Artisan Archive
Thread: I am reading where folks want med and lg harvesters moved to higher skill levels or master
Sinist wrote:
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.
Just a point I haven't seen addressed regarding harvestor certs: who ever said that Artisans were entitled to be the only profession to place a harvestor? Sure, Artisans have the survey line, and that allows you to hand sample and look for resource concentrations.Noother professioncan do that. Likewise, Artisans can make batteries, basic weapons and armor, basic clothing, basic foods, general equipment, even vehicles. Scouts/Medics/Entertainers/Marksman/Brawlers can't do that either. But everyone, including Artisans, can place harvestors. Of course, because Artisans can survey they get the biggest benefit from using harvestors. However, nowhereis it written, or even suggested, that Artisans get to be the sole benefactors of harvestors.
As for the supposed resource glut, there's a solution for that: it's called Capitalism. When the prices of resources become low enough, some people are going to conclude that the hassle of running harvestors isn't worth the payout, and they will find something more fun/profitable to do. As the supply of resources declines, prices will start torise. Eventually an equilibrium pointwill be reached. SWG's economy is less than a year old, so we probably haven't reach an equilibrium point yet (if the global economy were only one year old, it too would seem as screwy as SWG's economy).
Artisan is a basic profession and isn't supposed to be a way to earn millions. You don't see Master Brawlers and Master Marksmen (with no other combat skills) clearing out the Geo caves for phat lewt, or doing missions on Dath for huge payouts. They need to master an elite combat profession to do that. Likewise, Artisans need to master an elite crafting profession to make big bucks. Weaponsmith and Armorsmith are the obvious firstchoices, but Chef does well since the revamp, and Tailors I imagine are doing well with BE clothing and the new crafter aprons and such. Don't know about DE's though, even with the droid revamp
.
Another complaint is that guilds somehow gain an advantage by using numerous people to plant harvestors. Frankly, I don't see how this is so. The only advantage they gain is that they can stockpile more of a resource. But ultimately they pay the same cpu as anyone else to extract those resources out of the ground. The only determining factor is the % concentration for the resource, and you don't have to be in a guild to place harvestors on a 90% spot. It doesn't matter whether you run 10 harvestors or 100 harvestors, the cpu for harvestingis basically the same--there areessentially noeconomies of scale in SWG.
Slim Vargo, Corbantis
I have no problem with adding a mining profession, as long as that mining profession gets a new type of "super-heavy harvestor" to call it's own, rather than taking existing harvestors away from everyone. I also don't have a problem with artisans getting some kind of harvestor extraction bonus in the Survey line, or maybe with Master Artisan. That would make more sense, imo, than adding harvestor certs. The harvestor is a mechanical device...it's doing all the work. All we do is place it. Someone with proper training might be able to use it more efficiently (and hence get an extraction bonus). Similar to how anyone can use any weapon (save lightsabers for non-Jedi), but only someone with proper training can get maximum use out of them.
Slim Vargo, Corbantis
GrafvonSoden wrote:
The Devs decided not to implement miner for what ever reason. But it was to come from the artisan line, hence the surveyor tree. I see harvesting as the elite way to sample. Only artisans can sample. And sampling improves the higher in survey tree you go, which is where miner would have been accessed from. So instead of implementing miner, they took the easy way out and let everyone control harvesters. And just because it was this way at the start, doesnt mean that is how it was meant to be or what is good for the game now. I use stat migration as an example of this. Something that we all could do at one time since the beginning, but only IDers can do now.