Artisan Archive
Thread: Artisan Top 5 as of Publish 8
Re-read the little edit I threw in there, and then try to cook up a better reply than "nice name".
By the way, what kind of cheese would you like to go with that whine?
heavies for master artisan certed?!?
are u artisan getting a bit big headed huh?
thats silliest idea i heard.
IF you wish for certs then try it this way maybe:
-personals for everyone
- mediums masteer artisan and nov adv. crafter
- heavies master advanced crafters
that would first make more sense and also be fair. a master artisan is nothing but a master basic profesion which is kinda lousy compared with master adv. crafter.
WTH you thinking what a master artisan is? lol
Message Edited by Veers_Intrepid on 05-20-2004 04:01 AM
Sinist wrote:
Your right not 100% accuratly. But you would be a fool to argue with the numbers I posted. As its obvious it is fairly close.
Veers,
We folks asking for certifications think that Master Artisans are masters of the only profession capable of extracting inorganic resources from the ground without a tool. Or are we wrong about that?
Are these skills anywhere in any of the "elite" professions? If so, please show me where. I'm enough of a newb that I would very much like to be educated by you about this matter if you are able.
What the artisans are asking for are certifications that go along with the skills associated with extracting resources.
Where are the organic skills? In the scout line...specifically the hunting line. Where are the inorganic skills? In the artisan line...specifically the surveying line. And...last I checked...none of the elite professions branch off that line.
I don't think many of us who ask for certs would deny architects the ability to use the harvesters they can actually make. But the most obvious place to put the certs is in the survey line of artisan and/or in the skills that branch from that tree...which last I checked had only one...master artisan.
What does master or an elite profession have to do with extracting resources? Nothing really. That's like saying the exploration line of scout should be associated with extracting organic resources when it's unrelated. Similarly, the engineering and domestic arts lines of artisan are unrelated to resource extraction. Or can you show me how your resource extraction improves as you advance along these lines?
Anyone looking at this thread, please turn on the 1-star posts as the folks opposed to the certification idea have one-starred many of its proponents.
Certifications should be one of our issues. That should be obvious.
Our other 4:
1. Having spaceship engineering/shipwright tree off master artisan rather than engineering 4.
2. Better quests or no upkeep on harvesters for the first week to help newbie/starting artisans. Quests related to the artisan skill, not combat skill for better quests. And not giving quests where the resource can be found in the "too close" range.
3. All elite crafting professions needing master artisan level components for some of their crafts...reasons for crafters to keep master artisan and not drop it. Droid engineers tend to keep it for obvious reasons.
4. Items ranked by quality at the bazaar to help bothbuyers and skilled artisans and others sell their wares.
joined42904,
Artisans, yes, are kings of mining: mining in the sense of /sampling. That requires skill just like /harvest requires skill. In order to do both, the player must be there. Harvesters are different. You plop them down, put in maintenance/power, push a few buttons, and walk away. There's no skill required in using a harvester.
You have the skills to /sample, I have the skills to /harvest. We both have the skills to drop a harvester and push buttons.
NO HARV CERTS!
#1 - you have plenty of things that will make you money. don't blame everyone else because you can't market your items.
#2 - currently, at least 3 professions require a master artisans help to craft a high end item. Chef, Weaponsmith, and Architect. There may be more, but these are three I have played. Now you want the resource market too? Greedy b@stards.
#3 - Master artisans make vehicles, which can no longer be repaired after they get destroyed. These run around 20k each.
#4 - YOU ARE A NOVICE PROFESSION! You do not deserve to be one of the highest paid professions in the game. It takes absolutely nothing to become a Master artisan, a dedicated person can do it in 2-3hrs.
I'm tempted to go read the image design forums to see what the reaction was to taking away stat migration. I imagine it wasn't all that popular.
I have a totally new char on another server and want to move that char's stats and can't get anyone to do it for under 30k, which I nowhere near have. Lol.
MeSleep,
I see harvesters as a little more complicated than just machines you press a button to turn on and access all the resource it's on top of. I'd prefer to think that the owner and operator of the machine is in some way guiding the resource extraction. And that using it right involves going to the right level in the ground and so on. And that it isn't equipped with a survey device that lets you know exactly what is where that you can use even if you lack the skill to use a survey device.
I'm not on my chars 24/7. So I tend to think of harvesters as something my crafters spend time doing when I'm logged out...a boring part of SWG that isn't represented in actual gameplay due to the kindness of the devs.
joined42904 wrote:
MeSleep,
I see harvesters as a little more complicated than just machines you press a button to turn on and access all the resource it's on top of. I'd prefer to think that the owner and operator of the machine is in some way guiding the resource extraction. And that using it right involves going to the right level in the ground and so on. And that it isn't equipped with a survey device that lets you know exactly what is where that you can use even if you lack the skill to use a survey device.
I'm not on my chars 24/7. So I tend to think of harvesters as something my crafters spend time doing when I'm logged out...a boring part of SWG that isn't represented in actual gameplay due to the kindness of the devs.
joined42904 wrote:
MeSleep,
I see harvesters as a little more complicated than just machines you press a button to turn on and access all the resource it's on top of. I'd prefer to think that the owner and operator of the machine is in some way guiding the resource extraction. And that using it right involves going to the right level in the ground and so on. And that it isn't equipped with a survey device that lets you know exactly what is where that you can use even if you lack the skill to use a survey device.
I'm not on my chars 24/7. So I tend to think of harvesters as something my crafters spend time doing when I'm logged out...a boring part of SWG that isn't represented in actual gameplay due to the kindness of the devs.
joined42904 how are you guiding the extraction process when you are not online.
Why should you be able to login drop some harvesters and log out for 3 days and get the same return as a scout who has been in game using his skills to collect hides for those 3 days.