Combat Medic Archive

Thread: Harvestor Certifications coming Soon? This will affect Cm's heavily. Read On

Opie76
Tue May 18, 2004 3:35 pm
#1

First off let me say that as of right now I am neither a Master Artisan, nor a master eLite crafter. However, that will change very soon. Therefore on my daily scouring of the forums, I was shocked to see that in the Top 5 list for Artisans, they want harvestors to have certification. With novice artisan and no survey, they want you to use personal extractors only. As you progress up the survey skill tree, then you can use the medium ones. They want Heavy extractors for themselves, and no one else. Here are some links to the discussions:

http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=36994
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=37151

The artisans feel they are the welfare crafter, and this will help put money back in their pockets. This makes me laugh, because i believe artisan is a novice profession and not really supposed to be making as much money as the elite crafters that spend more skill points.

Currently the arguments for Certs for Harvestors are as follows:

1. "I need scout to skin animals, so why can a non artisan harvest
resources."
2. "This will help put money back in the pockets that need it, namely
artisan community." I laugh at this one, because artisans will
be in a position to price gouge all customers that want bulk
resources in a timely manner, for they alone can get the most
amount of resources , the quickest.

3. "You have to be certified to use the best weapons, so in all
fairness, you should be certified to use best harvestors."


IF we learned anything from this last image designer update, it's that the developers seem to have an affinity to take "Content" from the larger player base and give it to a small community, instead of developing new content for the profession in need of it. One would think that Space Expansion will yield some new schematics, and a new need for artisans to customize the ships.

If this is allowed to considered, and eventually implemented , i feel one or more of the following will happen.

1. Elite Crafters will now be stuck with medium harvestors, unless
the spend skillpoints on Master Artisan. Kiss your combat skill
bye.
2. For those elite crafters that stick to medium harvestors, they
will no longer be able to be self sufficient in getting resources
They will have to tighten their supply and make less items,
and thereby raise their prices. Or they may contract master
artisans to gather their resources, but again this will add to
cost of items.
3. Master artisans will rule the resource market, charging whatever
the market will bear, leading to resource shortages. New
crafters will not be able to compete because they are using their
slow personal harvestors.
4. People that are planning on doing Shipwright will now have to
spend more skill points to harvest materials. Leaving less points
for some sort of combat build. I can already forcee a shortage
ships if this happens.
5. Some elite crafters will in an uproar over this happening.
Less crafters = shorter supply = inflation in prices.

I understand that the most elite crafters don't usually bother with their own resource gathering. THey get guildmates and friends to drop harvestors and they pay them for what they gather. If this change is allowed to happen, using your combat buddies will be a thing of the past, in terms of resource harvesting. Moreover, many also use static lot swaps to get their needed resources. You should be warned that the artisan community wants they ability of static lots through lot trades elminated also.

If this is allowed to happen, then i call for some more changes in the name
of balancing. Feel free to add to this list.

1. Elite ,or best armor should only be worn by people with a master
combat profession.
2. Craftable items, such as harvestors should now be subject to decay
penalites on death. Heck, we have to worry about our armor, why
not let the artisans worry about losing value also. I know this
will not be a popular. IF crafters need protection, they they can
hire combat types to be bodyguards while they make their harvestor
runs.

In conclusion, after all my ranting and raving here I hope that the crafting and not-crafting community will let their voices be heard. DO NOT IMPLEMENT HARVESTOR CERTIFICATIONS. Harvestors are a tool, and i feel that novice artisan should be enough certification for the use of any of them.

-Ho'mer (FLurry)

p.s. sorry for the poor paragraph formatting. Its been awhile since i posted, and didn't try that hard to make it look neat.
MarauderStrJckr
Tue May 18, 2004 7:33 pm
#2

This is BS, I feel especially bad for you Combat Medic's as you are not a "dabble-friendly" profession. If dev's make harvestor certifications, I want 50 extra skill point, we don't get enough as it is.



1 Branch from Initiate...
In game name: Thyth/Nova', sometimes
anubusx77
Wed May 19, 2004 4:46 am
#3

Yay this is good thing



----------------------------------------
So many red hat posts -So little content -So many problems -So little time -Players leave each day -No longer having trust -They no longer wish to play -They got off the bus -The players want change -But not in the game -They want to know why -They want to know who -Someone got us here -The players say -Someone is in charge -It's time for a new day -
It's time for new SWG project leadership
Schiller
Wed May 19, 2004 7:55 am
#4

Harvester certification?

I love the idea.


It wont ruin combat medics or elite crafters. Since combat medics dont need as much resources as they can harvest with personal harvesters. And elite crafters are all artisans and can get their certification easily.

Dynastar
Wed May 19, 2004 8:17 am
#5

A great idea. Should have been done with the harvester experimentation change.

BER4 Personal Harvesters are more than adequate for your personal needs.

If it helps cut down on the stockpiling people do, all the better. It's pretty sad that some of my schematics are using materials that spawned in November, and I still have 150k of it.

The resource market went nuts, and needs something to slow it down.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Loonytic
Wed May 19, 2004 8:22 am
#6

its a really bad idea, the rich will get richer.. resource prices will go through the roof but its good to see most of the votes on this matter are NO.
chembelec
Wed May 19, 2004 8:51 am
#7

In Beta there was a mining profession. It was quickly taken out because they would control the resource market. It won't happen, now everyone get back to posting about how they are/are not going to nerf us cm's.







Aleema Rar
SOE dictionary:
balance = nerf
improvement = dumbing down
enhancement = re-coding for xbox
veteran = the ones that will prolly cancel their accounts pretty soon
reward = something the new players don't mind not having
wookiedude1951
Wed May 19, 2004 10:28 am
#8

Harvie certs is a totalay bogus idea whoever came up with this idea should be publicy caned and put in stocks in a public place. hehe im medevil.


all this would do is turn the artisain's into a resource cartel that would control the prices.


this is a very bad idea.




Wepwaawet Jedi Padiwan
flotgee
Wed May 19, 2004 11:37 am
#9

I think Harvestor Certification is an excellent idea. I have been an artisan before and have mastered three elite crafting professions (weapons, armor, and architect). Every profession has a limit to your usage. You can only use Stim E after a certain medicalusage ability. You can only use a flamethrower after a certain profession choice. All the arguements for the Artisan are valid.


The real arguement is not with the Artisan. The real arguement is with SOE. I currently am running two subscriptions (and had to buy two seperate boxes) on Chilastra. If you tell SOE that we don't want them to limit us so we don't have to run multiple subscriptions your words are falling on deaf ears. Putting the harvester certification in force is the same for SOE as limiting the amount of skill points that folks can have. Decisions like this are not viewed by right or wrong. Decisions like this are not viewed by SOE by who it will affect. These decisions are made by how many future subcriptions can be sold (revenue) and how long those subscriptions will be in force (future revenue).


Regardless of the arguements for and against starting professions. This is the"Gaming Industry" and to be a force in the industry, to be able to provide future product, to be able to turn a profit, decisionslike this will be made and enforced on a daily basis.


I am glad my alternate character just happens top be a Master Artisan and Master Architect. Harvester sales are about to go down butresource sales are about to sky rocket.






Flotg Zonum -- Imperial Army Medic

Lelam Zonum -- Imperial Army Jedi

Zegna Zonum -- Imperial Army Bounty Hunter

Veshi Zonum -- Imperial Army Shipwright -Z- Rated
Mild-Breeze-Trooper
Wed May 19, 2004 3:10 pm
#10

Seriously, if you're a master artisan and don't have the brains to move on to a Elite crafting profession, you don't deserve perks you deserve poverty.


Otherwise I want a very effective way to suck big phat money out of every artisan by using Master Medic.


Heck, if I had a credit for every cheap ass artisan or elite crafter that I have healed without getting any money what so ever in return, I'd be able to buy all my resources from an artisan (that doesn't have the competence to know good Tolium from bad Sig anyway).


If they put harvester certs in the game I won't play any resource demanding profession that doesn't have Artisan in it's template, and I suggest all other Docs, CM's, BE's and Smugglers do the same.


I have found it irritating enough to get one of my artisan friends to survey a WP for me if there is good resources out, at times loosing about 100k units worth of time waiting for one to be able to go to Lok or Yavin. But I can deal with that because I have decided I can't spend 15 points on novice artisan.




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
MasterPilot11
Wed May 19, 2004 3:43 pm
#11

That is not a good idea at ALL. Artisans will make millions easily, while everyone else will be poor from buying the resources they need from the artisans. I can't even begin to guess how many elite crafters will just go to a combat profession because of the insane prices. If this thing is really going to go through, i suggest getting as many resources asap. And then never buy from artisans lol. BOYCOTT!!!



Kazz Alow- changing professions atm
Kazzalow- Master Swordsman / Master Teras Kasi / Master Brawler

Behold the power of the wookish
Brainplay
Thu May 20, 2004 4:35 am
#12

Weaponsmiths make all of the different types of weapons, but get no certifications for it.

Architechs make all sorts of buildings, but dont have to plant them for you.

Armorsmiths make all sorts of armor, but dont have a certification to wear it.


Master artisans can complete the entire crafting phase in a day with 10k hide, 8k polymer/fiberplast, 5k metal and macro the surveying part. They make power-up which are big money makers since everyone likes to use them and are only good for 100 continous uses and personal BER 4 harvesters which are great when you cant get to that high concentration of resource_01 with a heavy harvies due to terrain.


Artisan ranks with marksman, brawler, and entertainer. They cant do much since they haven't had to put as much effort into it as an elite.


Not everyone has novice artisan and can survey their own resources. I check swgcraft.com everyday and if something pops up that I need I have to pay someone to survey it for me in order to harvest it. They are just going to have to remember that not all crafting professions have to go through the artisan tree to become elite.


NERF STIM B'S!!





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

jfang
Thu May 20, 2004 1:13 pm
#13






Honestly, will removing heavy harvesters from non-master artisans affect combat medics that much? I can see this potentially being crippling to a weaponsmith, doctor, or architect, but I think combat medics won't be significantly affected.


For me personally, I only use a couple of medium andpersonal harvesters. And even at this "low extraction rate", I end up with several stacks of 100k resources which I can't seem to use up before a better spawn of the same resource spawns. Assuming they let everybody use personal harvesters, and assuming you aren'tstocking a massive combat medic supply store (which are few and far between), will limiting heavy and medium harvesters really affect your crafting that much? Even limiting yourself to a set of personal harvesters, you can still easily harvest 200k of a resource, which at least for me, lasts several months...



That being said, I always find it funny when an artisan.doctor, or another "poor" classes complains to us about how hard it is to get money. The only classes I really see who have a right to complain to combat medics abut their income are the entertainer classes, medics (not doctors), and squad leaders.
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