Medic Archive

Thread: Artisan nerf ... what now?

C_Haze
Tue Jul 08, 2003 8:32 pm
#1

I can understand them needing to charge money for maintenance on Harvesters. I just got one up the other day and racked in 2k of resources. I was in stimpack making heaven.


I logon tonight and find that I need more than 12k in credits to get everything running. The prices are insane. I had enough money to get one wind generator and one harvester going (3600 cr). I leave for a half hour and come back... they are both down and require more money!


I don't harvest resources to sell things... I harvest to make medicine to heal people!! I'm not making any money off my craft.


There isn't any way I can afford to do this now. How do you guys get all of your resources? Do you sit for hours in a field pulling organics from the ground? Go out and heal for an hour then go back to the field for more? This is a disappointment.


Any suggestions?

cetacean13
Tue Jul 08, 2003 8:46 pm
#2

It's unfortunate, but this Artisan nerf really affects Medics more than Artisans. At least Artisans can sell their goods to players. There isn't really a viable market for stimpaks yet...and when it develops it'll be mainly lower level stimpaks to players using medic as a secondary skill. The real stimpak and kit money makers will go to a very limited market of doctors and combat medics.


Thus, I'm very worried about my ability to run enough harvester to keep myself supplied for hunting expeditions. I hope it's not as bad as I think it's going to be, but I guess we'll know for sure in a week or so.


Muad'dib, Medic, Gorath

Traigus
Tue Jul 08, 2003 8:56 pm
#3

medics can actually make more money with a harvester than an Artisan (I have played both).

Medics use less resources over time than Artisans. Medics with harvesters will eventually build up huge surpluses of materials they can sell for money (if only to othe medics).


I actually always kept my harvesters and hosue in beta payed up 7 days in advance and powered (even when they were bugged).


My doctor kept around 5 other medics/doctors/combat medics fully supplied with resources... and had extra chems and metal above that I sold on the bazzar.

There were several medic communes that all bought 1 harvester (different types) each, and traded materials to each other free or very cheap. Nobody had to maintain more than 1 harvester...

Tips in a med center usually don't cover any costs at all. But a field medic (or Doc /CM in a group) doing missions can easily make maintenance for 1-3 harvesters... especially if they sell surplus.

I currently only have a flora harvester, and am buying power of the bazzar. I could easily pay my maintenance by selling flora cheap on the bazzar 9especialyl artisan needed stuff like wood).

With the resources on my server popping in and out all over the place, this doesn't work.. but i'm sure te resource pool problems are a bug. With stable resource pools, making money with surplus is easy as a medic.



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Taallyn
Tue Jul 08, 2003 9:05 pm
#4

I have an artisan friend that keeps me supplied with materials. In return I heal him when we're groupedand make Stim Bs for him. He's still making money off of the rest of his surplus resources.
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