Artisan Archive

Thread: Artisan Survey about Surveying

BlueMorgoth
Thu Jan 08, 2004 4:47 pm
#92

Novice scout is also completely dependent on another profession. How do they get hide and bones to make tents or traps, or how do they get scout XP from harvesting without having to kill the animal first? To kill the animal, they need combat skills or be part of a group that has killed the animal. A medic can at least use /healWound or /healDamage to get some XP without needing to rely on anyone (though at a cost to BF).



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Zarlor
Thu Jan 08, 2004 4:57 pm
#93

A scout can kill animals without marksman skills, just not well. Aand that was definitely a huge issue in Beta. At least scouts also recieve modifiers to attacking animals, so even if they used just a CDEF it IS quite possible to take out the animals they need.


A medic can only progress healing with the /tendwound command (not /heal, because /heals require packs, which need resources to be made and /tenddamage provides no XP). Since a medic cannot get XP using /tendwound on themslef they still require others to use the ability on and then require the services of an entertainer to heal their mind in the process. So in effect some of the healing lines can provide XP, but still none of the crafting line can be gained through any skill available to a medic.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Scoooter
Fri Jan 09, 2004 1:06 am
#94

I suspect that was changed because no crafter wants to spend allhis time foraging instead of having fun in the game. Which is also why artisans


Changing some schematics will not solve this probem in my opinion.


There still is an underlying issue of crafters without the same basic skills as other crafters.


The problem is that for 5 months we have had to mine without the same skills the other crafters have





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
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Scoooter
Fri Jan 09, 2004 7:37 am
#95

Frijolero like I have been stating you hit the nail on the head.


Artisans don't survey for people because it is not fun to do and it lessens their game experiance.


And also that is why mining is not done as a whole on the niche market of the medical professions except by those medical professions, That would be more surveying and with lot limitations they would not be able to mine the massive amounts of ore and materials required by the other crafting professions. If you can mine massive amounts of the same thing and make all the money you need why would you survey more. Couple that with the fact that doctors have issues making money as doctors and cant affor the 10cpu price charged for most real good medical resources on the market. If survey was fun artisans would be doing it for anyone right and left. But it is not.And you have a tough time getting someone to do it, and find a good percentage and finding a spot that is buildable with the extractors you need to drop.


Now it lessens our game experience because we cannot master a combat profession to augment our money making ability and protect ourself properlylike all other crafters have the option to do. That is because we have to spend 24-29 skill points getting novice artisan and going a few rungs up the survey tree to get a range that will allow us to not spend an entire night surveying a planet for one resource.


Gathering resource is a fundamental need of crafters and that is why basic survey is given at novice artisan. And the crafter can choose to increase the range. But they left out a set of crafters in the design that are not given the basic skill.


That in itself is the balance issue. Doctors are capped on options that every other character has.


Now in the doctors threads several opptions have been suggested.


1) getting survey at a certain point in medic (not yet determined, maybe master)


2) increased ability on range through the crafting tree (not as powerful as survey 4..2 or 3 maybe)


3) Medical survey tools made by artisans that have limited use (charges) so that artisans will still be assisting in the process by making more tools


4) Doctors only care about enough sample to test the resource quality. /medicalforage that brings back one unit could be fixed for this.


Now adding survey will not make doctors independant. Thay have so many dependancies it is not even funny. Adding survey only addresses a single dependency that is not working in the in game economics and the way the game is played.


I




Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Manuvian
Wed Jan 26, 2005 11:25 pm
#96






Scoooter wrote:

Frijolero like I have been stating you hit the nail on the head.


Artisans don't survey for people because it is not fun to do and it lessens their game experiance.


And also that is why mining is not done as a whole on the niche market of the medical professions except by those medical professions, That would be more surveying and with lot limitations they would not be able to mine the massive amounts of ore and materials required by the other crafting professions. If you can mine massive amounts of the same thing and make all the money you need why would you survey more. Couple that with the fact that doctors have issues making money as doctors and cant affor the 10cpu price charged for most real good medical resources on the market. If survey was fun artisans would be doing it for anyone right and left. But it is not.And you have a tough time getting someone to do it, and find a good percentage and finding a spot that is buildable with the extractors you need to drop.


Now it lessens our game experience because we cannot master a combat profession to augment our money making ability and protect ourself properlylike all other crafters have the option to do. That is because we have to spend 24-29 skill points getting novice artisan and going a few rungs up the survey tree to get a range that will allow us to not spend an entire night surveying a planet for one resource.


Gathering resource is a fundamental need of crafters and that is why basic survey is given at novice artisan. And the crafter can choose to increase the range. But they left out a set of crafters in the design that are not given the basic skill.


That in itself is the balance issue. Doctors are capped on options that every other character has.


Now in the doctors threads several opptions have been suggested.


1) getting survey at a certain point in medic (not yet determined, maybe master)


2) increased ability on range through the crafting tree (not as powerful as survey 4..2 or 3 maybe)


3) Medical survey tools made by artisans that have limited use (charges) so that artisans will still be assisting in the process by making more tools


4) Doctors only care about enough sample to test the resource quality. /medicalforage that brings back one unit could be fixed for this.


Now adding survey will not make doctors independant. Thay have so many dependancies it is not even funny. Adding survey only addresses a single dependency that is not working in the in game economics and the way the game is played.


I







/agree

(And this situation affects BE's just as much as the doctor class.)

Message Edited by Manuvian on 01-27-2005 01:27 AM




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Gorath


MStarfire
Thu Jan 27, 2005 4:50 pm
#97

What these doctor's are really saying is they don't want to spend 29 skill points of their remaining 110 left after masterring to survey. I am sorry, but that just seems ridiculous to me. They can pay the skill cost just like the rest of us.



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