Artisan Archive

Thread: Top 5 issues revisited

outtacontrol
Sun May 02, 2004 5:17 pm
#53


Well I realize that I am going to rub some the wrong way but i believe most artisans will agree.

My issue is this: most artisans have used their survey skills to locate and harvest resources. Only to find in recent months the resource market completely saturated by non-artisans/crafting professions that have not sacrificed one, not one precious skill point to the trade that they soeasily benefit from. How is it that in order for a player to harvest creature organicsbe forced to sacrifice 15 skill points to become a scoutfor that ability.In fact the whole scouting and its elite counter-part ranger are geared to efficiently locating and harvesting creatures. While we artisans at master level gain the ability to craft vehicles, components and a friggin bird cage it seems we are truly a profession meant to be transitory because you will be broke if left to fend on the aquired skills. I sayif youwant to harvest resources you should have to sacrifice the skill points to enjoy the beneifit. please respond if you agree or not i am interested to hear from the other servers both for and against.

Outta Control Master Artisan/Chef/Merchan
Crimsonsplat
Tue May 04, 2004 7:19 am
#54

Agreed. Posted in the question thread, I'm in favor of certs for the harvesters. Been here only a week, already 3/1/2/4 Artesian and realized it's just not possible without the Marksman 2/2/2/2 and Scout 2/1/2/1 + Medic 1/1/1/2 I've accumulated also. Realized I'm up agaisnt a wall at this point becasue even if I make a house and plop down some personal mineral extractors, I have nowhere TO put them; every Pistoleer on the planet has beaten me to the good spots, and will be able to follow the migrations before I get home from work.


Or, I demand that Artesians be able to shoot up all the NPC's and monsters in the game so the scouts, pikemen, and pistoleers can't get any xp/resoruces. Whatever works.

Bladewraith
Thu May 06, 2004 12:06 am
#55

This is a repost of what I stuck in another thread on the Artisan class and harvesters/lots ::

Well, after reading what everyone has said here and on some other threads here is what I propose:

#1) NO, I repeat, NO Miner profession. We have little enough skillpoints to spread around as it is so that crafters can have some basic combat and not depend on a combat class to go surveying with you.

#2) Certs for harvesters:
Hmmm, this is a little tough because as a crafter who also wants some combat skills (namely fencer) I want the ability to wear any armor (currently in the gqame) and there are rumours that SOE wants to introduce certs for armor. I personally think that certs for armor ALREADY IN THE GAME are not cool. Now, for the new armors they want to introduce (Mandallorian and others), that's fine - restrict who can use them with certs. Just don't penalize the people who are already playing the game and depend on decent armor to survive while scouting/surveying for resources. With that note on the record, here is what I propose for harvester certs and lot sizes...

Personal Harvester : Anyone (let's face it, BER4 is not going to kill the profession, I don't think ten BER4s would either)
Medium Harvester : Novice Artisan or Survey I (since we need lots of resources)
Heavy Harvester : Survey IV (I had considered Master Artisan but that is harsh for WS/AS/Arc who don't keep Master Artisan and Survey IV is a nice expenditure of points to get the cert)

+1 Lots : Novice Artisan
+2 Lots : Survey II
+3 Lots : Survey IV
+4 Lots : Master Artisan
+4/+5 Lots : Novice Elite Crafting Profession (since almost every Master Artisan is also a Merchant/Weaponsmith/Droid Engineer/Armorsmith/Architect/Chef or Tailor)
These lots are not cumulative (ie at Novice [elite crafting profession] you do not have 15 extra lots). At Novice [elite crafting profession] you _would_ have +4 (if not Master Artisan) or +5 lots for harvesters only.

The reason I would not tie the extra lots or harvesters into the Engineering skill tree is that Engineering is not a sacrifice for four of the crafting professions but Survey is a sacrifice in points for all of them (if you weren't going to survey your own resources anyway).

This would give crafters of all venues extra lots, the ability to utilize better harvesters, some job security, and (in a slight way) maybe even extra storage space by using your initial 10 lots for a little more storage (houses/factories).



Bladewraith
Proprietor of Bladewraith's Bloodworks
-- "The things you need to make others bleed."
Talus, Imperium Potentia, waypoint: -2526, 2192

Opening Soon! (Vendor is in place for dropoffs)
Crimsonsplat
Thu May 06, 2004 8:00 am
#56




Crimsonsplat wrote:

Agreed. Posted in the question thread, I'm in favor of certs for the harvesters. Been here only a week, already 3/1/2/4 Artesian and realized it's just not possible without the Marksman 2/2/2/2 and Scout 2/1/2/1 + Medic 1/1/1/2 I've accumulated also. Realized I'm up agaisnt a wall at this point becasue even if I make a house and plop down some personal mineral extractors, I have nowhere TO put them; every Pistoleer on the planet has beaten me to the good spots, and will be able to follow the migrations before I get home from work.


Or, I demand that Artesians be able to shoot up all the NPC's and monsters in the game so the scouts, pikemen, and pistoleers can't get any xp/resoruces. Whatever works.





Ok, a few more days have passed, and I've added few skills, since I've been busy mining enough to put down my first "resource accumulators." I now have 3 wind generators (BER 4, 3, 2) and 2 personal mineral extractors going (BER3, 2) ... but they're spreadout on opposite sides of Bestine, since that's where I found the resources. Over 4km apart, in fact. This leads me to long (andslightly dangerous) trips to move power around and empty the hoppers. And somewhere in here--tonight--I'm going to have to fit the missions to keep everything fed with credits.I'm buying no resources and accepting no gifts; I'm bootstrapping on a thin margin, which required a series of overnight macro sampling sessions, making the first pair of generator/harvesters, and then quick runs to move/accumulate the resources for the next stage.


If I have a question here, I guess it's "how common is this physical spread?" I'm forseeing spending significant amounts of time traveling between planets, looking for the best places to snag high quality resources, then moving power, emptying hoppers, etc. I actually don'tmind this, I'm enjoying SWG's crafting system far, far more then EQ's, even though I can make very few items, comparatively. I just want to make sure I'm not doing something stupid when I should see the "obvious" solution. (yes, eventually when skills get up there, I figure on a larger single power plant, as I said, I'm bootstrapping.)


I'm going to try very hard to do this on one account, with loaned lots from my friends if necessary. (if the Certs for harvesters go through, that plan might go south quickly!)


Given that I've got to spend tonight doing missions to raisemore maintenance money, and that my skills are currently 3/2/1/4 (qualified for 3/2/2/4 now), what should my next logical move be? I suppose that hinges on answering the question of what is my goal? And I'm not sure of the answer. I thought of weapon and armorsmith, but apparently neither is fiscally sensible. Chef and Tailor don't really thrill me though. I like (virtual) dirt and grease more than flour and thread! Vehicles are a crapshoot, depending on changes everyone wants from SOE. The revised DE looks kind of cool, but I dont' know if there's a market for it. I'd like to be ready to "cash in" if that's possible, after Publish 10 and the end of Hologrinding. (or is that 9?)


Sinist
Tue May 11, 2004 1:52 pm
#57

Guruweaver?


Why isnt the fact that any other class can put down 10 harvestors one of our top 5 issues? More importantly why isnt it our top 1 issue?


You cant argue validly(nor can anyone) how it shoudlnt be. And anyone who says otherwise I look forward to making the argument.


Please get it up there. There is no reason why Artisan should not be a prerequisite to have harvestors(medium, heavies and factories).


Your ignoring your majority for maybe a personal opinion? The fact is the majority do want factories, heavy harvestors, and medium harvestors to be certificated in the artisan profession somewhere. I am a SWG subscriber now, and I used to be, so I have been watching the boards and especially the artisan boards for awhile. This has been argued over for a long time and brought up 1000000 times. Now as almost a master artisan im going to put the stake in the ground on this one. Lets get it done. Save our profession.



Faiereon Exek
Master Artisan
Sinist
Tue May 11, 2004 2:07 pm
#58

And for the sake of arguiing how maybe artisan would be too wealthy.


Any crafting profession who requires the resources will be able to harvest them. It just will be the combat/scout/politician/medic classes that wouldnt be able to harvest using harvestors. Guilds wont be able to stack up 1000 harvestors to supply them with endless supplies. IT would make the ecomony 10% more reliable on each other(No more or no less) and woudlnt make artisans or crafting professions any more wealthy then they are supposed to be since the only people who NEED resources are the professions who would be able to harvest them.


So again anyone who argues otherwise is someone who is epxloiting the current system to an overneeded advantage with being drowned in resources.



Technical wise this would not be hard to accomplish. IT would not put an enormous or even challenging strain on the development team. It is something they could realistically give us which will make the artisans and crafters happier and wont eat up into their dev cycle hopefully too much.



Lets push for it now. Lets not falter. And lets not take no for an answer. WE do this we may see it as early as publish 9 next month or sooner ir maybe a little later.


For those people with harvestors now they can redeed them into sellable form so they dont lose them and can be placed again if they decide to skill up in artisan or pass them along to someone who was.



And as a bonus people will be able to place more minefields and houses and city perks since they wont be tied down with harvestors =) They can leave that up to the true mining profession.





Faiereon Exek
Master Artisan
joined42904
Tue May 11, 2004 3:06 pm
#59

I agree that certification for the use of harvesters to procure resources from the environment should be the Artisan's number 1 issue with the devs.


There are already plenty of certifications in the game. And most, such as armor and weapon certifications, operate to the detriment of crafts-only characters. Why, then is a TKM/Rifleman with other combat skills certified in the use of heavy harvesters? It just doesn't make sense that certification is required to use the primary tools of the other (combat) professions but not to use the tools of the crafting professions.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Sinist
Wed May 12, 2004 6:46 pm
#60






EpiFett wrote:
I believe it is Imperative that we look for improvements to our class ONLY to the Master skill-box.

The rest of our class is pretty versatile.

Engineering line: Weapon Powerups / Beginner Armor
Domestic Arts line: Beginner Food / Beginner Clothing
Business Line: Beginner Merchant (1st vendor)
Surveying Line: Beginning Survey Techniques

When we get to our Master Box however,
There is nothing that is special to Master Artisan other than Vehicles, and they arent even that experimentable.
Our class becomes nothing more than a 'conveniance' to other elite classes.

Master Box:

Control Unit: Archetect: 4 Schematics Droid Engineer: 2 Schematics Weaponsmith: 4 Schematics
Electronics GP Module: Archetect: 4 Schematics Droid Engineer: 14 Schematics
Electronics Memory Module: Archetect: 2 Schematics Droid Engineer: 15 Schematics
Energy Distributor: Archetect: 1 Schematics Armorsmith: 4 Schematics
Micro Sensor Suite: Archetect: 4 Schematics Droid Engineer: 3 Schematics
Power Conditioner: Archetect: 1 Schematics Armorsmith: 3 Schematics Weaponsmith: 1 Schematics

Totals:
Droid Engineer: 34 Schematics
Archetect: 16 Schematics
Armorsmith: 7 Schematics
Weaponsmith: 5 Schematics

Master Artisan: 4 Schematics (ONLY reward for attaining Master skillbox???)
Swoop
Speeder
X34
Color Kit

I would like to see:
Control Unit: Drop to Engineering 4
Electronics GP Module: Drop to Engineering 4
Electronics Memory Module: Drop to Engineering 4
Energy Distributor: Drop to Engineering 4
Micro Sensor Suite: Stay in Master Box
Power Conditioner: Drop to Engineering 4
Artisan Assembly +20
Artisan Experimentation +20
Surveying +75
(Survey Skill 175 = 512m Survey Range +Resource Identification in UI)
(Survey Skill 200 = 1024m Survey Range) (+25 from Skill Tapes)

Message Edited by EpiFett on 02-22-2004 11:42 AM





Artisans are actually the supreme electronic crafters. Droid Engineers and other profession rely on our master artisan schematics because we are the superior crafter of complicated items.


I dont agree that the schematics should be dropped down to engineering 4. I dont know how much of a role they play in with item quality but you cant really build them the best without being master anyways.


I like your survey ideas but only at master level or master level + skill tapes.


I think if anything more luxury schematics need to be put in and the oens in need to stay the same.


Like for example more complicated and prestigous fireworks and the ability to make large scale fireworks shows. This will be good for victories in battle or anniversaries or the opening or special event in a player city. People could hire Artisans to put on a huge firewworks show. But the firework packagaes need to get better and more easy to put together(its so tedious right now).


OUr top 5 artisan issues right now are WAY OUT OF WACK of what our top 5 issues even are.


1) Harvester certifications

2)Survey skills

3) New schematics

4) GCW roles

5) This one could be anything I dont really know. Can put bug fixes here. Or maybe some of the vehicle issues.


Anyways that is what our top 5 issues really are.



Faiereon Exek
Master Artisan
Guruweaver
Fri May 14, 2004 1:27 pm
#61

I'm pulling this thread down as a lot of it is out of date. Look for the new thread here.

Take care,



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
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