Artisan Archive

Thread: Restricting harvesters to Artisans only

saintchuck
Sat Jul 26, 2003 5:03 pm
#1

Would like to put forward a suggestion concerning harvesters...

Currently the market is flooded with inorganic reources, PAs are powerleveling crafters and where ever you look you see some type of harvester. Why is this?

Everyone has 10 lots. A house is the only thing that non-artisans need lots for. And yet they still have 10 lots. Why is this?

My suggestion is to give everyone a house lot, separate from lots used for harvesters and factories, but only allow artisans the ability to place harvesters. Start them off with 1 or 2 lots at Novice and give them an additional lot for each skill in surveying that they acquire. Continue to give them additional lots as they progress through the advanced professions.

This will allow others that are willing to pick-up novice artisan to help out friends that are true artisans but will limit the amount of help they can give. It may also cause a need for the rethinking of the Miner profession that was cut despite protests during Beta 3. But most importantly in my opinion it will reinvigorate the Player economy by making resources more than just an inconvenience in the crafting process.


Thoughts, opinions and suggestions welcome....



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
Noterac
Sat Jul 26, 2003 9:23 pm
#2

I dislike this idea immensely. Why. As a crafter i cannot produce enough resources to craft non stop i end up buying some from market price would go up on these making it harder on crafters. Also i can't use freinds accounts to mine resources to play with. If they implented this i would be pissed off as would many other crafters.
DeathInPlaid
Sat Jul 26, 2003 9:27 pm
#3

Yeah, so the markets are flooded. Right. Then why do I still get like a 600% return on investment by selling raw materials? C'mon, it costs me, what, like 1/2 or 3/4 cr/unit to harv steel and then I can sell it for easily 2 or 3cr/unit? It's good that folks are selling raw materials AND it's even better that folks are buying it. You'll always have architects and power skillers etc willing to plunk down 3k for a 1k stack of resources. I think there's more of a problem with people OVERCHARGING for resources, which is not simptomatic of a system with an overabundance of supply.
Think about it.
DeathInPlaid
obfuscation
Sun Jul 27, 2003 3:15 am
#4

Being a smuggler and having my own harvesters/factorys is a life saver. Sorry but no way I would pay someone else for my resources or to craft crates for me.



Obfuscate


Smuggler(Intrepid)


Dirty deeds done dirt cheap

Aalstrom
Sun Jul 27, 2003 3:16 am
#5

If you truly wish this, then I suggest go one further and reintroduce the miner class and take harvesting away from artisans.



Aalstrom

-Salus populi suprema lex-
Jasarina
Sun Jul 27, 2003 2:14 pm
#6






saintchuck wrote:
{snip}

My suggestion is to give everyone a house lot, separate from lots used for harvesters and factories, but only allow artisans the ability to place harvesters. Start them off with 1 or 2 lots at Novice and give them an additional lot for each skill in surveying that they acquire. Continue to give them additional lots as they progress through the advanced professions.







I really do not think this is a good idea. My reason being that many other classes need harvestered goods. The only way this would work is if the miner profession was returned so that there are enough resources for sale to support everyone.


I do however think that someone who devotes the time to raise as an Artisan and goes into an elite crafting profession should be granted more lots based on their skills.




Jaliss Anarwayn
Artisan of many talents
TheUrbanPrimate
Mon Jul 28, 2003 12:33 am
#7

Man...


I couldn't possibly wish any harder for the miner class to be reinstated. Mining was the profession I had decided to play months before the release of the game. When I finally got the game I was sad to see that they got rid of the class.


I still act as a "resource collector", but it is hard when everyone and their grandmother seems to be running harvesters for themselves or a friend. I agree with the original poster. If we don't get a mining class, then running resource harvesters should be restricted. Instead of "Artisans only" perhaps it would be better if classes could run harvesters for any kind of resource which they use in their profession.


This would make it so that anyone who builds could use their own harvesters to do so if they didn't want to buy from dedicated resource collectors; but would even the playing field a little as artisans wouldn't be able to make use of friends' lots to place enormous clusters of harvesters. Well, unless those friends were willing to sacrifice a few skill points to take levels in the appropriate class so that they could run the harvesters in their lots.

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