Smuggler Archive

Thread: Artisans want Harvestors to Have Certifications. M.A. only to use Heavies. Don't let this happen.

PhoenixOrion
Thu May 20, 2004 1:44 pm
#27

Added my opinion (and reported the guy who 1-starred me for trolling, b/c he's trolling every response there).



Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


P__Day
Thu May 20, 2004 4:28 pm
#28

ok place the heavy certs in the master artisan box, and place the fusion, wind gen and solar gen at master smuggler, well show the n00bs what price gauge really means
JamfeFabri
Fri May 21, 2004 5:11 am
#29

lol love that idea!


heh can see it now, the new spam of coronet....


"SELLING 100K OF FUSION ENERGY FOR 30CPU! PST!"



But as i said earlier, i really realyl doubt this would ever go through......



~~~~~~~~~~
"In an effort to combat the Imperial technological superiority with such innovative designs as the ATST, our rebellion scientists have come up with a weapon more devasting than 3 Death Stars....... KAMIKAZE EWOKS!" - Some head honcho for the rebels, was later promoted and dubbed "Hero of the Rebellion"

5 star ninja
~~~~~~~~~~
RylanStorm
Fri May 21, 2004 5:57 am
#30

My thoughts on the subject are mixed. I've mastered Artisan, and an elite crafting profession ( WS ) and moved onto combat related professions now.


The amount of resources coming onto the market aren't a good thing. They do serve to reduce the price of items but in an ecomony which has more money flowing in then flowing out that's not a good thing. It's making grinding any profession incredibly easy and it's flooding the bazaar.


There are huge areas of the galaxy at any given time covered in personal and medium harvesters that certain places are beginning to look like industrilised zones rather then the Dune Sea, and teh wilds of Naboo.


Looking at it from Sonys viewpoint all these resources are clogging up the databases which don't work very well as it is.


Mining was a profession they were adding to this game until shortly before the beta ended. They just couldn't fill the tree properly much to the chagrin of a number of people. What they in turn gave us was a harvester system which means that anyone can harvest huge amounts of resources with little effort. We're supposed to be interdependant yet most people mine as much stuff as they can.


Whilst I'm not advocating that only Master Artisans can use heavies I do think that their should be harvester certifications. Novice Artisan for Personals, Survey 2 for Mediums and 4 for Heavies. Their really is no excuse that a full time combat profession should bring in the same resources as a full time miner.


With regard to your argument of armour and slices getting certifications I think you're going to get your wish. The whole certification system is getting revamped with the combat balance. We may even find a 'personal slice' in our own revamp.


With regards to Master Artisans make loads anyway I have to disagree. There is very little made at Master Artisan other then vehicles which is of any use to anybody. If you want to make anything decent you have to go beyond to the elite profession. Most Master Aritsans are only this way because they are Droid Engineers or they wish to make AUKs and WUKs.




__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


P__Day
Fri May 21, 2004 6:46 am
#31

rylan i can see your point but the thing the devs need t odo is increase the drains on hte echonomy, not nerf large amount of the playerbase why dont cert harvesters where they are need in the crafting profs novice smuggler, doc, CM, the other elite crafting profs, and cert the mediums in survey 4
JWing
Fri May 21, 2004 6:53 am
#32

This junk has no place in our boards...


We have greater issues to be worring about....



..and I play an Artisan on my alt, so I DO know what I'm talking about.





SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
WayneInAustin
Fri May 21, 2004 6:58 am
#33

I couldn't make it through the whole thread, but after reading about 15 or so posts, this thought occurred to me.
There are two major problems in this game that need to be fixed:


1. One of the problems with the game is that some things just don't wear out!
2. You pay money to fix things (e.g., bikes) by giving money back to the game instead of to certified players.


Vehicles: Why don't they take away the garages and just degrade the vehicles much slower. This would force people to buy new vehicles every now and then.Or elsegivecertain players the ability to fix them for you instead of a "vehicle garage". (Note that I said they should not degrade near as fast as they do now in this situation.)


Crafting tools: I've been using the same General crafting tool since I started last year. Why is this? It should have worn out long ago.


Houses: Everything wears out. Yes, we pay maintenance, but even so it should need major repairs every now and then. I see the maintenance fees as for things like new paint, broken pipe, etc. But every now and then we should have to call a home repair player to fix our roof, etc. Not sure how to implement this, though.


Harvesters: Yes, we pay maintenance on these. Maybe we should lessen the maintenance, but have them slowly degrade over time. For all I care, the Artisans can be certified to fix them.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


WayneInAustin
Fri May 21, 2004 7:02 am
#34






JWing wrote:

This junk has no place in our boards...
We have greater issues to be worring about....

..and I play an Artisan on my alt, so I DO know what I'm talking about.



Not sure where that last sentence came from, but I disagree with the first one. Anything that affectsprofessions across the board should be discussed by those professions, then ideas/comments should be carried forth by the correspondent back to the original board. As a smuggler who buys and uses harvesters to make his own equipment, I am affected by this. I don't read the Artisan board... I don't have time. If this had not been posted here, I may not have known to speak up! Many smugglers like myself harvest their own resources and make their own supplies, so this is important to us.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


RylanStorm
Fri May 21, 2004 8:30 am
#35

It was a longstanding idea in Beta that you would not pay maint on harvesters. When they broke, you right clicked them and hit repair and entered an amount. The amount you entered corresponded to the reward that an artisan would get for completing the mission.


To repair your harvester he'd have to wander by, radial, repair...wait a bit, then he'd get the mission complete message.


Sadly a godo idea never went into code.




It's not just about creating money sinks although the game does need them. It's about the fact that I have to take novice medic to use astimpack and I have to take novice marksman to wield a gun, or novice brawler to throw the simplest of punches. Yet to become a master miner no points are required.


Seem wrong to you?




__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


Orcajum
Fri May 21, 2004 4:50 pm
#36

While I'm not a huge fan of nerfing, I think smugglers out of any other profession, should have sympathy for the MAs. Ok, yeah, they do make more money on vehicles and weapon powerups than we tend to, so that sounds kinda bad, but I do have a point and it does directly relate to us as smugglers.

With anyone being allowed to place harvesters, does that not give the rest of the playerbase the ability to do something that MAs are investing skill points to be capable of? I mean, an artisan has to move up the surveying tree, and those skill points should account for something.

Now, doesn't this look in many ways similar to our complaint about the Imp immunity to the crackdown? Better yet, doesn't it look like the droid-compartment complaint to the crackdown?



Orkajum'sydef
Master Smuggler
"I--I'm out of it for a little while, everybody gets delusions of grandeur.."
RylanStorm
Sat May 22, 2004 2:04 am
#37

I think its the whole odea of nerfing that people are against.


This is not my first MMO. It's not my second nor my third and I know that this does not make me special. But I've been part of games where I've looked back after a particularly bad set of nerfs and thought to myself...."That needed doing. The game is better now."


If we look back to the beginning of the game and they asked on the development boards, should combat classes gain the ability to mine as much as they wanted, we'd say no, or the vast majority would. But those same people that would have said "no" back then would still be averse to the ability being removed now.


Sometimes nerfing makes sense.



P.S. Just re-read the post from the guy who says don't let anyone wear armour or use a weapon who has ANY crafting box. That is plain stupid. If they spend the points on marksman they should be entitled to use a weapon. It is you that spends no points in crafting that should not be able to craft or survey.



__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


PhoenixOrion
Sat May 22, 2004 5:14 am
#38






WayneInAustin wrote:

I couldn't make it through the whole thread, but after reading about 15 or so posts, this thought occurred to me.
There are two major problems in this game that need to be fixed:


1. One of the problems with the game is that some things just don't wear out!
2. You pay money to fix things (e.g., bikes) by giving money back to the game instead of to certified players.


Vehicles: Why don't they take away the garages and just degrade the vehicles much slower. This would force people to buy new vehicles every now and then.Or elsegivecertain players the ability to fix them for you instead of a "vehicle garage". (Note that I said they should not degrade near as fast as they do now in this situation.)


Crafting tools: I've been using the same General crafting tool since I started last year. Why is this? It should have worn out long ago.


Houses: Everything wears out. Yes, we pay maintenance, but even so it should need major repairs every now and then. I see the maintenance fees as for things like new paint, broken pipe, etc. But every now and then we should have to call a home repair player to fix our roof, etc. Not sure how to implement this, though.


Harvesters: Yes, we pay maintenance on these. Maybe we should lessen the maintenance, but have them slowly degrade over time. For all I care, the Artisans can be certified to fix them.





There is a ponit when you get too much micromanagment. This is SWG, not SimCity Online.




Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


Hicinus
Sat May 22, 2004 5:30 am
#39






Orcajum wrote:
While I'm not a huge fan of nerfing, I think smugglers out of any other profession, should have sympathy for the MAs. Ok, yeah, they do make more money on vehicles and weapon powerups than we tend to, so that sounds kinda bad, but I do have a point and it does directly relate to us as smugglers.

With anyone being allowed to place harvesters, does that not give the rest of the playerbase the ability to do something that MAs are investing skill points to be capable of? I mean, an artisan has to move up the surveying tree, and those skill points should account for something.

Now, doesn't this look in many ways similar to our complaint about the Imp immunity to the crackdown? Better yet, doesn't it look like the droid-compartment complaint to the crackdown?





If I'm not mistaken you have to be an artisan to even find the reasources. I myself hire a master artisan to find a good spot for my harvestors. Hell, I also don't know of any mass miners that only use their own lots to harvest. A number of times I've placed a harvestor ortwo for a friend. Quite often I've seen a patch of 50 or so heavies with the same name on them. Do you think that guy asked a bunch of other crafters to place for him? I dought othercrafters would waste thier lots on a compeditor.Chances are he asked his combat buddies to place the extra harvestors for him. But what do I know? I'm just a simple slice monkey and spice vendingmachine.



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