Architect Archive
Thread: Anyone else sick of moving harvestors?
I for one am giving up Architecture because of this.
The shifting resources is a pain in the butt to say the least. You have to waitfor resources to show only to have it dissappear as soon as you place your harvestors. This has happened to me 3 days straight now. Ieven went to a different planet and placed my harvestors yesterday and now they are depleted.I do not have fun surveying for hours on end just to have to do it again the next day and in the meantime have no resources to use because I found out my harvestor got like 8 units of resources before the source ran dry
To many people's point, you can not afford to buy the resources becuase you just can not sell crafted goods to people for what you would have to pay for the resource, what a great setup this resource gathering thing is. In RL you don't have to move a mining installation ever other day or week or what not....
I think I am hanging up my trowl till this gets resolved, I thought the idea of this game was that you could play a couple hours here and there and accomplish things. If this means just moving your harvestors...wooopeee...what fun.
I agree. Its very tedious/monotonous and makes the game no fun at times
Here is what I see happening.
The resources (once settled) stick around for 5-8 days
Then some disapear.. Then more... sometimes something gets added..
The next day there may be nothing at all.
On the third day after depletion it stablizes again.
Once the resource depletes.. figure on taking a break for a couple days. (pick up your harvs and rest)
Hey, I'm not trying to flame you, but if you don't understand the system then you're going to get smoked.
Dropping harvesters on resources just because they're there, without knowing when they first appeared is a crapshoot, at best.
If you want to be effective you have to actually DO some research and keep on top of what resources are available, when and where.
I don't drop on ANY resource unless I know when it "popped", and then I make every effort to get the harvesters on that resource as quickly as possible, same day if I can. If everything works out well and the resource gods are with me I can get 6 good days of harvesting that resource before it's time to shift again.
Is it a pain? Sure it is. Only the motivated will survive; if you don't have the time and patience to track the resources on two or three planets then you'll ALWAYS be moving harvesters and wasting time and money.
Otso I agree thats kinda crappy. but there is no other way around it.
The more time you put into something the more its worth. If a guy who
spends 6 hours a day playing moving harvs. crafting.. working his butt off
and a guy who plays 2 hours a day both were considered equil. everyone
would want to be a crafter.. Its an elite profession.. I work 40 hours a week
I play 5 hours a night and most of Sat and Sun. (yes loooooooooserville hehe)
I think you should be able to reclaim the deed without having any maintenance. You should get the unused maintenance back. When you purchase it there is no maintenance andthe deed can sit in your inventory mantainence free, so why should you have to pay maintenance to reclaim it?
That and the other suggestion I read, being able to reclaim the power in them,would at least make having to move quite a bit less painful to the pocketbook.
create harvester/survey droids
DE's would love to have this added i can guarentee it.
you program the droid with a specific resource, feed and power it like a normal harvester, (several days worth) and tell it to find the biggest deposit and setup camp.
Give it the ability of a medium harvester.
once the droid has 1 days worth of power left, it sends an email for the owner to come get it or goes to the nearest city and checks in with sorta of bank where the owner can come to and pick it up. or something.
Actually I agree and disgree with many of the points made. The notion that harvestors continue to suck resources when they are off is silly. They should stop eating maintenance or at least the rate should be significantly lowered to reflect the reduced workload and stress. Likewise not being able to reclaim excess energy and credits once the machine shuts down or resources shift is as just plain stupid. I am hoping it is an oversight that will be remedied in time and not a 'design vision'. Should there be a reclaim fee? I am torn on this issue since I hate wasting all those credits to reclaim harvestors. At the same timeif I think of it as the feeto pack up and transport the harvestor and allowyou to set it down elsewhere it kind of makes sense.....kind of.
As for theresources shifting..... Don't agree with you at all. If the resources did not shift thenperma extractors would appear and many would loose out because all of the best spots would be occupied...forever. One of the previous posters was absolutely right, you must do a little research and knowwhen a resource popped and if it is something you want get harvestors/extractors down right away. It doesn't takevery much time to simply open up your survey device and write down the names of the resources available and,in time, the datesresources 1st appear. I would hate to see this aspect of the game removed for theabove reason andbecause a number of us play as minersand resource speculators. I for one make enough cash selling resources to allow me to do other things.....
As for the casual player...Yuparchitect sucks. However the reason it sucks is our own fault (architects collectively). If architects would stop selling their products socheaply (2-3cr/unit of resource consumed) then casual players could also have fun playing architects. What do I mean? If architects sold their products at 7cr/unit (as an example), then the hardcore players could mine their own materials and energy and make ~5-6cr/unit in profit. The casual gamer could BUY resources at 4-5cr/unitfrom miners like myself, craft their goods sell them and still make a decent amount of money.Architect is the only profession I am awareof that is silly enough to sell completed products requiring huge amounts of resources at a unit price that is less than themarket rate of the resource itself. Truly boggles the mind.....
Example, you can move a harvester 10 times before it completely destroys itself and you have to place a brand new one.
Or say that small harvesters can be moved 5 times, mediums 10 times and larges 15 times.
so each move would take away 1 unit of life so to speak.
Also, if this were the case, they could consider lowering the maintenence fees slightly to offset the fact that you have to keep buying new ones.
This keeps the architechs in constant business.
My solution is do what i do
.
I dont move my harvestors with 1 exception. I leave all of them behind my house and running if the ore is gone for a few days i switch to the highest % of something i would use till some trace of come returns. If I need something badly enough (e.g. carbonite ore) then i will take a harvestor to a high deposit and leave it running for 5-6 days.
So i gain XP slower than most and I dont have 100mil in the bank but I am 90k from master have a vry loyal and expanding customer base that will wait and a bank account that while not huge, will pay all the maintenance i have for about a month and a half.
I also dont buy resources unless I can get them for 2-3 credits a unit (which is rare but obtainable).