Artisan Archive
Thread: Is the Artisan Proffession to easy
I am sure people are going to flame me for this but in part I am glad cause at least people would think about it. but I have to come to wonder if our profession is not just a bit to easy ?.
I make such a wide range of items that I hardly needs to buy much at all I can source my own reasource, build my own items, even make buildings to farm my resources when I am not around have have shops to even sell stuff to.
All this at very low level and we havenot included making packs, clothes, weapons and powerups.
I would suggest we are to open a proffession it so easy to make a lot of items that is depresses the player economy selling resources is not that easy cause the people most likely to buy them already have a source of their own. And with all Artisans able to make the same equipement and almost has to in order to progress we are making far more items than we can sell.
I would like to see the skills split up between more starting proffessions, it should take more skill to get the features we have I think in the long run all Artisan would gain from it and we would see an increase in player trading and more demand for items and more money.
what do you think ?
No its not to easy.
Try selling some of the crap you make, that you think is so easy.
Wait to you reach the DE, AE, Parts. Try getting 20000 Crafting XP without Power Crafting and tell me its easy then.
Then try going out in the woods and fight. Artiasans need to be well though out, and played. Other the that your useless.
Kirranas,
It is not too easy, it is too uniform.
MoffT: I'm going to create a new weapon, the DH17 Carbine. Haha. I'll be rich, rich I tell you.
Goes and crafts 10 DH17's with high end resources and lots of experimentation. Opens up his vendor shop or goes to the bazaar and finds...
MoffT: Wait a second. There's 20 other people on this planet...no...in this city...selling the exact same item. Hmmmmm. I've invested a lot of energy, time and money into this production. How can I get an edge? Well, K is selling his for 1500 apiece. I'll sell mine for 1200. hehehe. Now I'll get the business.
Fast forward 6 months...
MoffT: Wow, there are 20 people in this city selling the exact same T21 rifle for 500 credits. Hmmmmm. I've invested a lot of energy, time and money into this production. How can I get an edge? Well, K is selling his for 500 apiece. I'll sell mine for 300. hehehe. Now I'll get the business.
Granted, the time frame may not be exactly 6 months. It may be twelve. Depends on your server, resources, how fast others are progressing, etc. However, this is unlike the real world, where there is no actual limit to improvements that can be made to an object. This amount of real depth and variation allows the economy to continue to move forward and not be a function strictly of cost.
In order for the economy to survive and thrive - long term - there must be more variation and depth. It is not a function of the profession being too easy.
I do not belive its too easy. Ive been playing almost a month now and iam a Novice Artisan and Novice Merchant and the only line Ive completed in Artisan is the merchant one. I play at my own pace though and have fun.
I do however think thatArtisans need more varity, more depth, more expermination optionsand more items that are a must have by players.
Desperado,
While I will say that moving up the artisan tree is, perhaps, not as challenging as moving up into a specialization, such as marksman/gunfighter/carbineer, it is MUCH more challenging to move up in the elite professions of crafting than in the combat professions. The sheer amount of experience needed is immense, coupled with the needs to harvest resources, time to craft, sell and that, once you move into elite professions, only the goods crafted in those professions "applies" to advancement in that profession. So, for example, if I craft a CDEF weapon for someone as a WS, it doesn't do me "any good", other than the few credits I'll receive and the hope of a prospective future customer who will purchase the goods that give me experience under WS.
Now, mind you, this is not a whine. I also realize that, if you are a rifle specialist and use a pistol for close-in work, those pistol xp's should not apply to rifle. However, playing a Rifle specialist who is working toward WS AND AS (I know...glutton for punishment), it was much easier for me to move into my rifle specialty than it is for me to work into EITHER of the other specialties (and that is NOT because they are split. Once I move into one, I will THEN begin to move into the other).
Again, the profession is not easy. It is labor intensive and demanding, just as it should be. My concern, though, is long-term.
Yes, i see what you mean. Right now im in an XP slump and It's really hard to find something to kill, soI might have misjudged it, but I'm having alot more fun with my artisan!