Medic Archive

Thread: Artisans want harvestors to have certifications. Heavy for them only. Feedback Wanted.

Opie76
Tue May 18, 2004 3:43 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.
MasterNerfSlayer
Tue May 18, 2004 7:51 pm
#2

The original game plan called for profession interdependence. This game is supposed to be about group play, needed the skills and abilities of others for almost everything you do.


The current system I feel doesn't promote this enough, too much solo stuff going on. I'm a solo player at heart, but that's not what this game was intended to be.


All elite crafters I know have multiple accounts and harvest their own resources. This includes myself.






RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Travin64068
Wed May 19, 2004 7:30 am
#3

If anything like this goes through, I will simply Master Artisan again to keep my heavy harvesters going. Plus if only Master Artisans can place heavy harvester, then why can't you place it and /transferstructure to a non-artisan?However, you just need Novice Scout to harvest and hunting line increases your amounts gathered, you can sample with Novice Artisan and the survey line increases your amounts gathered, so the harvesting excuse doesn't work. It sounds like they want to regulate items they don't even make (i.e. Medium and Heavy harvesters).


- Travin



Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
Obata
Wed May 19, 2004 10:34 am
#4

I doubt this will get implemented. The devs are sill quite concerned about the economy and this would only make it worse. The artisans who are calling for this aren't seeing the whole picture. Yes, they would make money by selling resources, but inflation would make the money worth less. I think it would make more sense to look at ways to make personal harvestors more desirable. This could be done by increasing the lot size of large and medium harvestors to 2. I honestly don't see a lack of dependence for artisans though. DE's and WS's already need components that only master artisans can make. They are also the only ones who can make vehicles and customization kits. I play a master artisan that I started because I needed a surveyor to support my doc/cm. I wasn't going to keep master artisan, but when I noticed how much I could make as one, I changed my mind. They can sell powerups, crafting tools, repair tools, vehicles and cutomization kits. That's a very good list for a starting profession.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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