Merchant Archive

Thread: harvesters and vendors

Ffej_Cra
Sun May 23, 2004 10:10 am
#1

Aren't the issues of being able to harvest resources with little or no effort, and the issue of being able to have a vendor without the skill, kind of similar?

I was just over on the artisan board, and found that there is a huge debate raging over whether or not there should be certifications to use harvesters. I've always thought there should be something changed about harvesters (and maybe factories) in that regard. It's another case of getting an easy benefit from something with little or no investment of effort or skill points.

I don't want to start the harvester debate here ... it's going on in the artisan forum, so check that out if you are interested. I think it's a similar issue, although obviously one is a bug and the other is just a quirk of the way the game works.




Ffej Cra --- Bria
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Coronet Riverside Mall east of Coronet, Corellia (868, -4844)
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Numtini
Sun May 23, 2004 11:04 am
#2

The difference is in game design. Vendors are supposed to require merchant skills. Harvestors aren't meant to require a skill.



Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
DocSavag
Mon May 24, 2004 1:25 pm
#3

The harvester certification question is an interesting topic, but it differs from the Vendor topic in an important way. Vendors were meant to be the main tool of the merchant profession. Our entire skill tree is based off the vendor. Management controls the number, Hiring controls the appearance, Advertising controls the advertising opportunities we have with the vendors, even efficiency has vendor discounts built in. The whole design is based around the vendor. Now we can ask that we be given new features and new skills but the point is the design makes the vendor very important to our profession.


The harvesters aren't as much entertwined with the skills of Artisans. Beyond the Survey skills there is nothing in Artisan that has anything to do with running harvesters. This is asking for the harvesters to be inserted into the Artisan tree after the fact. Originally of course harvestors were going to be for a completely different profession (Miner) but that profession was killed off in beta because there simply wasn't enough skills to make an entire profession out of it.


The current artisan push for certifications is kind of creating a mini miner profession inside their own profession and I'm not sure that the devs intended for one starter profession to have that kind of power over the economy. In any event changing it now will be difficult (more difficult than fixing the vendor skill poitn issue which is obviously counter to the design of the game)


There are some good reasons to put in harvester certs, the most important being that there are too many resources in the game and limiting the people harvesting them would probably be good for the economy.





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Rifleman/Combat Medic
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Mesric Sanctuary Founder



JTGAlpha
Mon May 24, 2004 4:02 pm
#4

Also... a little game history here.


This is mainly speculation on my part, but here goes.


There WAS slated to be a Miner profession (this is fact). The dev's scrapped it because they couldn't do enough with it (it basically boiled down to a bunch of boxes that did the same thing-more ore faster). My GUESS might be that maybe, MAYBE harvestors were tied to the Miner profession like vendors were to us. Or not as that same sort of relationship might have made for an interesting profession.


OT-Tying the harvestors to the miner profession might make for an interesting game dynamic. Either people would have to free up some skill points, and become more specialized, OR buy alts for muling purposes.


Either way I think it may do quite a bit to balance out the economy if you restrict resources to a profession. But then it would also simply add a new category of billionaire that has a LOT of money in a few hands. Not sure. Would be an interesting addition.





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