Architect Archive

Thread: Harvestor passive Griefing

GreyRadean
Tue Jun 01, 2004 2:30 am
#1

Hello Everyone, I have just spent the last 2.5 hours frustrated riding around and came up with what I thought might be a plausable request. now to find a way to translate thought to text...

I wonder what the chances of getting a more terrain adaptable harvestor implemented would be. I was out looking for a spot to drop a few harvs on a couple different resources tonight and whenever I found an acceptable spot it was already full of harvestors. This happened in every spot I found for these resources. In one case, the closest I was able to get to a large 'plantable' 75% site was when it was 35% or lower due to terain and the massive harvestor farm I found there. This was endlessly frustrating to me. this means that the ones that get to the spot early claim dominance over the resource and everyone else has to settle for scraps. This passive griefing does not seem necessary to me. If a resource is available should it not be accessable to anyone with the equipment and time invested? What would be the harm in implementing a more terrain-friendly harvestor be? Possibly even just an extra (optional) module used at time of crafting to make it a little more 'hill-friendly'? This module could even lower the base extraction rate a little if needed to compensate for its improved versatility. I realize that the most obvious response is that this would just make more harvs be in that same concentration, but at least it would allow *more* to be placed in that same area... possibly allowing a few more people to get some also.

I have no issue with the harvs already in place at these concentrations. Congratulations to the ones that got there early enough to get a great spot. I just don't think the rest of us should have to get completely screwed in the process ...just a thought

Grae Radean
Corvus Radean
FearlessBob
Tue Jun 01, 2004 3:22 am
#2

I feel your pain. Some people have been asking for this for a very, very long time. The only thing that's worse than that is finding an 89% concentration spot, out in the middle of no where, with no harvs anywhere in sight, on perfectly flat ground and getting the message "Building is not allowed here."


I check SWGCraft every day when I log on, to see what's shifted where...and I still spend between 2-5 hours of game-time hunting up spots to drop my equipment. SOE thinks this is fun? I have plenty of lots and plenty of harvestors....but managing the resources shifts for Doc, WS and AS...it's just out of hand. I spent the same amount of time hunting for spots when it was just Doc resources I needed. Either it's a no-build zone out in the BFE of Dath, it's already Farm Central, or it's right in the middle of someone's deserted town.



&d FearlessBob d&
Frenzi
Tue Jun 01, 2004 5:35 am
#3

There was a sticky thread very recently about all-terrain harvesters...which can go on mountainsides etc but would have a limited lifespan. Think this was just an idea, no idea if its being considered by the devs.



____________________________________
Frenzi / Armourer
Cancelled due to the 'NGE'
They destroyed the game we love

Sevardos
Tue Jun 01, 2004 8:04 am
#4






Frenzi wrote:
There was a sticky thread very recently about all-terrain harvesters...which can go on mountainsides etc but would have a limited lifespan. Think this was just an idea, no idea if its being considered by the devs.






Hey Dvnce,


Any word on that concept from the Devs? Was it received well or dismissed.





Sevardos

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CraftDragon
Tue Jun 01, 2004 9:22 am
#5






GreyRadean wrote:
Hello Everyone, I have just spent the last 2.5 hours frustrated riding around and came up with what I thought might be a plausable request. now to find a way to translate thought to text...

I wonder what the chances of getting a more terrain adaptable harvestor implemented would be. I was out looking for a spot to drop a few harvs on a couple different resources tonight and whenever I found an acceptable spot it was already full of harvestors. This happened in every spot I found for these resources. In one case, the closest I was able to get to a large 'plantable' 75% site was when it was 35% or lower due to terain and the massive harvestor farm I found there. This was endlessly frustrating to me. this means that the ones that get to the spot early claim dominance over the resource and everyone else has to settle for scraps. This passive griefing does not seem necessary to me. If a resource is available should it not be accessable to anyone with the equipment and time invested? What would be the harm in implementing a more terrain-friendly harvestor be? Possibly even just an extra (optional) module used at time of crafting to make it a little more 'hill-friendly'? This module could even lower the base extraction rate a little if needed to compensate for its improved versatility. I realize that the most obvious response is that this would just make more harvs be in that same concentration, but at least it would allow *more* to be placed in that same area... possibly allowing a few more people to get some also.

I have no issue with the harvs already in place at these concentrations. Congratulations to the ones that got there early enough to get a great spot. I just don't think the rest of us should have to get completely screwed in the process ...just a thought

Grae Radean
Corvus Radean



All I can say is....dream on.




CraftDragon Elder Jedi
(Thank GOD I can kill BHs again)
Alt: KraftDragon EX-Master Resourcer>(I miss my harvesters)
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Does my sitting on a throne of bloody Imperial skulls bother you?
Mkappus
Tue Jun 01, 2004 10:35 am
#6

First off, I don't agree with your use of "griefing" at all. This is a game, and no not everything should be available to everyone. Resources need to be a little scarce or even the best of the best will be worth next to nothing. By your logic, should the Devs just make it so that every resource spawns at an even percent so that everyone can get access to it?


The new terrain harvs won't help you out anyway. If there is a spot folks could plant harvestors, it would have been filled up before you got there.


Everyone and their brother is in the resource business now. Owning a harvestors is like printing money. It is the only thing that generates income 24/7 whether you are logged in or not.





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bluejanus
Fri Jun 11, 2004 5:18 am
#7






GreyRadean wrote:
Hello Everyone, I have just spent the last 2.5 hours frustrated riding around and came up with what I thought might be a plausable request. now to find a way to translate thought to text...

I wonder what the chances of getting a more terrain adaptable harvestor implemented would be. I was out looking for a spot to drop a few harvs on a couple different resources tonight and whenever I found an acceptable spot it was already full of harvestors. This happened in every spot I found for these resources. In one case, the closest I was able to get to a large 'plantable' 75% site was when it was 35% or lower due to terain and the massive harvestor farm I found there. This was endlessly frustrating to me. this means that the ones that get to the spot early claim dominance over the resource and everyone else has to settle for scraps. This passive griefing does not seem necessary to me. If a resource is available should it not be accessable to anyone with the equipment and time invested? What would be the harm in implementing a more terrain-friendly harvestor be? Possibly even just an extra (optional) module used at time of crafting to make it a little more 'hill-friendly'? This module could even lower the base extraction rate a little if needed to compensate for its improved versatility. I realize that the most obvious response is that this would just make more harvs be in that same concentration, but at least it would allow *more* to be placed in that same area... possibly allowing a few more people to get some also.

I have no issue with the harvs already in place at these concentrations. Congratulations to the ones that got there early enough to get a great spot. I just don't think the rest of us should have to get completely screwed in the process ...just a thought

Grae Radean
Corvus Radean





I think you'd be told that a personal harvester could take advantage of terrain problems. While it's frustrating not to find a free high concentration spot, surely you realize that this is part of the game. You can search all over the planet and perhaps other planets to find a good spot or settle for what you can. I settled for a 79% alum the other night, after finding 4 other 79% spots for the same alum. And 2.5 hrs is nothing, I spent a day and a half searching for a good spot once. You can't always find the best spot, so either you settle for less than you wanted or keep looking till you find something you can accept. This is the same principle that runs our economy.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
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Fneegan
Fri Jun 11, 2004 7:14 am
#8

I share the pain. How many timeshave I found my highest concentration(s) sitting on bumpy hills or in the middle of a lake. Then I thought, hey, wouldn't it be kewl to see my harv sitting on floats in the middle of the lake...just like in RL with those ocean oil things...lol (well, I think so anyway)


As mentioned, there is talk about devs making additional (one time use only)attachments to add to harvesters that *may either help harvesters be placed on hilly ground or on water. I think these would be nice little attachements that would also boost sales. I think, to avoid hogging of spots, once a resource has ened, the harvester should need to be moved and placed......oh...I can feel the flames coming now..lol


Could you imagine all those ppl with static lots...lol


Oops, back to the subject - ya - I like the idea of harvester attachements.
ThrawnUO
Fri Jun 11, 2004 2:17 pm
#9

This reminds me of an old addage...


The early bird gets the worm.


I am on top of any new resource spawn on corellia for my server. I keep daily logs of whats out there. As soon as I see something I want/. need, I rush out and deploy the fleet of harvesters. Because I get there before others, and others are forced to go outwards to a lower % spot, then cannot place, I dont think this is any form of greifing at all.


The early bird gets the worm.







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Arratarr
Sat Jun 12, 2004 9:46 am
#10



ThrawnUO wrote:
This reminds me of an old addage...
The early bird gets the worm.
I am on top of any new resource spawn on corellia for my server. I keep daily logs of whats out there. As soon as I see something I want/. need, I rush out and deploy the fleet of harvesters. Because I get there before others, and others are forced to go outwards to a lower % spot, then cannot place, I dont think this is any form of greifing at all.
The early bird gets the worm.





Exactly. If you want a resource, you stay on top of watching for shifts. Soon as you see something pop up, you jump onto it fast. I organized locations on various planets where havesters would be very good to plant should a shift occur, and I check those areas first.

What it comes down to, if you want it bad enough, you'll probably get it. If not, well... you'll be stuck with sucky locations. It only appears this person was just late in getting to the spot. In that case, try another location on the planet or another planet. A lot of times there are small hidden resource veins scattered around the planet because they are a "quick riser" (( a concentration that suddenly jumps from low to high in a small area )). These are harder to find, though sometimes are the highest concentrations.

One time on our server I was looking for radioactives, don't ask me how, or why, but I was looking around south naboo, in the swamps... and BAM, found a very nice high concentration (high 80s) right on an island big enough for a fusion.... Its also where I find a nice high concentration for my harvester ore....
BoberFett
Sun Jun 13, 2004 1:44 am
#11






tevans6220 wrote:


I hope nobody takes this as an insult but you guys take this game way too seriously. Not everybody has the time to keep checking websites, monitor mineral shifts and go around for hours looking for new survey sites. Some people have real life comittments that make it literally impossible to do what some have suggested. This is a game supposed to be played for enjoyment. I find playing as a Novice Architect not to be all that fun. When I'm squeezed out of the good sites by somebody who has made SWG a way of life that's not fun for me. I play to enjoy myself not to be frustrated because somebody else wants to corner the market by planting a huge field of harvesters. The early bird does indeed get the worm but it should be on a level playing field. A mineral shift occuring when most players havereal life responsibilities guarantees that only certain players will get to the good sites. Why should I be penalized for having a life outside of SWG? It's just not fun.






If somebody has already taken the spot you wanted, keep looking. There are plenty of places to plant harvesters. Lok has tons of open space. Portions of Naboo and Tatooine are very flat and have plenty of room for harvesters. Talus and Rori aren't bad either. There's over 2000 square kilometers of land in the galaxy. Surely you haven't been pushed out of it completely.
tevans6220
Sun Jun 13, 2004 12:59 pm
#12


I hope nobody takes this as an insult but you guys take this game way too seriously. Not everybody has the time to keep checking websites, monitor mineral shifts and go around for hours looking for new survey sites. Some people have real life comittments that make it literally impossible to do what some have suggested. This is a game supposed to be played for enjoyment. I find playing as a Novice Architect not to be all that fun. When I'm squeezed out of the good sites by somebody who has made SWG a way of life that's not fun for me. I play to enjoy myself not to be frustrated because somebody else wants to corner the market by planting a huge field of harvesters. The early bird does indeed get the worm but it should be on a level playing field. A mineral shift occuring when most players havereal life responsibilities guarantees that only certain players will get to the good sites. Why should I be penalized for having a life outside of SWG? It's just not fun.
ZenDragonMLS
Mon Jun 14, 2004 10:55 am
#13

There is a lot of real-estate in the galaxy. There are typically multiple planets that have a resource, and typically multiple sponts on a planet that a particular resource spawns. If the resource is on Lok, I quite often go there, even though I'm based on Naboo because Lok has very few player cities and a lot of flat ground.


If a spot is 90% but covered with harvesters, it might be *disappointing* to settle for 70% at the edge of the spot, but it isn't fatal. It won't force you out of business.


As far as casual gameplay is concerned, there IS a dilemma. If you play an architect, you need to know up front that it is an ***extremely*** resource-intensive profession both to master and to maintain a business after mastery (unless you specialize in furniture). If you can only play a few hours each week, then I think looking at swgcraft.com occassionally is a good investment for you - it only takes a few minutes and it can give you a decent snapshot of what is going on in the galaxy.


But if you are time-constrained, one avenue is to buy your resources from a miner. Perhaps have a list of the stuff that is interesting to you and the price you are willing to pay and have several people keeping their eyes out for you.


If you are both time constrained and credit-constrained, then perhaps a crafting profession is not for you, because acquiring the resources you need (by some method) is a key part of being a crafter. You can be a combat character, get on whenever the mood strikes you, and go run a few destroy missions and have fun. Doing a crafter character "part time" will be a challenge.



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