Artisan Archive

Thread: So you want to cert harvs? Fine. Here's a proposal you won't like...

HalasterTheBlack
Wed May 19, 2004 9:44 am
#1

I say you won't like it to those of you whining because the only support I see you using in your whines is that you can't find a way to make money as a Master Artisan. Guess what? IT'S A NOVICE PROFESSION! It's not supposed to make you rich, any more than Master Brawler will enable you to solo a Kimogila.


So... if there is a (perceived) problem that there are too many different people able to draw resources in this game, let's "fix" that. Let's make it so that those people who really enjoy and can excel at the mining game are the ones who are best able to draw the vast majority of resources. Let's create a new elite-level profession called "Miner".


Now there is one point you won't like. You're whining about being poor at a novice level profession because you lack the desire or aptitude (or both) to master an elite profession and compete with the big dogs. We make Miner an elite profession and you'll whine.


But tough. You shouldn't be able to solo a Kimogila at Master Brawler and you shouldn't be able to hold Master Elite Artisan professions hostage for resources at Master Artisan either.


The prerequisites for the Miner profession should be Scout 4000 / Artisan 0004.


The profession should have four skill branches. Let's call them "Terrain Negotiation", "Lot Management", "Efficiency", and "Enhanced Surveying".


The Terrain Negotiation branch would progress much like the Ranger's Wayfaring branch, but without the Camouflage. Maybe give a better bonus to mask scent to compensate. It would require scouting experience equivalent to the requirements in the Ranger Wayfaring branch.


The Lot Management branch would increase the number of lots available to the miner. This has to be done to help preserve the flow of resources into the galaxies (cutting the influx of resources by 90%, even by 50% would be incredibly detrimental to the economy). The progression should be +1, +2, +3, +4, so that at 0400 the Miner has an additional 10 lots to play with.


The Efficienty branch would enable the miner to gain better BER on harvesters. The progression should be +1, +2, +1, +2, so that at 0040, the miner could add 6 BER to any harvester. Likewise, the progression should decrease maintenance and power consumption costs on mining rigs just as the Merchant Efficiency branch does.


The Enhanced Surveying branch would increase surveying range to the maximum allowed / stored on the servers (which is hopefully something over 320m - even 512m would be a huge improvement). As the miner progresses up the tree, he should gain the ability to use planetary survey droids which can be set to return the top 3-10 waypoints of a singlematerial the miner selects for a single planet.


At Novice Miner, the miner would gain the certification on Heavy rigs. He would also gain a +1 bonus on the Lot Management and Efficiency branches (thus immediately gaining his 11th lot and +1 BER).


At Master Miner, the miner would gain improved mask scent, another +5 lots (25 lots per miner cap, still not enough to counter a 75% or greater reduction in heavy miners out there), and another +2 BER.


So, in conclusion, if you want to hold the Resource trade hostage, do it by mastering an elite profession. Get off your butts and compete. Don't try to "litigate" your competition out of business.


Thanks for reading.


And thanks for the single stars, you whiny little beotches (you know who you are).




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

The_Strider_Family
Wed May 19, 2004 9:55 am
#2

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.





__________________________________________________________________
ga Remnants of the Jedi ga
"Never. I'll never turn to the dark side. You've failed, your highness. I am a Jedi, like my father before me."
ga Vubo Strider || Aelei Strider ga
Jedi Padawan and Former Ranger (Vubo) - Veteran Crafter and Merchant (Aelei)
__________________________________________________________________________________________________________

P__Day
Wed May 19, 2004 10:22 am
#3

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.


Galjoss
Wed May 19, 2004 10:24 am
#4

I also like this solution as well, it is far to easy to set up harvesters and generate good income, but i dont think this should be reserved for artisans I think it merits a whole proffession, a couple of abilities that I think would be usefull at master miner would be when you survey a mineral you also get to see its properties, so that you can easily check if that 15% thread of steel is worth following, the other is to survey an area to see what individual resources are there, this wouldnt tell you the conmcentration or quaility just list the present resources so you dont have to go through a whole list of resources that arnt there.
SaleusCorwen
Wed May 19, 2004 10:25 am
#5

i believe this solution has been suggested several times.


it is my understanding that they will not be adding any more professions than what is in the JTL expansion..



also please read some of the other threads before jumping on the harvester certification bandwagon.



harvester certifications where "suggested" as a way to increase the value (not money) of the artisan profession..



right now the skill points invested to make MA versuses the benefit of MA pale in comparison to even the other Novice professions....


harvester certifications where onesuggestion of trying to make the skill point investment a little more balanced.. but it is by no means the only way and there are several other suggestions on ways to increase the value of the MA..



one being (and i highly support) is giving the Survey Line and the MA harvester bonuses (reduced maint/rate increase)..



i see a lot of people coming in from other boards screaming bloody murder on the harvester certification when really it was only 1 suggestion in a box of suggestions of making the Artisan field more on par with other novice professions. (adding a miner profession will not make the artisan field more valuable)..


and when i say value i am not referring to the money making ability of the artisan .. but more of the value for the skillpoint investement.


right now the Artisan profession's value vs skillpoints invested is very low..


Even the experimentation bonuses earned in the artisan line are not used in the elite professions (that was another suggestion to making artisan more valuable, making MA experimentation bonuses applicable to elite crafting professions). Unlike other novice professions the skills you earn/learn carry over into your elite profession (a novice rifleman's bonuses/movescarry over into the elite rifleman)..



i do agree the miner profession should have been left in, right now i see that it would be a very successful profession and not as boring as the beta players had suggested (very early in beta no doubt)..


anyways this isn't meant to be taken in any harsh tone just to help some understand where this suggestion came from (and it was only a suggestion, 1 of many)..


i think the only thing that we ask is that instead of coming in and saying No to harvester certifications, add some suggestions to how the artisan profession can be made more valuable , all this neigh saying is getting the root discussion off the point and focusing more on 1 suggestion rather than pooling more suggestions and discussion together (i have yet to see anyone oppose harvester bonuses for the Survey/MA )



---------------------------------------------------
Kettemoor Galaxy
HalasterTheBlack
Wed May 19, 2004 10:37 am
#6

I've already made my top 5 suggestions for making the artisan profession more enjoyable on the current Top 5 poll thread.


I posted this in response to the very few people who are whining about harvester certifications.


I've read most of their posts.


They're not whining because they want Artisan to be worthwhile.


They're whining because they want to be rich without mastering an elite level profession, and they don't give a damn if it screws everyone that plays this game who's NOT a Master Artisan.


There are better ways to make Artisan more worthwhile than nerfing harvesters (and thus the entire economhy) to hell. There are numerous other threads on those.


This thread is for the whiny little brats who want everything handed to them at everyone else's expense. You call Artisans the "welfare profession"? That's exactly what you're asking for with harvester certs - welfare.


Go "work" (at least *think*)for your ingame cash like the rest of us do. We're not handing you any.




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

The_Strider_Family
Wed May 19, 2004 11:34 am
#7




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:



  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.





__________________________________________________________________
ga Remnants of the Jedi ga
"Never. I'll never turn to the dark side. You've failed, your highness. I am a Jedi, like my father before me."
ga Vubo Strider || Aelei Strider ga
Jedi Padawan and Former Ranger (Vubo) - Veteran Crafter and Merchant (Aelei)
__________________________________________________________________________________________________________

Daspeco
Sat May 22, 2004 3:47 pm
#8

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 really don't think you have done many other professions from this comment. I have. Master Brawler offers very little to any advanced brawler profession. Take a TKM, Swordsman, Fencer and look. Most will not use the skillpoints to master it simply because it will not enhance their fighting abilities. Same goes for any advanced ranged weapon. Most will not bother to be a master marksman for the same reasons. BH, well they get the shaft in a sense, HAVING to master to 2 novice professions. Dancers and Musicians gain nothing by being master entertainer. The medical field requires mastering medic to move to advanced professions. Look at the BE, he/she really needs Doctors to craft medical components to make really high quality stims. In any case, think about what you say before you say it here. I and most others that have mastered a few professions will tell you that you are absolutely incorrect in your comment. Really, MA get far more by being able to make vehicles than any other novice profession advantage. Maybe they should take that away and put it on Engineering 4 instead, eh?



Devs clearly do not play their creations and are utter clueless as to the results of their nerfs. They seem to be in love with their ideas and ignore the results.

Choco'lat of Valcyn..... very soon to be Ex Sony customer.
Quote from Hairballs007

Davie
Chilastria
Boodley
Sat May 22, 2004 9:02 pm
#9


/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

HalasterTheBlack
Sun May 23, 2004 12:18 am
#10

.:..




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

outtacontrol
Sun May 23, 2004 12:09 pm
#11

HalasterTheBlack
Fri Jun 18, 2004 11:09 am
#12

Looks like we are still wailing on that poor horse. It's nothing more than a puddle already people. STOP!


But since you keep beating, here's Miner again. I still want to be a Miner.




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

joined42904
Fri Jun 18, 2004 11:50 am
#13

Halaster,


I am glad that you are now in favor of certifications.


My artisan is completely noncombatant and would probably take the miner profession if it existed.


I support your call for a miner professions and agree completely with an absolute need for harvester certifications. They need to be put in somewhere.


If there isn't going to be a miner profession, however, the survey line of artisan seems like an excellent place to put certifications. I fail to see what the novice elite professions have to do with resource extraction. They don't even spring from that branch or have any resource extraction skill requirements as a pre-requisite.


I do think that the additional miner lots ought to be restricted to use for harvesters if they do recreate miner as a profession. No fair using all those extra lots for small naboo houses to store millions of resources!


Miners I wager would join my call for removing admin on harvs so that other professions can't gain the miner's management bonus.


I say we need certifications somewhere. I like the idea for a miner profession. And I trust the devs to put certs where they belong if certs are implemented.


(By the way...wherever certs are placed...I think folks will migrate to that profession.)



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
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