Artisan Archive
Thread: I am reading where folks want med and lg harvesters moved to higher skill levels or master
I am reading where folks want med and lg harvesters moved to higher skill levels or master.
You guys know if you get this change you might be screwing yourselves. How many of you rent free lots? If you do and the other guy isn't a master artisan how are you going to deal with the fact he cannot put down your harvester? Will they even allow you to "Transfer" the structure? So, are you going to keep enough free lots on your main/artisan to be able to do that? To set down a harvester then transfer it? How about waiting for the other guy to come out to the site so you CAN transfer it EVERY time you find a new site? This also goes with your second account. Are you willing to make your second account a master artisan in order to have more lots? Many of you can't even get both accounts on-line at the same time. How are you going to use those lots then?
The consequences here would be devastating to the extraction industry and to other professions as well.
1. You are going to make it near impossible to have more than a few lots of harvesters or at least make it very very difficult.
2. The prices of resources are going to go WAY WAY up because there will be fewer artisans with the ability to extract them or have more than a few lots of extractors. Its hard enough right now to keep up with demand.
3. With fewer resources out there, there will be fewer items made from those resources and the prices of those that will be out there will REALLY skyrocket. Not to mention how difficult it's going to get to find your favorite armor or weapon.
In conclusion, if you guys keep whining about wanting to make it so medium and large harvesters are only able to be set up by higher level artisans, you are going to screw yourselves and everybody else in the game who relies on those resources. You cry now to make the profession more like the others, but be careful for what you wish. In this case I think it will come bite you in the behind. REAL HARD!
Padre
SeismicEdge wrote:
I am reading where folks want med and lg harvesters moved to higher skill levels or master.
The consequences here would be devastating to the extraction industry and to other professions as well.
1. You are going to make it near impossible to have more than a few lots of harvesters or at least make it very very difficult.
2. The prices of resources are going to go WAY WAY up because there will be fewer artisans with the ability to extract them or have more than a few lots of extractors. Its hard enough right now to keep up with demand.
3. With fewer resources out there, there will be fewer items made from those resources and the prices of those that will be out there will REALLY skyrocket. Not to mention how difficult it's going to get to find your favorite armor or weapon.
In conclusion, if you guys keep whining about wanting to make it so medium and large harvesters are only able to be set up by higher level artisans, you are going to screw yourselves and everybody else in the game who relies on those resources. You cry now to make the profession more like the others, but be careful for what you wish. In this case I think it will come bite you in the behind. REAL HARD!
1. I agree with lot spaces being a issue with only the artisan ranks being able to drop rigs. but i dont see this as a problem for the masses, i only see this as a problem for the crafters ourselves. Because we will need to harvest more of our own. perhaps this is worked out by simply giving artisan ranks a +2-4 on lot spaces, or perhaps a factory doesnt count as a lot space.
2. Yes resources will become harder to get, there will be less items out there. but this is good. the market is already flooded with to many of everything. making it hard for me to sell.. anything.
3. How difficult its going to be to find your favorite weapon or armor? funny seems the only people i see now are almost all the same. A full set of composite to go please. I ask you this. How many AV-21's do you see and have in the game? I have made and sold one. and I now have another one. I stand out in a crowd. I have a RARE item. the demand is high for them. I have offers over a million for the av-21 within seconds if i mention it in the cornet bazaar.
I relish the hard work and demand that goes with the AV-21, i woould like to see this demand in the other items we make.
--Axler
PadreBook wrote:
Having been a Master Artisan/Architect/Merchant for a long time I can say I don't like the idea of Harvester Certifications. In fact I hate it, but I don't know what it is about this profession that drives so many to calling for nerfage, as our former Correspondent Vaedross/Ifele was so proud of doing. She's gone but her nerf calls echo on.
Padre
-Harvester Lots +4
-Certification: Heavy Harvester
-Surveying: +50 (farther survey ability, faster sampling)
-Survey Droid Speed: +10 (return planetaty survey droids 10% faster)
-Harvester Efficiency: +2 (Lower credit and power reqs 2%)
Surveying/Droid Management 1 - 4:
-Certificaiton:Advanced inter-planetary survey droids [return with multiple resource types and time on planet]
-Certification: Sampling Droid [samples all resrouces within a category (i.e. all minerals) and reports tatistics]
-Reduce time for surveying droids
-Terrain Negotiation: +20
Equipment Managment 1 - 4
-Certification: Industrial Mining Unit (Permanent structure that allows multiple resources to be harvested with one unit, BER points can be distributed over three different resources if chosen)
-Harvester Efficiency: +15
-Certification: Power Doids (adds power to structures remotely)
Lot Management 1 - 4
-Harvester lots: +8
-Harvester Placement: +6
Metallurgy 1 - 4:
-Grants abilities for miners to create small quantities of slightly enhanced resources. These could be sold to advanced crafters andused in handcrafted items.
Master Miner:
-Harvester Lots: +6
-Survey Droid Speed: +20 (return planetaty survey droids 10% faster)
-Harvester Efficiency: +5 (Lower credit and power reqs 2%)
-Harvester Placement: +5 (Ease terrain restrictions on placement)
-Additional Metallurgy Bonus
Just some food for thought. I know this has been gone over 1000 times by others and the devs. I also know that there are other issues that should receive a much higher priority. This whole tree is mainly wishful thinking. However, It would stop lot trading and create enhanced gamplay for those that enjoy mining. It would also please many architects and DEs with a few new items to make and sell.
MAJOR problem with doing a mining class though is ALL of us including crafters will be dependant on either getting the profession or buying our resources from them which would always result in the resource collecters being FILTHY rich.
Having a miner class would make the game more worse off then what it is right now.
Artisan should be the requisite for all of these mining certifications/ survey bonus's/ droid enhancements because after all, ALL crafters are artisans. And I think for some of the better enhancements you listed should be granetd the more Artisan skills you take.
PLus I envision Artisans being required if you want to make a good crafter. It doesnt make sense for me to see people mastering 3 elite crafting professions. What are they elite at? Nothing becuase they havent event mastered the profession they are supposed to be elite at (Artisan). If you make more of a dependancy for crafters to master artisan it reduces these people who want to be "do it all" crafters like weaponsmiths/armorsmiths/droid engineers all on one character which realisticaly doesnt make much sense for them to do.
There is no way you can implement cerifications for harvestors at this point in the game.
1. How do you compensate all the people for their now worthless deeds?
2. This would kill the architect profession.
3. This would kill the new space expansion.
Comparing this to hides and meat is not a fair comparison. How much hide or meat is needed to create anything?
As an architect I need 25,000 resources to make 1 heavy harvestor. Think what the cost of ore will sky rocket to.
Imagine if a ship requires 20k plus of resources. There is no way the demand for ships could be met without a large base of people supplying resources.
I agree that at the moment resources markets are flooded. I think something needs to be done. Having certifications is not the right thing to do.
What I would recommend is that the devs takeaway admin rights on harvestors, and only allow hopper rights. You can allow whoever you want to come along andtake things from the hopper. But only the owner can change what is being mined. If you make it so that harvestors require action by the actual owner to operate you will get rid of lot swaps, and the huge fields managed by one person.
1. How do you compensate all the people for their now worthless deeds?
maybe the same way they will compensate me for my useless holocrons. They dont seem to have a problem changing horses in midstream. They didnt have a problem removing the schematic and crafted weapons that used 2 power handlers when they decided they were over powered. They're not having a problem changing system now i.e. jedi revamp-gcw revamp-combat balance revamp etc.
...and as far as requiring alot of resources. The only difference is you will have to buy them from some one who HAS INVESTED SKILL POINTS to get the resources. TH was regularly using the "Getting free checkers" phrase when talking about why combat droids for everyone wouldnt fly. This is exactly the same. This will not kill any economy or space expansion.
Message Edited by GrafvonSoden on 05-17-2004 07:03 PM
Mkappus wrote:
There is no way you can implement cerifications for harvestors at this point in the game.
1. How do you compensate all the people for their now worthless deeds?
2. This would kill the architect profession.
3. This would kill the new space expansion.
Comparing this to hides and meat is not a fair comparison. How much hide or meat is needed to create anything?
As an architect I need 25,000 resources to make 1 heavy harvestor. Think what the cost of ore will sky rocket to.
Imagine if a ship requires 20k plus of resources. There is no way the demand for ships could be met without a large base of people supplying resources.
I agree that at the moment resources markets are flooded. I think something needs to be done. Having certifications is not the right thing to do.
What I would recommend is that the devs takeaway admin rights on harvestors, and only allow hopper rights. You can allow whoever you want to come along andtake things from the hopper. But only the owner can change what is being mined. If you make it so that harvestors require action by the actual owner to operate you will get rid of lot swaps, and the huge fields managed by one person.
1) Give the players the harvesters back and let them sell them to Artisans or Crafters in deed form.
2) How? I already provided math;s that said an Architect has more then enough harvesters on his own to make a "reaonable" amount of houses, factories, harvesters a day. Its more like 28,000 resources per heavy harvester and well that isnt even alot. With 1 harvester your getting 10k resource a day X 5 harvesters your making 2 harvesters a day which equals out to about 120,000 structure experience and just as much profit as if you had run missions all day. And that is using low quality harvesters and only half of your slots.
3) Do you want it to take 1 day for someone to build you a "SPACESHIP" or 1 week to fill the order? Personally id rather keep it realistic and not expect shipbuilders to have a factory pumping out house sized space fighters all day. There will be ALOT of shipwrights I can guarantee it, and 90% of the ships are not built but bought with faction points. Shipwrights are more for customizing a ship with improvements then building them. And well harvester certifications will give that game a much more realistic feel when the shipwright tells you " Your ship willl be completed in 6 days 22 hours sir " and then yoou go and pick up your yt-1300 in which you and all your friends can fly in and that is as closest to an "end game" reward you can probably expect from star wars. Because once a ship is blown up it isnt destroyed just repaired and flown again. Wether it costs resources or credits to repair your ship noone knows. Probably credits.
The problem is competition and Lot swapping. Like everyone else I have ten lots. I use two for my house and one for a factory only when I need it, otherwise I have eight lots to place harvestors.
In the past this was quite enough and gave me a decient income to live on as Dancer certainly didn't pay the bills. Today its quite different then it once was. The market is flooded with resources. Besides guilds pooling every last lot, you also have people who do lot swapping across servers or renting lots at very low costs. When I have to compete with someone who isrunning other people's lots besides their own, I am at an unfair advantage as they have so many resources that they can now afford to sell for way less then what they would, had they been on the same footingof aten lot limit, and still bring in far more income.
Some of the richest players are people who do this but its at the cost of all those who don't.
Message Edited by Mariki on 05-17-2004 07:16 PM
10 lots per account would solve the problem. Doesnt matter if they have 10 characters on 10 servers they would still only get 10 lots.
Thats a fair solution to the problem + harvester certifications.
Sinist wrote:10 lots per account would solve the problem. Doesnt matter if they have 10 characters on 10 servers they would still only get 10 lots.
Thats a fair solution to the problem + harvester certifications.
Not with large buidlings in the game it wouldn't. You think people with guild halls are screwed already, try telling them they can't even own a small house on a second server.
And what about people who actually legitimately play more then one server. Having a smuggler on one server and an aspiring be on a 2nd server 10 lots total would barely give me enough lots for housing and factories. Good thing the 3rd server I play on is test, otherwise that chat might not even be able to drop a 1 lot naboo small house with an asinine restriction like the above.
... nevermind that it does *nothing* to lessen the advantage of a person running multiple accounts to get around existing restrictions - infact it would probably promote it.
Well it wouldnt be necessary in any means to buy a second account. And if it does promote it then im sure SOE wont complain.
I heard that they were decreasing the amount of lots that Guild Halls and Medic centers take up anyways. And that would solve the problem.
Its like arguiing that we dont have 100 lots. Sure 100 lots is alot better then 10 but do you have justification arguiing you dont have 100 lots. People I think will be able to deal with just having 10 lots per account. They can still put up houses and harvesters plus when they decrease the lots that player city enhancements are then it will open up the possibility of using your slots for one of them.