not doingit today?


A: Why are you so set in forcing people to do what YOU want them to do ? See answers to 1a, and 1b


2) Given the facts of how the game is played today since these resource are not mined by artisans what is the issue with other people harvesting?


A: All skill require you spend skill points. So it is only fair that anyone wanting to harvest , spend skill points to do so.


a) How will these resources get into the economy then?


A: See answer to 1a.






DemionHuntarion
Fri Jan 16, 2004 9:07 pm
#61






Hell_Bane wrote:

lot limit to 5 for non-artisans; +1 every step up surveyor screen. This allows for3 harvesters, a house, and a partridge in a pear tree.




Guild halls and faction bases. 'Nuff said.



Eld- Master Heavy Swordsman, Master Pistoleer
Barhoar- Master Smuggler, Master Merchant, Weaponsmith in training
"Everyone here hates everyone here for doing the same things that they do." LTJ
DemionHuntarion
Fri Jan 16, 2004 9:55 pm
#62

I can see your point Jahandar, and if they had originally had things set up this way I think it may have worked out. As it stands now though, the economy is already in place, and inflating fast.Bothsuccessful money makers (whether they just grind missions or sell products) and credit dupers have been constantly driving up prices. Single guns and other things have been going for millions. I've never had a millioncredits. I make just enough to get by and keep myself equipped with decent weaponry. If all of asudden the flow of resources was so severely restricted the first thing that would happen is the economy will inflate even more than it has. I haven't shopped for prices myself, but from what I've read in trade forums and such since the holoslaves emerged is upwards of 10-15 cpu. Cpu's used to be much lower. Supply vs demand. Everyone's grinding through artisan professions and using resources at a much higher rate.. Now after the prices reach incredible heights, those who haven't already done so will just pick up novice artisan, and continue doing what they do now. For the first time I've seen on SWG artisan will likely become the FOTM profession instead of the most effective PvP professions.


I do like some of the harvestor certification ideas out there, and they seem to be the most sensible approach. Sure it isnt the exclusivity you're looking for, but it will at least curb the inflation. If the dev's can come up with a safe rental method, that also would be nice for everyone, not just artisans.


On the topic of lowering max lot rates, I know someone with 3 houses. Hell if I've got enough stuff, I should be able to own 5 houses. Lowering lot maximums wouldn't be fair to people who don't harvest, yet use thier lots for guild halls, faction bases and storage houses. As for increasing maximums, I think that we are limited to 10 not only to restrict resource flow, but to save space on the servers.


One work around to resource prices sky rocketing would be to greatly increase the harvestors extraction rates. This would work a lot like group harvesting increased hide/bone/meat availability. If the dev's decide to restrict who can harvest, I feel they must increase how much they can pull to compensate.






Eld- Master Heavy Swordsman, Master Pistoleer
Barhoar- Master Smuggler, Master Merchant, Weaponsmith in training
"Everyone here hates everyone here for doing the same things that they do." LTJ
skorj
Sat Jan 17, 2004 1:14 am
#63


No issues need to be addressed, because there are no issues!


This is a team game. I've been forced to team up with other people to get what I want. If the artisans want more harvesters make them team up with another player(s). Why should you people have all the money? Harvesting is not done buy everyone. Not everyone does surveying. Some people don't want to deal with the trouble. One of my Artisan friends doesn't want to deal with it. I'm helping out friends that need to harvest resources. And they help me out with low cost weapons and clothes. That is good business. Why do you bone heads need toscrew up the game for other people?


You Jack balls don't deserve what you are asking for. The artisans "all of them" craft thing for other professions and charge through the nose. Some one pointed out that artisans couldn't tame animals, SO WHAT! Every one in the stupid game has to buy all there crap from the Artisan professions. So it is very clear that the Artisan professions have all the money. A power hammer costs 15,000 credits, So to flame-throwers and other weapons. I've seen some people selling weapons for 50,000. If they take harvesters away form everyone but artisans, people will not be able to afford to buy the crap the artisans sell. And don't say that’s the base cost of the items. It hardly costs you anything to harvest resources and you still charge too much. 3,000 for a 3 hour buff?? WHAT EVER!


And please. Economy 101? You morons! If you don't have a client base then you don't have a business.


To the other Dum Ass that said. "Well. Well. If the artisans have all the harvesters then then then the processes for things will drop. And… And…" Shut up! You are so stupid if you think that. This post alone proves how selfish you people are. I've got your Economy 101 for you! Inflation! That’s economy 101. You need more competition not less. If the devs take harvesters away then you would have no competition for the resources.


I've got an Idea! Let's just give the artisans all the money. Do me a favor and don't leave the house with out your helmet.


Stop the nerfing of all professions.

Indicant
Sat Jan 17, 2004 1:46 am
#64

Luke was running moisture vaporators when he was junk a punk-butt farmer's boy. They're automated, you don't need to be a wave physicist or an electrical engineer to use a microwave, you just hit the start button. No reason that anyone shouldn't be able to use them. It makes sense that only trained professionals can design, improve, and craft them though. Restricting their use will reduce the amount of available resources, inflating demand, which will make prices skyrocket and readily available products and services will become rare and prohibitively expensive. It will reduce the overall amount that players in general can accomplish for the benefit of a relatively small group that has other means of earning income anyway.
Indicant
Sat Jan 17, 2004 1:48 am
#65

junk a should be just a....
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