Artisan Archive

Thread: How about a profession beyond Surveying?

jverz
Fri Aug 20, 2004 4:55 am
#1

I've noticed that there is no profession you can folow once you've learned Survey IV.

I had the idea of some sort of profession with alchemist and metalurgy type skills, where you can purify your resources to create higher quality materials or even alloys with specific properties.


What would the other smiths out there think of something like that?
jverz
Fri Aug 20, 2004 5:09 am
#2

On a further note.. bioengineers should be able to breed hybrid of plants to make better wood, berries, etc. Wow.. bioengineers being useful!
Moepple
Fri Aug 20, 2004 5:19 am
#3

In Beta, there was the Miner-Profession.


Knightlord
Fri Aug 20, 2004 6:13 am
#4

yeah maybe get certifications for the mining deeds as well.... every character can use a small harvester, novice artisan or maybe 0002 artisan can use the medium harvester, and novice miner can use the heavies. this would put some meaning in the mining business i suppose:/



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MeciniaLua
Fri Aug 20, 2004 6:58 am
#5

What was the Miner Profession like?



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CE_SoLiD
Fri Aug 20, 2004 9:33 am
#6

They should have kept the miner profression.



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Moepple
Fri Aug 20, 2004 10:02 am
#7

well, to hijack this thread a bit, I like the idea of "Spot-based" harvesting. Which means, you need a wp to place a harvester and that waypoint is only good for either n days or n units of the ressource, depending on the survey-level.


This would insta-kill cross-server-lot trades, cause you need to replace your harvs every few days.


That way artisans could sell those waypoints and everybody would still be able to use every size of harvesters.


Guruweaver
Fri Aug 20, 2004 10:39 am
#8

I don't know when y'all joined the forum, but we had a big debate a few months back about miningand harvester certification. Read through the Aritsan top 5 stickied above for a taste.


I've talked to the devs about this, the miner idea, smelting/refining/recycling, etc.


As I am told (I wasn't around in beta, so bear with me), miner was removed due to player opinion. I've suggested that perhaps we ought to dust it off and give it another look, perhaps we can fix what was 'un-fun' about it. I didn't get very far with that.


I brought up y'all's suggestions about smelting/refining/recycling, the idea of taking some units of poor quality resources and through some system refine them down to a smaller amount of high quality resources. Unhappily, this isn't technically possible due to the way the resource system is implemented.


As it was explained to me, one cannot 'create' a new resource of arbitrary statistics out of thin air. The only way resources come into a galaxy is via the spawn system. A dev (or code) can only create more of a resource that has already been seen in the galaxy. That is, the game knows about every resource that has ever spawned since go live. Refining would require that you take, say 1000 units of duralloy steel of say 200 cond and refine it to 200 units of duralloy steel of say 600 cond. This cannot be done as you cannot create a resource the game has never seen before. Best we could do is toss resources into the slot machine and have some historic resources pop out. Not really what y'all had in mind, I'm sure.


On a personal level, I honestly thing the resource system needs an overhaul. They've tweaked and tuned it form time to time, but it still doesn't seem quite right. Some galaxies have a surplus of high quality rare spawns while others starve for any rares of any quality. Perhaps after the combat rebalance and after the Jump to LIght Speed, we will have the developer resources available to consider a crafting revamp (I hope so) and as part of that we can get a resource system overhaul which could allow the refining concept to exist.


With that option off the table, the only things left for Miners is better range on surveying and certifications for harvesters. The harvester certification debate was long and at times quite heated. If you like, I can dig up the URLs to the old threads on the debate so you can read it.


Some in the ranger community (CH to some extent as well) have opined that ranches would be nice. Where animals could be raised in a safe environment and periodically harvested for the meat, hide, bone, and/or milk. Creature resource harvesters, if you will. Dunno. It's an idea.


I'd like to see some enhancements to Artisan's survey line, perhaps bonuses for harvester operation or enhanced range/hand sample yeild at master, possibly energy resource harvesting (by hand, wind/solar), etc.


I'm rambling now.


Y'all be good,


Guru



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jverz
Fri Aug 20, 2004 10:05 pm
#9

Yeah, i knew that would come up. It's a lame reason, though. Actually, it's more like an excuse from the devlopers. Back in the good ol days of MUDD we revamped an inventory module to be able to make custom items and thus break the object field limits. I know they already did this as we can have different qualities of every type of weapon, armour, stim pack, etc.

You're right though, that the resources aren't using the same system.. that's why ALL resources of the same sub-name have the same exact qualities. It's still an easy as hell fix. If I could do it, SOE can do it. I think all of SOEs games are based on MUDD code anyway.


On the whole miner profession, i don't see any usefullness to making it it's own profession.. it seems to be find in just 4 steps of an Artisan side skill. I'm talking about making a profession after you master surveying, though, that is strictly Material Engineering. (Chemistry, Smelting, Alchemy) I just think it would be fun and good for the economy.
Wire3k
Sun Aug 22, 2004 9:16 am
#10






Guruweaver wrote:

That is, the game knows about every resource that has ever spawned since go live.




I suspect this is one of the worst problems they are having with their DB myself. Not sure why it was ever done this way, sounds good in theory - but extrapolate it out a few years, good grief.


A set table of 100 or so of every resource that alternates thru would still provide a ton of variety and depth in crafting.



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MirraxTerrik
Sun Aug 22, 2004 9:08 pm
#11

Theres more content that could be part of the miner proffesion than Guruweaver mentioned, other than harvester certsand increased surveying range a miner should have a tree that would be something like this:

INCREASEDHARVESTER EFFICANCY 1-4 would give you reduced harvester mantinence fees and +XX% to your harvesters BER

HARVESTER MANAGEMENT 1-4 would give you +X amount of harvester lots and would have harvester certs

RESCOURCE PURIFICATION 1-4 would qualify you to purify/modify certain stats, like a RP1 you would get CR and HR or whatever and at master miner you could do OQ and Conductivity.

MINING TECHNOLOGY 1-4 would have certs for heavy handheld surveying tools and certs for multiple rescource mining installations/sites which would be able to harvest a chemical/gas/mineral or however it was configured

I think this would be an awsome proffesion and I would pick it up along with merchant to have 10% harvester mantinence Oh, and xp would come when you pull out your rescources from your harv.



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Fuddleduddle
Tue Aug 24, 2004 12:18 am
#12

How about a Geographer/Geologist/Mapmaker/Enviromentalist/Terraformer


I have always though envionmental damage should be a byproduct of mining/industry - much like the civilization games. the other stuff would just be cool!






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