Architect Archive

Thread: Test Center Update and Harvesters

bennybanglong
Mon Sep 29, 2003 10:55 pm
#1

Anyone read the Test Center posts about the Capacity for Harvesters now? Experimentation now gives bigger capacity. Probably is, the capacity is now 1000-3000. Ummm...so that means I have to unload my harvesters everyday? Or maybe I'm reading this wrong. Tell me I'm crazy. Also, it seems the rate of Harvesting is slower too. Joy.
bennybanglong
Mon Sep 29, 2003 10:57 pm
#2

From the Test Center and the New Capacity for Harvesters:


"My primary concern with experimentation suddenly being a requirement of crafting harvesters (15K capacity for a large harvester on an 80%+ vein would be filled in 48 hours or so) is that the devsabsolutely HAVE to display hopper size on deeds now so that people know what they are buying (and us crafter know what we are selling)."

MickeyWS
Mon Sep 29, 2003 11:54 pm
#3

its official, the devs hate architects, **edit** are they thinking
Shadow-Light
Tue Sep 30, 2003 6:22 am
#4

Which thread in TC talks about this? I did a quick look and was unable to find it.




Need a great lot management tool? v2.1 is at http://swg.medievalweapons.net
bennybanglong
Tue Sep 30, 2003 8:09 am
#5

If this goes live,it's time for everyone to quit the game unless you like to micromanage and have 24 hours a day.


http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=17744


EwokMuffin
Tue Sep 30, 2003 8:18 am
#6

It's bad enough that this game feels like a 2nd job, harvester runs every 2 days would kill what little real playtime I have.Co-managing the better part of 35 lots and updating inventory, craftingand harvester spreadsheets : I should be drawing a salary for all this work.


At LEAST they could allow harvesters to EMAIL us when they are 1) full, 2) out of resources. Power and maint you can track (even hopper loads if you remember correctly), but you cannota resource list from another planet.





Visit FoFF Industries on (Chilastra) Tattooine South west of Bestine. -1814, -4614 for Stims, weapon powerups, harvesters, and resources.
Reeka
Tue Sep 30, 2003 8:52 am
#7

And what does this solve long term? If they push this to live are they going to make it retroactive for existing harvesters?


If so that means every harvester will be gimped and I can't wait to see the outcry and flames on the boards.


If it is not retroactive isn't this too little too late. Most peeople are set up with the equipment they need so how does this help demand when there is none to improve.





________________________________________
Reeka Oxa [Foreman]
OE-I Mall
- Structures, Furntiure, Droids & Smuggling Tools -2000 -3900 Tatooine, Starsider
Still awaiting the perfect single player MMO


bennybanglong
Tue Sep 30, 2003 10:35 am
#8

Someone on TC said the Retro Heavy Harvesters have a capacity of 50k. So that means you will have to empty out every 3 days. What fun if this goes live. Makes you wonder what these DEVS are thinking. They obviously don't play the game
Gedd
Tue Sep 30, 2003 11:06 am
#9

This is what we're getting from all our requests for turning on experimentation and them doing it without any input from us.


This is a post of mine from another board, but it applies here...





It appears that they may have actually turned on the Architect experimentation code. While some may laud this as a great change (and I would agree in principle), they're doing it all wrong. Instead of letting architect experimentation improve harvesters from the current baseline, it sounds like they're using the current baseline as the maximum and going down from there.

So if I'm reading it right, harvesters on live currently can hold x number of resources and pull at a rate of y per hour. Once the patch goes live, if you have a 66% storage and 45% efficient harvester, it would store .66x and pull .45y per hour.

What they should've done is made it so they would store 1.66x and pull 1.45y, in other words we could improve harvesters above the current baseline, but instead we see they're effectively reducing harvester storage and efficiency. What this means is that you'll be getting less stuff out of the ground than you used to and you'll possibly need to run out to your harvesters more.

There's also some reports of harvesters using more power, but that may be a bug related to the updated status dispaly.

If the change applies across our goods, then you can probably expect factories to run slower than normal as well (there's an efficiency stat on them as well as I recall). It may also affect house maintenance rates as well.



__________________________________________________________________
Gedd - Master Architect, Kettemoor
Now selling furniture and installations in the new WanderTech Mall!
Located SE of Coronet City on Corellia (705, -5425)


bennybanglong
Tue Sep 30, 2003 11:22 am
#10

If this goes live, it will be CHAOS similar to the 25 items pet lots big patch. Knowing our DEVS, this will go live and there will be tons of complains and they will revert back to the old status
_-ArchAngel-_
Tue Sep 30, 2003 11:56 am
#11

Heh... What do you think the "pre nerf" harvesters will go for?


Looking into it right now.




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Gedd
Tue Sep 30, 2003 1:28 pm
#12






_-ArchAngel-_ wrote:

Heh... What do you think the "pre nerf" harvesters will go for?


Looking into it right now.







If I'm reading the threads in TC correctly, I'm betting you'll discover that pre-nerf harvesters have also been affected. We'll all wake up one day to discover that our harvesters can hold half of what they used to and are pulling at a fraction of their previous abilities.


But at least we'll have an empty hopper button to clear them out faster. Thanks devs!




__________________________________________________________________
Gedd - Master Architect, Kettemoor
Now selling furniture and installations in the new WanderTech Mall!
Located SE of Coronet City on Corellia (705, -5425)


glibdud
Tue Sep 30, 2003 1:48 pm
#13

I had a character on TC, and I just went and ran a very unscientific test. (Disclaimer: this is not an Architect... just a Novice Weaponsmith working with personal harvesters.)


I made two personal mineral harvesters. Both were constructed with the exact same materials.


Personal Mineral Harvester 1:
Experimental Capacity: 14%
Capacity: 1245


Personal Mineral Harvester 2:
Experimental Capacity: 52%
Capacity: 2072


I've been a proponent of making experimentation worthwhile for Architects, but from the beginning I've expressed the opinion that the differences between unexperimented and fully-experimented should be fairly small, say 10%. As it is, this is NOT a small difference. Now I'm a little worried.


I don't want to comment too much on how small these capacities are overall until I've seen what someone has done with some good materials and better experimentation. I'd also like to see numbers on larger structures. Unfortunately it won't come from me... I won't be playing my TC character now, because my play-style isn't viable if my harvesters are full in less than a day. (I'm not bitter about it... it was my choice.)

Page 1 of 7
Previous Next