Artisan Archive

Thread: I am reading where folks want med and lg harvesters moved to higher skill levels or master

Aeron-Blackthorn
Tue May 18, 2004 2:32 pm
#66






Sinist wrote:
Whatever you seem to not totally disagree which will save you from humiliation and assimilation. You may go now.




GoshI hope that comment was in jest, if not sorry to everyone else for jinxing the debate.





Aeron- Blackthorn / Jedi Desperado "Hi Ho Banta Away!"
Adriana- Darksun / Master Carbineer / Bounty Hunter

THIS IS NOT THE TIME FOR DWARVEN RIVER DANCING!!!
Sinist
Tue May 18, 2004 2:33 pm
#67






DarthKaelan wrote:





atimes wrote:
Just cert harvesters at novice artisan and be done with it.







I've got a better idea.


Don't.


I'm not sure where the idea of "lavish" income for resources gathered came from, but when I was mining for a living (while grinding BH), I made enough money to pay Weaponsmiths, Armorsmiths, Medics (when they actually healed in med centers), Master Docs (buffs), Master Musicians / Dancers ( again, buffs and heals), Master Chefs, travel fees, and maintenance on harvesters.


Money flowed out as quickly as it came in. A majority of it going to crafters, or those who have crafting lines as a strong part of their professions, who buy equipment and items and whatnot from other crafters and Artisans.


How is this not cutting off your nose to spite your face?


Limiting the ability of others to make money isn't promoting fairtrade. It's sour grapes.


The game's called a massively multiplayer game for a reason. Get out and network








Coming from someone who doesnt want any competitiveness or integrity to the game. Lets name this "Star Wars Galaxies: Fun made easy, yes even you underage kids who arent legally allowed to play online game can reap in huge profit and wield the most powerful and have all of the luxures the universe can provide! ALL while doing nothing. See your local video game store for details." Boring. Id rather quit. And im not flaming SOE for having a system like this in place right now because not everyone can program computers etc. but its insulting to my intelligence when they ignore problems when it is an "easy fix".


Oh and the fun can be had daily becuase there are plenty of stuff to go around and god forbid there wasnt.

Message Edited by Sinist on 05-18-2004 02:36 PM



Faiereon Exek
Master Artisan
Sinist
Tue May 18, 2004 2:35 pm
#68






Aeron-Blackthorn wrote:





Sinist wrote:
Whatever you seem to not totally disagree which will save you from humiliation and assimilation. You may go now.




GoshI hope that comment was in jest, if not sorry to everyone else for jinxing the debate.








Humor can be weird because not everyone sees a joke as a joke. in jest? no idea if you know how to use that word in its proper context.



Faiereon Exek
Master Artisan
GrafvonSoden
Tue May 18, 2004 2:46 pm
#69

I've got an even better idea


DO couldnt resist






How is this not cutting off your nose to spite your face?


Limiting the ability of others to make money isn't promoting fairtrade






Because I feel that several people being able to sell 100k - 200k of resources better that one individual selling 800k as being better for the many.


Promoting FAIR TRADE is exactly what I'm doing. If you want to place a harvester and benefit from it, then spend the SKILL POINTS same as me to use it, or remove all certifications completely from the game.
garvin
Tue May 18, 2004 2:59 pm
#70






GrafvonSoden wrote:

I seriously doubt my artisan or even myBH could use a flame thrower to any effect. Or you would see them being used by everyone. The same for the T21 rifles. But yet anyone can use a harvester to its maximum effect, so they ARE used by everyone.


I'm sorry, I can only see certs helping artisans. But I have been accused of being very bull headed


I do respect you opinions, but feel strongly about this issue. So please understand my continuous posting in reference to it.






Ahhh...there you go...But not anyone can use a Harvestor to it's maximum effect...What does it take to find the good concentrations of a mineral? Wouldn't you say that having the highest concentration of a mineral is "using a harvester to it's maximum effect"? It requires having survey abilities to be able to find the higher concentration or hiring someone to do the surveying for you...So just like someone using an FT, if they aren't a Commando they won't be able to do as high of damage, just like, if I don't have any survey abilities, I won't be able to find as high a concentration...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Tue May 18, 2004 3:02 pm
#71






atimes wrote:
Just cert harvesters at novice artisan and be done with it.





Justtriple the Commandos Defenses and be done with it...or should folks worry about how that my throw the game out of balance?


I think there is a very good discussion going on here and it should definitely continue...Nothing should ever should just be changed in game without proper discourse...Look how many changes the Devs had made in the past where discussion wasn't involved and how they came to regret those changes...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

JavelinCatcher
Tue May 18, 2004 3:08 pm
#72






Sinist wrote:



*rolls eyes* Seriously where do you people live? If the resources are only in the hands of the poeple who NEED the resources how will prices go up? Ponder that one and make your argument from there.




Because there will be people who will make the skill point expenditure and sell resouces they don't need.


Example: I as a Master Droid Engineer/Master Artisanfind I have a extra lot this week. There happens to be a very nice high quality spawn of Axidite Iron the same week. I can then place my harvester on that resource to take advantage of this and sell it to a armorsmith at 200CPU because he/sheprobably can't "get enough of it."


This raises the cost of a set of Advanced Ubese for the common player becuase the armorsmith had to pay so much more for the resources I harvested in addition to what he/she could harvest.



----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
garvin
Tue May 18, 2004 3:15 pm
#73

Again, I'm really enjoying this discussion...not taking anything personal and not trying to create any type of flaming...but I have a honest question...Why do folks in this Community feel that Harvestors do or should belong to Artisans? What makes them Artisan Property?


Is it because Artisans and the professions that stem from them use the harvested materials? But then again, so do Medics for crafting their medicines (the housing, if I'm correct, can require certain metals)...


If I can read the game correctly, Harvestors were placed in game to be a source of income for every profession, otherwise why wouldn't they be cert'd from the beginning? And if the Devs intended them to be used as a method of income (why else is there a place on the bazaars for resource sales) and you take that away from other professions, what do they get in return...Combat Professions can run missions, but so can Artisans...Combat Professions can get Loots, but Crafters can Craft...Scouts have their own exclusive harvesting abilities, but then again they are their own Harvestors where as Artisans can use survey devices to find high concentrations and then place harvestors to do the work for them already...


So why do Artisan's feel the Harvestors should be their property? Again, not trying to create anytype of flame war...just asking a question...Is it mainly just for an economic reason? If so, could this economic reason be fixed via another route? Is it to stop or slow down Cross Server Lot Swaps? I've heard tons of better ideas on stopping lot swaps that would work much better....So what is it exactly?





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Tue May 18, 2004 3:21 pm
#74




Sinist wrote:



*rolls eyes* Seriously where do you people live? If the resources are only in the hands of the poeple who NEED the resources how will prices go up? Ponder that one and make your argument from there.





That's an easy one...How expensive currently are rare resources? How expensive would they be when they become even rarer? If there is less of a rare resource out there, does the price of that resource go up or down...


If just Artisans had the certs for Harvestors, would each Artisan be able to harvest all the materials they will ever need all the time, or would they still have to buy from others? With less harvestors out there in game, will the number of resources available be higher or lower? If someone knows there is more of a demand for their resources, will they a) drop their prices or b) raise them? Obviously many will raise them, not just out of greed, but some will do it because they need the money to get higher priced items they need...These higher costs will be passed on to the consumer but since you took a method of income away from the consumer, he or she will have less money to afford the higher prices...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Akelan
Tue May 18, 2004 3:24 pm
#75

I'm a bio engineer. That is a crafting profession, which does not include artisan, but does have a significan set of pre-reqs, which make adding artisan a definite handicap.


This would mean I could not harvest resources required for my profession.


I am also a medic. This is also a crafting profession, which does not include artisan. (Stims and wound packs are required)


I am also a scout. This is also a crafting profession, which does not include artisan. (Tents and traps are required to reach master)


So, if you can do without heals, or buffs, or wound treatment, don't need any creature-based organic resources, can do with the base level only for chef foods and no enhancement tissues for clothing, and do not need pet medicines to support your mounts or pets, by all means, eliminate my ability to harvest the required resources. Oh, also, you might consider that you cannot provide power to factories so that there will be no manufactured items.


Resource mining and harvesting is a general activity required by too many professions. Artisan is required to survey, as it should be. Artisans can make and sell the personal harvesters, as they should. Architects can make and sell the larger harvesters, as the should.


Requiring artisan skill to place and operate a harvester or factory is about the most ludicrous suggestion I have seen to date. The impact on the economy and the limitations on the amout of resource gathering that this would engender is simply incalculable, and the effect on any of the many professions requiring resources would be too devastating to concieve.


Umm.. Put me down as a "No". Thanks.


LLan Farseeker - MBE, Chilastra
Sinist
Tue May 18, 2004 3:27 pm
#76






garvin wrote:

Again, I'm really enjoying this discussion...not taking anything personal and not trying to create any type of flaming...but I have a honest question...Why do folks in this Community feel that Harvestors do or should belong to Artisans? What makes them Artisan Property?


Make a character on Eclipse and come to me and ask you. Im pretty sure my title says "Miner" under my name. Thats reason enough for me to classify harvesters as really an Artisan skill then anyone else's.


Is it because Artisans and the professions that stem from them use the harvested materials? But then again, so do Medics for crafting their medicines (the housing, if I'm correct, can require certain metals)...


No see above.


If I can read the game correctly, Harvestors were placed in game to be a source of income for every profession, otherwise why wouldn't they be cert'd from the beginning? And if the Devs intended them to be used as a method of income (why else is there a place on the bazaars for resource sales) and you take that away from other professions, what do they get in return...Combat Professions can run missions, but so can Artisans...Combat Professions can get Loots, but Crafters can Craft...Scouts have their own exclusive harvesting abilities, but then again they are their own Harvestors where as Artisans can use survey devices to find high concentrations and then place harvestors to do the work for them already...


Hmmm. Because they didnt have any forethought?


Well them being an item on the resource bazaar is obvious because well someone could just want to sell the resources to help out another crafter say if he didnt know anyone, or was quitting the game, or just maybe had more then he needed. Sure could be done on the vendor but it was probably just a feature they put in without really thinking about the 10000000000 reasons why. MAkes sense to me to have a resource bazaar section even if they intended for harvesters to be certificated from the beginning.



So why do Artisan's feel the Harvestors should be their property? Again, not trying to create anytype of flame war...just asking a question...Is it mainly just for an economic reason? If so, could this economic reason be fixed via another route? Is it to stop or slow down Cross Server Lot Swaps? I've heard tons of better ideas on stopping lot swaps that would work much better....So what is it exactly?


Also I think you have the idea wrong. We arent saying Artisans will be the only miners just the best. Most of the people think that personals and stuff still shoudl be widely used by everyone but medium and heavies and stuff certified.


It is mainly for me to bring some integrity to the economy.


I dont see how it could be fixed by any other means at this moment.


I would like to see cross server lotting stopped with a 10 lots per account rule but I would like you to explain your better ideas to stop the problem.


I posted my proposal which is slightly different then the above but for the most part agrees to the same point.











Faiereon Exek
Master Artisan
ErnestHemmingway
Tue May 18, 2004 3:46 pm
#77


Coming up with a system that works for "most professions" is not balanced.

Sinist wrote:


Name 1 profession it doesnt work for. Again obfuscating by arguiing. Wasting our time by posting half arsed attempts at arguiing.


This doesn't work for BE --- at least half of our resources are flora and we already have skill points tied up in mandatoryMedic and Scout lines --- Having to waste another 29 points on Survey 4 (let alone Master Artisan) would ensure the price of enhanced brandy goes from 200k to 5 or 600k to cover the new cost of resources. Enhanced clothing would also triple in cost or more to cover the additional cost of those resources. BE's live on a fairly tight margin with resource costs where they are now --- if you want anything enhanced after this proposed uber nerf you will pay out the a** for it.






RancorPoker
Tue May 18, 2004 3:48 pm
#78

/agree NO CERTS FOR HARVESTERS



Nedrub Xat
Master Bio-Engineer (retired) - Master Droid Engineer/Artisan
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