Artisan Archive

Thread: Placing Harvestors or why I don't like that just anyone can do it.

CraftAddict
Tue Feb 03, 2004 2:46 pm
#1

OK, /flame on, I'm prepared.


First I'd like to say that I know this has been covered a million times already in various threads and forums, but I really feel that its not getting the attention that it needs. So here it is:


Why can non-Artisans place harvestors?


Simple question, but what I'm realy looking for is some really valid reasons as to why this is so. I'm not talking about replies like,"becuase the forage skill they gave to medics is so incredibly useless" or things along those lines.


I like to discuss things be points, so here goes:


1 - SWG has been setup around an interdependacy of the different professions.


Like, I can't make good weapons unless I invest the time and skills points into making them. i can't tame or even use creatures without the appropriate skills. I can't place a vendor unless I have thr skill. i can't heal unless I have the skill. I can't harvest animal resources without the skill. You get the picture...



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
CraftAddict
Tue Feb 03, 2004 3:10 pm
#2


OK, /flame on, I'm prepared.


First I'd like to say that I know this has been covered a million times already in various threads and forums, but I really feel that its not getting the attention that it needs. So here it is:


Why can non-Artisans place harvestors?


Simple question, but what I'm realy looking for is some really valid reasons as to why this is so. I'm not talking about replies like,"becuase the forage skill they gave to medics is so incredibly useless" or things along those lines. That's an issue that you need to take up with the Devs regarding a bugged skill.


SWG has been setup around an interdependacy of the different professions. Like, I can't make good weapons unless I invest the time and skills points into making them. i can't tame or even use creatures without the appropriate skills. I can't place a vendor unless I have thr skill. i can't heal unless I have the skill. I can't harvest animal resources without the skill. You get the picture... This fosters a dependancy on other professions, this is a good thing.


Sure, if you don't have artisan, then you don't have the survey ability. But you don't need it, it makes things convienent, but just any joesmoe can get a buggy to send him a waypoint or just plopa harvestordown where everyone else has.


If I wanted to have a pet, I need a CH or BE to give me one. I can't just go out and look around to see where everyone else is sampling DNA and extract my own to make a pet or tame one. I can't get my buggy to loan me the abiltiy to headshot an NPC. I have to earn those.


I'm not talking about the whiners that say that you can take one or a few skill trees to get the most use out of a profession, I'm talking about not even having to to invest any skill at all to get a very significant use out the artisan skill tree. If they had to have at least novice to place harvestors, then by all means, place away, but as it stands now, there's no use in investing the points in surveying.


So, can anyone tell me why, from a profession(we are not talking about the fact that you already have 5 setup and if they were removed, that would be unfair) standpoint. Every other starting profession has defining abilties that MUST be invested in to get the benefit of those skills.


Scout (mask scent, harvesting animals, terain negotiation, camp use)

Medic (heal wound, heal damage, treatment speed, medicine use)

Marksman (combat skills and mods)

Brawler (combat skills and mods)

Artisan (survey, sample, place vendor)

Entertainer (heal BH, heal wounds)


Artisans are close to being in line, but if non-artisans can't sample, why can they have a machine that does it for them? I can't have a machine that heals my mind wounds or harvest animals for me...



Run on sentences galore, but I hope you get the idea. I thnak you each in advance for civil and constructive replies.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
CraftAddict
Tue Feb 03, 2004 3:11 pm
#3

ignore please, my goof. see the other thread for discussion.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
CraftAddict
Tue Feb 03, 2004 3:13 pm
#4

Sorry for the triple post, somehow I goofed. Please see the other thread.


*wishes for a delete thread option or edit at least*





Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
CraftAddict
Tue Feb 03, 2004 3:14 pm
#5

This is the real deal please disregard the dummy posts, I goofed some how when writing this one.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
LadyGrey
Tue Feb 03, 2004 3:16 pm
#6

OK. Let's say that Artisans are the only ones that can place harvesters. Is it just Master Artisans that can place harvesters, or just having any artisan skill for placing them? Or maybe just people with surveying IV can place harvesters? Should we have it be a gradient, where Surveying I and II can place personals, Surveying III can place mediums, and Surveying IV for placing heavies? Just how complicated do you want this to become?

But aside from those types of arguments, I think that what you need to look at is the types of things that everyone has access to. We can all own mounts or vehicles. We can all place items for sale on the bazaar. We can all use droids. We can all use a CDEF pistol. That is, there are some basics that are available to everyone, from the time they enter the game. We can all build a house or factory. We can all wear armor (oops, except for a rather vocal minority). We can all get trained in any of the starting professions. We can all join guilds or player cities.

So the argument really falls out this way: Is the use of a harvester something that is a basic right, or does it rightly belong to some special group? I personally feel that a harvester is no different from a house or a factory. The redeeding cost is obviously meant to simulate having a special crew come out to disassemble the structure so that it can be moved to a different location. Since you redeed houses and factories, then I would say that a harvester falls in with those structures, and should be available to all players.



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LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
LadyGrey
Tue Feb 03, 2004 3:17 pm
#7

I already posted in one of the other threads. Sorry about that.



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LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
signoftheserpent
Tue Feb 03, 2004 4:29 pm
#8

I quite agree; artisans should have the monopoly on using harvesting installations (for the most part). This gives the novice artisan more purpose.
Merope
Wed Feb 04, 2004 6:43 am
#9

I sort of agree... but only sort of.


Personally, I feel that everybody should be able to use harvestors to a certain extent. To continue your comparison to pets - anyone can have a pet (made by a BE, tamed by a CH, whatever) and so why shouldn't anyone be able to use a harvestor (made by an artisan)?. However, just as non-CH can only use pets up to a certain level, so should non-artisan only be able to use harvestors of a certain size, fewer lots or perhaps cap the BER or something like that (what the exact limitation is doesn't really concern me at the moment). This means that there is still something to gain in this area for those who choose to pursue artisan.


I don't have the time or inclination to collect every resource I need myself, and I'm sure there are a lot of other artisans who feel the same. If you restrict the ability to use harvestors to only artisans, the supply of resources would shrink considerably. I am perfectly happy to buy resources that a non-artisan has harvested if it allows me more time to play the game the way I enjoy it most.




Sylph Lor - FarStar
Master Artisan, Novice Tailor, Novice Bio-Engineer
Dropped: Master Marksman
PSKstang
Wed Feb 04, 2004 8:05 am
#10

5 stars even though I dont agree with you. Its a well thought out post but the only problem I see is the huge mark up on current resources. Take away even more resource sellers and the price will still go higher. Some possible alternatives would be to allow other professions to use mediums and heavies reserved for artisans. Or perhaps giving the master artisan extra lots. Making harvester lots different from structure (by structure I mean factory, house, etc) lots. The merchant class can use some tweaking, perhaps a combination of the two aboved suggestions would be good. Also this opinion comes from my having 3 accounts, so that is another reason why I am biased against it (its no secret, just look at my sig :smileywink. I made the accounts because gathering resources was such a pain with only 10 lots and buying was soooo expensive.


I like your argument on the fact that why should other professions be able to do something artisans should naturally be able to do (sound weird but you explain it better). My twist would be, everyone can fight, but some can fight better. Whenever I want, I can pick up my master artisan, master chef, almost master merchant character and fight a krayt dragon, but I guarantee a melee/ranged profession will have an easier time then I will. So my solution would be to give artisans a better advantage at mining resources.



-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
Scoooter
Wed Feb 04, 2004 8:13 am
#11

This is insane..same thread over and over


Read all 5 pages of this thread and see all the issues. Don't keep posting the same thing over and over.


http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=27025&page=1


Limiting resource in the economy is not viable since "artisans" are not miners anda re designed to be the base profession to learn crafting and the base crafting skills. Getting a survey skill does not make you a miner.


The elite crafting professions mine out of necesity and not from wanting to. The elite crafting professions are also doing most of the mining because the cost is either too high or the resource (like medical) are just not being mined unless they do it.


Mining costs are fixed basically. When the economy changes the power usage and the maintenence costs do not change and resource vendors want to apply supply and demand rules because of simple greed. When you can mine it for .5 cpu and you sell at 5-10..well that is just insane.


You need to look at why things are happening before you unilaterally decide that you must now control an ability that everyone is given just by being in the game.





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Cylenthia_Tavishaun
Wed Feb 04, 2004 9:15 am
#12

No matter how many times or ways I read a post like my conclusion always comes back to the same area: GREED.


It is a known fact that the current market for resources, due in major part to the HOLO grinders, is a VERY profitable market. The idea that only artisans, a starter profession, should be the ONLY ones allowed to place harvesters would send this game spiraling into a deathspin.


Do newbie artisans, or hell even advanced artisans, know exactly what resources are required to craft advanced Pet Stims or Advanced Medical Packs, enhancement packs, High End Weapons, Advanced Composite, etc... Would the newbie Artisans be able to place all of the hundreds upon hundreds of necessary harvesters to come up with the necessary supplies AND to keep them at a cost so as not to completely devistate an already unstable economy?


The simple answer is: NO. Thedynamics of this games, which resources play a HUGE role, are too great for only ONE class to be allowed to have access to harvesters.


I have read the argument about people who don't have Novice Artisan being able to just randomly place a harvester amongst a group of harvesters. I personally have characters on both sides of the fence and let me tell you, it isn't NOT an easy task to place a harvester when you don't have Survey 1. Sure, I can run up to a huge field full of harvesters, but what are they harvesting? Maybe it is copper and my schematic calls for Ore. What then? Oops, have to pay the maintenance fee to pull that harvester and get lucky next time. I have tried to find newbie surveyors in major towns to survey for me, I even offer up 10K credits or more for their time. I have yet to find a taker. Bottom line is in order to place a harvester effectively it is helpful to have Novice artisan. But to say that only an Artisan should be able to place then is ludicruous. Why not state that only Droid Engineers can use a droid or only Rangers can harvest hides or that only anArchitect can live in a house (they build them after all). Maybe, by the arguments we've seen, that only Architects can place Medium and Heavy Harvesters?









Cylenthia Tavishaun
Master Brawler | Master Swordsman | Master Pikeman
Warrant Officer I, Imperial Army
Daughters of Allya (SHE)



Scoooter
Wed Feb 04, 2004 10:06 am
#13

This is insane..same thread over and over


Read all 5 pages of this thread and see all the issues. Don't keep posting the same thing over and over.


http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=27025&page=1


Limiting resource in the economy is not viable since "artisans" are not miners anda re designed to be the base profession to learn crafting and the base crafting skills. Getting a survey skill does not make you a miner.


The elite crafting professions mine out of necesity and not from wanting to. The elite crafting professions are also doing most of the mining because the cost is either too high or the resource (like medical) are just not being mined unless they do it.


Mining costs are fixed basically. When the economy changes the power usage and the maintenence costsDOES NOT change as it would in a real economy and resource vendors want to apply supply and demand rules because of simple greed. When you can mine it for .5 cpu and you sell at 5-10..well that is just insane. Once someone has gotten their fleet of harvesters inflation does not affect mining since the costs are fixed so of course they want a monopoly, the reason being greed.


You need to look at why things are happening before you unilaterally decide that you must now control an ability that everyone is given just by being in the game.


There are many elite crafters (on the medical branch) that do place harvesters without survey when they are inthe fortunate circumstance of being able to get waypoints from others that have survey. But they are still elite crafters getting their own resources for their own needs.


In the medical arena the resources would not be out there if left for artisans. The few artisans that are self acclaimed "miners" dont care about the niche markets unless it can get then 10-20 cpu now. So what would change? We would all be screwed




Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
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