Artisan Archive

Thread: Master Artisan, the Welfare profession?

Sinist
Wed May 12, 2004 11:22 am
#66

There was a report on wired.com about swg's economy that stated that 95% of all credits in SWG were held by 6% of the players.


You can bet those 6% are large resource gathering guilds.


95% of the money being held by only 6% of the player population is obsurd. You dont get that kind of money from anything else but resource and power selling. Rare loot drops are gonna help but arent going to be as consistant as resources and power. The fact that there is such a monopoly means that you have combat professions collecting the best drop items(becuase as far as i know drop items are only really available to combat professions) all while putting down 10 heavy harvestors and sucking what they find dry. Theyre are maybe a guild on each server that is somewhat effective at this with enough people that they are efectively buying everyone else'es rare items and resources(or resource camping) that they are shutting down the market. On top of all this they have their crafters with the best resources making the best armor and weapons that not many can compete with bringing in even more money. This is what happens when you have an overabundance of resources and power. Combat class's get richer and the crafters eithermonopolize or make ends meet.


IM not exactly clear where you come from sredd. Your saying you just dont want to lose your chance for you and your friends to stockpile good or bad resources and you still want to maintain harvestors on your second account. I know your not going to ever agree with our points because your bias to your own personal wealth in game or well being. But I think you should just suck it up as a flawed game mechanic and make the game fun and have a little more integrity for everyone.





Faiereon Exek
Master Artisan
Srednii
Wed May 12, 2004 12:12 pm
#67






Sinist wrote:

I will agree with all of the people who say that ARTISANS should be the only profession certified to use any type of harvestor or factory(or the elite crafting professions).


Im a new player(maybe a week) and as almost a master artisan NOONE will buy resources. Everywhere you go there are harvestors and I would bet 1000000000000 credits 75% of them are from non artisan professions. Learning anyone could put down 10 harvestors if they wanted almost made me quit artisan all together on principal and the game.




Doesnt make sense and it needs to be fixed. Artisan correspondant get it up on our top 1 else be petitioned for your removal.




And gods, play the game before you start whining for nerfs. A week! A WEEK! and already you want other people nerfed to make things easier for you. GODS! Quit now man, you obviously don't have what it takes to compete with real people, go back to single player games.


Oh and good luck with your petition to remove the artisan correspondent.



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Sinist
Wed May 12, 2004 12:15 pm
#68

You mean power sells for 1 credit because its better then giving it away for free.


Crappy resources sells for 1 or 2 credits becuase again it is better then giving it away for free.


And the better resources sell for 5 credits becuase its better then selling it again for basically free.



Inorganic resources right now are so totally useless since everyone can stockpile it like noones buisness. Im not saying I cant compete becuase obviously I have just as many lots as you so I can compete just as much as you can. Im saying that inorganic resources can be handled better. More power to you that you own two accounts. But the majority feels that in order for you to have both accounts harvesting for you they both should be in the crafting profession somewhere. And if your friend wants to help you filling up an airplane hangar with inorganic resources thats fine too as long as he was a crafter.


Im not preaching just saying an opinion so if this is getting repetitive fine. We know where we stand lets let the correspondant bring up the issue with the developers. Im ready to put my foot down ont his one and walk away from SWG entirely over it. Not just on game flaw but on principal of integrity to the spirit of the game competitively and enjoyment wise.





Faiereon Exek
Master Artisan
Srednii
Wed May 12, 2004 12:25 pm
#69






Sinist wrote:

You mean power sells for 1 credit because its better then giving it away for free.


Crappy resources sells for 1 or 2 credits becuase again it is better then giving it away for free.


And the better resources sell for 5 credits becuase its better then selling it again for basically free.









No, they sell for those prices because it's a decent profit. Nobody says the resource market isn't very competitive. And nobody's going to nerf the big resource sellers so you don't have to work hard to compete.



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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
joined42904
Wed May 12, 2004 12:33 pm
#70

Srednii,


Not everyone who wants harvester certifications thinks factories should be master artisan only. I certainly don't. I think elite professions should get to use their factories. I can't see how artisans should have a monopoly on a wearables factory, for instance, which seems much more linked to tailors. But tailors without surveying/mining/farming skills shouldn't know how to use the large flor farms devices. Growing cotton and weaving yarn are different skills. Architects are a special case. And I agree that even if they've dropped surveying, surely they know how to use machines that they are able to make. (And this implies that all the engineering professions should be allowed to use at least personals because they are able to make personals.) Disallowing architects the use of harvesters they make because they don't have survey skills doesn't make any sense. And I'm glad an architect came here to tell us that. As far as some of the architect's customer base disappearing is concerned, maybe harvesters could wear out eventually despite payment of maintenence to make the artisans more dependant on architects if the artisans choose to go above the personal harvesters they can make themselves.


I don't mind having to compete with you if you were on my server for lot space around a good resources IF you're anarchitect or engineerwho can make the harvesters or have surveying skills. I do mind competing with your non-artisan alternate character. (And I'm sure you could convert your present 6 lots to your alt so you had all 10 lots to use for your harvesting needs.) And I definitely mind competing with cross-server lot transfers. The certification requirement would nullify the ability of folks to transfer lots across servers. And that's an additional good reason why it should be implemented. I also mind competing with your friend's lots if your friend doesn't have survey or artisan skills.


Why don't you think we want to compete? We do. But only with other people who should by rights be able to place harvesters. Sound fair?



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 1:34 pm
#71

It was scary numbers.


But i think really there wont be much of a buisness for resource selling other then between crafters. Becuase if you look the only people who need the resources are the crafters. Doctors, medics and combat medics need small scale metals to make stimpacks I think, but with the amount of artisan's and crafters there should be no problem supplying them and supplying ourselves with the inorganic resources we all need.


I still see having a race and supply for the best resources, but maybe the monopoly's would be slowed a little. They are obviously competant resource survey'ers so there is no reason they still cant maintain that but with just less harvesters since only the crafters would be the ones putting them down and not their entire guild and all their allies.


It is a needed rebalance in my opinion and will make artisans have more fun and have a little more fun on the market. And if factories are certificated in at master artisan it will make artisan alot more useful and sought afte as a profession for the elite crafting professions.


May 19th is when the developers look at our issues I think or answer a question so Ill wait until then if I decide or not to talk away from the game as being not something I want to be a part of. If they can bring back some integrity by listening to the majority of the crafting community I would continue to enjoy myself as an Artisan etc. I cant really realistically wait until after publish 11 either because by then Space Expansionw ill be out and you KNOW that everything will get pushed back again while they focus on SE. So I think on May19th when we get a question answered (which this should be asked because it is what most artisans want) if it is not acceptable im just going to walk.


SWG might be fun in different ways for different people. But i honestly dont see an unbalanced or broken system as fun. Even though it is SWG I would just quit on principal even if I still had fun reaping the system as it was.





Faiereon Exek
Master Artisan
buffbc
Wed May 12, 2004 4:29 pm
#72

One thing I am thinking of doing is closing up shop basically for a month or so and just do some silly hunting. Do some missions etc, then come back later on and see if I'm still not enjoying the crafting experience.



Joeble
Master Architect/Master Artisan//Merchant/Pistoleer
Sinist
Wed May 12, 2004 5:30 pm
#73

Im only a week into the game. And I want to know who they hired to design this game because on an economic and balance scale it is horrible. Combat is unbalanced. Crafters are unbalanced or not unbalanced but the economy is too saturated. And the game is wrought with too many features and too few things that work entirely.


Its an mmorpg and things are going to change daily, monthly or bimonthly but I think at least if they dont address the issues as issues themselves then there is no hope really. May 19th is our artisan correspondant question and we can all pray he is competant enough to ask the question of when harvestors and factories are going to be for crafters only. And if the answer is no then I just find another game on principal. And since thisis a buisness if you shaft the customer dont expect my money again no matter how goodSpace Expansion might be. I still have Wing Commander and im pretty much sure it owns everyother game content wise even though it is a decade old.






Faiereon Exek
Master Artisan
Srednii
Wed May 12, 2004 7:01 pm
#74

If you read that report fully, they said it's perfectly normal that a small core of players possess the lions share of the credits. It's an economic model that follows real life, and they weren't worried about it. They called what's happend the "Pareto Law".


Man sinist, people who've only played the game a week and who're already railing about how unbalanced everything isand moaning for nerfs should really stick to single player games. I think you should just suck it up and play the game for a couple months and actually learn how to play before you whine about how broken everything is.


To be honest I would expect those 6% of the players to be the very top end long term weaponsmiths and armorsmiths, along with a few large scale resource sellers (ones who've been doing it since release), and a handfull of dupers who never got caught.


And once again there is no monopoly. Everyone is free to mine all they wish, and to make a profit off the results. Everyone is free to form their own mining collectives.


Jeez man, a week into the game and already threatening to quit. It's sad really.


And considering nobody but a handfull of people in this thread support making harvesters certed for m. artisan, and only one noob who's only been in the game a week wants factories certed for m. artisan, well I doubt if the correspondent is going to put this anywhere on his list. The majority of the community is not behind this.





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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Sinist
Wed May 12, 2004 7:21 pm
#75

Actually the majority is behind it.


And i have only been resubscribed a week. I was a community member since release.



Count up the people in this thread. Count up the people in the 100 or more threads about this very same thing.



Considering how only like maybe 15 or so people have posted in this thread at all shows that even 5 or 10 posts in this thread is VERY MUCH THE MAJORITY when its all about the same issue.



Look at the top 5 as it is now. It doesnt even reflect a minority never mind a majority. Maybe it reflects the old or new correspondant. But thats not their job to push on their own opinions, its too push on the community;s.






Faiereon Exek
Master Artisan
Srednii
Wed May 12, 2004 8:05 pm
#76

lol, I give up then. Good luck with your campaign to impeach the artisan correspondent tho


NOOOOOB POOOOOWWWWAAAAAHHHH!


(when you quit next week can I have your stuff?)





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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
outtacontrol
Wed May 12, 2004 8:59 pm
#77

first let me say that i am pleased with all the responses to my thread both for and against. and after reading most of them i will still say that the dev's are very capable of working out a solution to this issue. lets look at the facts.

Fact: inorganic resources can be harvested by anyone and in huge quantities unrestricted

Fact: only scouts can harvest animal organics and increased yields with increased skill level

these 2 facts alone make for a long debate. with good points coming from both sides but the strongest in my opinion is balance. the dev's balanced the combat professions I think its the crafting profeesions turn.In my opinion any elitecrafting profession should be able to utilize heavy equipment to collect needed resources. but how is it a combat class player with no invested skills in crafting not 1 skill point be able harvest with same yields as artisan or any of the elite crafting porfessions. ok someone sends a waypoint! ok if I dont have scout you can send me waypoints to all the creatures in the galaxy and i may slay them all but i wont be harvesting not unit of hide,meat or bone without investing skill points into scout. i too have an alt character who i have laying harvesters but is it in the best interest to do so. i think not, resource dealers will always be there but the difference is they will more skill point committed to do so. the second point i want to make is that a pure crafter can not benefit from combat style financial endeavors. in other words the player who is architect/artisan/merchant wont be collecting the loot on a krayt dragon in this lifetime but the master commando/rifleman will and he will be harvesting inorganic resources while he is killing the krayt.How can you not see the imbalance here!
Outta
BlackSRT4
Fri May 14, 2004 9:59 am
#78


Ok I see your point about having to be a scout to get creature recources, but not having to be an artisan to get inorganic recources... i agree it seems unfair, But let's really look at the situation...


What can a non-artisan do with piles of steel other than sell it? If you can't craft, than raw material is no good to you anyway right? Do they spend all thier time harvesting ,and Is that how they make all their money? Can they use the survey tools toactaully be efficiant? It almost sound likeYOU became an artisan simply to sell recources... if that's the case than why'd you bother getting anything but surveying skills? Also I keep getting the feeling like you guy want to be completely self sufficant... getting your own recources, making your own stuff, healing your self, making your own food, killing animals and harvesting from them... if everyone one was self sufficiant, who would you sell your stuff to? That takes us back to the original gripe... so what if there's tons of ppl harvesting, that mean more competition and lower prices for those of us that would rather CRAFT since that's what artisans are here for...






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