Artisan Archive
Thread: So you want to cert harvs? Fine. Here's a proposal you won't like...
I think that solution about covers it.
The point that most people are missing here is that the Novice professions are really stepping stones to get to something where you can really begin to make a lot of money or be able to take on larger, more dangerous creatures. That means that Artisan is a stepping stone to a Master profession. Right now Artisan is still a very important profession, just not one that makes any money.
- You have to go up to at minimum Business III to get a Vendor
- You have to go up to Survey IV to lower the time taken to find resources and cover a greater expanse of space
- You have components that are only craftable at Master Artisan that are used across various elite professions (Control Units, Power Cores and even Nemodian Bird Cages - that last one was a joke)
- Vehicles have become a very important part of game play also and Master Artisans are the ones responsible for making those
Really what it comes down to is that people are trying to get a crafting type profession to make them a ton of money without wanting to put out the points needed for it. You are trying to get the best of both worlds here and it just isn't possible. If you want to bring in the cash just do an elite crafting profession and move on. If you are not willing to put in that time than do not take the stand of trying to force your agenda upon the entire game-playing population with something that adversely effects them for your own gain.
Take a Novice Profession for what it is... NOVICE. If this goes thru the next thing we will have is Novice Entertainers wanting to be able to do Mind Buffs, own cantinas and get everything that Master Elite Entertainers get. And the next step after that are Medics complaining because they can't use Buffs..... I am sure you see where this is going.
In summary, Artisan is as useful as it needs to be right now. If anything else gets added to it than it would cease to be a Novice profession in my opinion.
here is another proposal how about the harvs get certed like this :
Personal : Anyone
Medium : Master artisan or novice elite crafting prof
Heavy : Master elite crafting profs
Master elite crafting profs all elite artisan pros WS , AS , DE and so on + smugglers and doctor since crafting is a part of those profs DOc's have a whole crafting tree, smugglers have 2 spice and slicing both require resources and crafting equipment.
Factory cert :
1 at each branch of the elite professions. Docs Food and chem + equipment factory same for smugglers.
Face it to me a master artisan cost 71 or 72 Sp master weaponsmith costs92 master smuggler 121 master doc : 140 . Artisan is a STARTING prof its shouldnt get all the otehr crafter by the balls like this, just like a Master Marksman will get his head blown off by a master rifleman or Pistoleer or commando.
You argument is : The combat profs have weapon certs why shouldnt harvesters, i agree but not in a starting prof that i could master in under a day 6 hours probobly at most. thats like a novicebrawler gettingthe Scythe cert (cert at expert sword finesse) or a master marksman gettin to use the LLC or Flamethrower, the certs in the other novice trees are minimal you dont get any other certs at master brawler or marksman nor at scout, why should you get it? i think placing mediums cert in your tree is good enough the heavies should be certed (if they need to)in ELITE's not in a starter prof.
BTW how many of you have the 1.4 millionaproximatly it takes to buy 10 heavies, put maintenence on them, power in ,them total cost about 1.7 - 2 millions (for the harvs and power) , if your as poor as you say your are then maybe 2 outta 10 that means that the availeble resources will drop, they will become more expensive and the end products will become more expensive. and if its one thing everybody can agree on its : things are expensive enough as they are.
Finally a Master Artisan has a way better base for making money than any other novice prof alone the only combo that could challenge you is : master scout and atleast 1 line in a combat prof totalling the cost to 30+ more sp than you have to spend. you can make several components DE's need, you can make vehicles (the only ones who can) and last i checked a swoop costs about 16k to make even less if you mine your own resources say 10k one of my heavies pull enough to make about 15 swoops pr week at least and swoops sell for in between 20 - 35k that 10 - 25k profit pr bike in 15 bikes say 17k profit pr bike thats 225k pure profit to me that alot for a starting prof.
SaleusCorwen wrote:
right now the skill points invested to make MA versuses the benefit of MA pale in comparison to even the other Novice professions....
I would love to hear some examples of this if you have them. From my perspective here is what you get at each Master for a Novice Profession:
- Artisan - Schematics for sale-able items suchs as LandSpeeders, Swoops, Power Conditioners, Control Units
- Brawler- Warcry, Intimidation, Berserk mods and mods for the 4 Brawlers professions of +5 to +10 and various moves (UA Lunge 2 I believe and some others)
- Entertainer- Wound Healing Mods, Dance/Music Knowledge Mods, 1 Instrument Cert, 2 new Dances and 1 new Song
- Marksman - Pistol, Rifle and Carbine Mods plus Overcharge Shot 2
- Medic - Medicine Use, Foraging and Injury Treatment Mods plus 4 schematics (3 components and Stimpack D)
- Scout - Mask Scent, Trapping, Creature Knowledge and Harvesting Mods
Just from taking a quick glance at what you get for mastering the Novice Professions I would rank their usefullness (from most useful to least useful). These are just based on my perceptions from playing everyone of these over the last 11 months:
- Medic - Definitely needs use of the schematics handed out in this line and has the ability to make Stim Ds. The gained Medicine Use also allows them to use items crafted by Doctors to better heal.
- Brawler - The new abilities and mods they get here are very useful since a Brawler is somewhat dependent on Warcry, etc.... and is always in need of putting out more damage.
- Artisan - The skills gained here greatly increase their usefulness with the ability to make vehicles that almost everyone in the galaxy now owns and also the ability to make components that Elite Crafters depend on in a lot of cases to get a finished product.
- Marksman - The mods for the various weapon types help out some but the Overcharge Shot 2 is probably not used by most. This is more useful for the fact that it's a stepping stone to a couple of Elite professions in my opinion.
- Entertainer - Aside from the healing mods, all they get here are things that are more superficial and for show. A couple new dances and a song which isn't very useful because if you play this song in a band everyone in the band must be a Master Entertainer to play along.
- Scout - Anything above the first four levels of Scout need an overhaul. Master Scout leads to Ranger which has arguably one useful skill if that. The gains seen from the Creature Harvesting and Terrain Negotiation mods are laughable at best.
So that's my take on this whole matter.... If you think Master Artisan needs more things thrown it's way than you better hope they give some love to some of the other Master Profs first. I just think Master Artisan are fine the way they are and are tied into other profs at the level they should be.
/CHEERS Sif and Aelei !!!! I have been stewing about this for days now. I am so totally happy you two posted here. It saves me from typing out a post that might possibly get me banned from the forums.
I am sick and tired ofso many people asking for a nerf of some sort instead of an added benefit. This particular request stinks of greed.
I reiterate.... Artisan is a STARTING PROFESSION people !!!
There are days, I swear to you, that I log on just because of my harvesters. I love the resource system the way it is. It's the single thing about this game that has actually worked from the very beginning.The idea of havingthis ripped away from the community, just to satisfy a few whining cry babies, makes me ill just thinking about it. My first profession was Master Architect... just so I could build my own. Take my ability to set my heavies down..and I sincerely believe the game will be of no use to me anymore. I don't like the idea of relying on ANYONE. SOE said this was a game we could play solo with. By making a move like this...SOE would be making a game-breaking decision.
I have so many thoughts going through my head right now...if I continue with this post... I am afraid it would get locked, and I really don't want that.
Ezmir
(edited to correct spelling of Aelei)
Message Edited by Boodley on 05-23-2004 12:04 AM