Architect Archive

Thread: My plea to the devs about resources

Philomorph
Tue Sep 09, 2003 10:42 am
#1

It's not a new request, but after weeks of nothing but crap ore on Gorath, I feel the need to get on my knees and beg. Was it your intention to make architects wait for weeks on end between times thatdecent materials are available?


In the beginning, things were fine. There was a variety of ore to be found, some good, some bad, generally in decent quantities.


But for over 3 weeks we've had nothing but garbage for carbonate ore. Often there's been none. Now we have 3 kinds, and only one has a UT over 500. The other two are below 300 if I recall. Carbonate is used in good amounts for generators (250 units each) which are used in every piece of mid-level and up structures. All the factories and harvesters use them (most use 2). Most of the siliclastic has been carp too.


I don't know how the resource randomness is determined, but is there a chance we can have it managed even a little bit, so we can make sure there's something decent at least most of the time? The current crop don't even have any with good OQ.


I've grown resigned the fact that I won't always be able to find a nice 70% vein like in the good old days. I can live with putting a heavy on a 50% if I have to. But I haven't collected carbonate for weeks because it's all been worthless.Either the UT is below 500 (often), the OQ is below 500(frequently), or bothare (most often it seems). It gives a new accuracy to the name "low grade ore".


I don't have a perfect solution, except to request that perhaps they simply improve the quality of the stuff in the database. Just go in and up anything with stats like "UT: 26 OQ: 251". They area waste of time and space. If you want a realistic angle, consider this: there are a lot of naturally occurring minerals on Earth. Many of them aren't mined because they don't have much use (pyrite for example). They may have specialty appeal, but it's limited and the average surveyor isn't interested in them.


I think of them as something that's not going to appear on your survey tool, because you've programmed it to ignore them.


Take for example:


Ardanium Siliclastic Ore - Waseo
CR: 380
CO: -
DR: 102
HR: 370
MA: 438
SR: 3
UT: 84
OQ: 51


Seriously, who would mine this junk? Why is it even in the database? It's best stat is below 450, and that's malleability! UT and OQ both under 100? Ok, so I know this may start to sound like whining. But I had to grind my way to master architect once I was 3/4 of the way there, because I couldn't get any decent ore of the right kind to actually make stuff to sell. Failure rates from low UT were high enough that I didn't even want to risk all the work and good resources on trying to make largehouses and heavy miners.


As it is, my business has been almost non-existant because of the lack of ore (both quality and concentration with nothing over 55% for weeks on Naboo), and I've searched the planet a few times looking. I'm not one of those whiners who runs a 1k circle around Theed and whines that nothing is over 60%. Right now my miners are (finally) on a 60% spot that is 4k from Theed. And there are a LOT of miners there, so I know it's the only good spot for miles. You know how long it takes to make that run?


Anyway, the distance problem will hopefully be reduced by vehicles. But nothing other than a databaseonce-over can fix the problem of a lack of good quality materials. Can we all get a little love here?




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Philomorph
Tue Sep 09, 2003 4:14 pm
#2

Any agreement here?



----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Rath
Tue Sep 09, 2003 4:18 pm
#3

Ironically on Eclipse we've had Zinsiam Carbonate Ore spawn for like a month straight. It always has like 4 stats over 900, one of which is UT.


/shrug


I feel your pain. I wish Ryll Amorphous Gemstone would spawn again!




Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
Deoka
Tue Sep 09, 2003 4:39 pm
#4

I could see your point if architect's experimentation did anything. But it doesn't so why do you care?


Even if you are one of the people that thinks resource statsaffect crit fails, the only thing that requires carbonate is turbines and you can always crank those out in a factory anyway.





**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
WICK12345
Tue Sep 09, 2003 4:53 pm
#5

dont' you dare wish for a resource shift! as architect the only thing that we need quality for is crafting stations and some furniture requires certian materials........... I'm on SS and the resources are shifting every 3-5 days.. I could cry at how broke i am and how fast i'm having to replace harvesters... everyday i move them. at 4500 a pop you burn cash FAST. I'm pretty much done with harvesting my own resources. I build if they bring ore.... so be carful what you wish for. I miss the days of manual resource shifts... one day of work every 3 weeks.... constant resources i could count on being there when i showed up... leaveing harvesters run all week without checking them........./sigh oh to be "broken" again lol



-WICK-
----------------------
The Imperial Order
Kyreal
Tue Sep 09, 2003 5:02 pm
#6

personally the current way resources are being shifted sucks.....


if you are going to shift, shift the entire fking lot at 1 time, not 1 or 2 resources here and there. i am sick and tired of every time i log on to find that 1-2 of my harvesters have quit running due to a shift.



get all minerals on a shift basis, chem on 1 etc. get rid of the 1 or 2 resources leave today, tomorrow 2-3 go.... that is just plain stupid.



I do not want to play SWG every day just running around my harvesters, redeeding and searching for a new spot every day, i do try to actually craft something every now and again.



For the people that work full-time for a living, at least give us a bit of stability in the resource shifts. As it stands now, a guy that doesnt have 24/7 to play this game is fked.



Waste93
Tue Sep 09, 2003 5:26 pm
#7

The resources should stay in for 5-8 days. If you keep track of how long you've been mining you can predict how long you have left before it shifts out.


Another thing I noticed. The newer stuff is listed at the bottom of the survey device and the older at top. This is why the stuff keeps changing order on the survey device. One note of caution. If there is say an older deposit of LG Ore and a new one shifts one but the old one persists. It will drop to the bottom of the survey list still. So you have to keep track of what shifted in when.




Colonel Waste - The Wookiee Crusader
Rath
Tue Sep 09, 2003 5:51 pm
#8

Well resources shift based on how much they are mined. That's why they don't all shift at once. Furthermore I believe they also said that there is some 'play' in how much can be mined before they shift. Lastly I'm sure there is a maximum time in between a certain material actually shifting.



Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
Sobel
Tue Sep 09, 2003 6:30 pm
#9

Regardless of how it's currently setup, it's stupid.


I seriously spend 75% of my playtime find new resource lines. There is no fun in spending all your time staring at a survey screen porting from town to town hoping to find a vien that isn't a) too close to town b) in a hilly area c) not already crowded to hell.


I've had to do this for 3 days stright on several occasions just to get everything redeeded, and when it's done, I get 1-2 days to breathe befrore the first one shifts again, it's mind numbing idioticy.





Sobel - Master Architect - Naritus
Building everything from Small Homes to Giant Player Halls
Contact me In game to place an order
Rath
Tue Sep 09, 2003 6:37 pm
#10






Sobel wrote:

Regardless of how it's currently setup, it's stupid.


I seriously spend 75% of my playtime find new resource lines. There is no fun in spending all your time staring at a survey screen porting from town to town hoping to find a vien that isn't a) too close to town b) in a hilly area c) not already crowded to hell.


I've had to do this for 3 days stright on several occasions just to get everything redeeded, and when it's done, I get 1-2 days to breathe befrore the first one shifts again, it's mind numbing idioticy.





I actually very much like the way it is setup. The reason is because resource gathering should take a lot of time. It's the croix of the crafting economy. If resources were even easier to obtain you'd get a lot more people to dabble in the crafting professions. There is enough people per server that like being a miner, and I think by having mining seperate from manufacturing you create a more stable economy. Try supplementing what you mine by buying resources. You don't have to mine everything.



Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
Sobel
Tue Sep 09, 2003 6:45 pm
#11

yes rath, I know how to play =)


I don't mine all my resources, but I do mine a lot of them, because your looking a pricing different between not making any profit (buying resources) and making good profits (harvesting)



The current system is great for people who arn't working full time & going to school. You have that extra 5+ hours a week to hunt down new viens and move your harvesters over. Im by no means a casual gamer to SW:G, but there are deffinate power gamers over me.


we all have our opinions on the matter, i just think I shouldn't need to spend 75%+ of my online time each week preparing to use my profession, and25% of my time using my profession.



But Like I said, everyone's opinion is valid, and everyone likes somethings differently, Your enjoyment in redeeding and finding harvesters reflects in your comments, and thats cool, we all play different ways




Sobel - Master Architect - Naritus
Building everything from Small Homes to Giant Player Halls
Contact me In game to place an order
Rath
Tue Sep 09, 2003 6:48 pm
#12

Sorry I wasn't implying you didn't know how to play.


I think the issue isn't so much about the resource shifts as it is the profit margins on architect doesn't allow one to not be a miner.




Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
LyraValcyn
Tue Sep 09, 2003 6:50 pm
#13

I agree with everyone who says the resources shift too frequently, we are talking about the resouces of a planet here, they don't generally run out in a few days - being realistic about it. I think any resouce should last at least a week regaurdless of how much is being mined.


The other gripe i have about resources is how the concentrations are getting placed, the other day i ran 4000 meters tracking down a concentration of sunlight and it ended up being in the mountains on Corellia where nothing could be built. I helped a friend track down Lokian wild wheat and by god it was 60+% right next to the city where you can't get it, and the best spot we found that we could place a mine at was only 32%. I had to place my solar power stations outside the mountain range and it was over 10% lower then the concetration spot i found in the mountains. Maybe the devs should relax the restrictions on building on slopes or something, at least for mining installations.


But i don't know why Philomorph is complaining about resouce quality with respects to architecture since it just doesn't matter, but it should. If we can experiment on a structure's durability then the structure should have a decay rate thats affected by this factor. All structures should decay in a manner that can not be repaired by paying additional maintenance, gradually over time a structure should degrade completely - over a long period of time like say a month or two. Every crafted item in the game should have a wear factor.



LyraValcyn

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