Architect Archive
Thread: Stockpiling Mitigation: Bad Idea #21352253
I propose that the devs examine the player database and monitor how much of any particular named resource is stored up. Maybe check again every month or so. They would use some threshold to decide how much was permitted and then adjust the resource spawn rates and keep a particular resource from spawning until the players used up enough of the stored resources to allow it to spawn again.
This widely unpopular idea would allow less commonly spawning resources to actually spawn. This would be because the more common resources that are stockpiled will be cut from the availability pool faster, leaving less common spawns in a shrinking pool of available possible spawns. Potentially if players hoarded enough, nothing would spawn except planet specific floral, organic, chemical, and unknown resources, but I'm sure once player understood how the system worked, they'd stockpile less. This change would probably the increase the use of 30k resource kits to alleviate the impact when certain resources stop spawning which help get them out of the equation. The key principle here is that players will understand that if they want to get any more of a favored resource or a better spawn of it, they'll have to give up or use up the hoards they have.
Obviously implementing this idea would require the regular maintenance of player accounts to eliminate the possibility that a cancelled player would hold enough stockpiled resources to prevent spawning of any given resource. And if the system works properly, players won't be able to necessarily force the spawn of any given resource and thus control how often a particular resource spawns.
For you IC and canon people, consider how strip mining can destroy usability of land and of the greater difficulty in extracting resources when mines start petering out.
I added these next parts after replying to Pawlin:
This idea works best when not so great resources spawn. When great resources spawn, that favors hoarding. I'm just hoping that market dynamics will compel most hoarders to sell off their hoards or dominate the market for a while.
This idea will be very brutal for new players.
It requires a lot more database maintenance and workhours for the devs. It absolutely requires that resources be tagged and trackable by specific resource types. So the stupid vendor search bug of all types of steel showing up as category 'steel' will not cut it. The system will have to be to recognize the difference between stacks of cubirian and carbonite.
My other thought would be allow more experimentation on BER for harvesters but drastically reduce hopper size and make the change retroactive. So while you can pull more, you have to spend more time checking your harvesters. The aggravation factor would reduce hoarding as well.
Message Edited by bluejanus on 08-01-2005 11:36 PM
Pawlin wrote:What would be the intended effect exactly?I think if I knew there was a limited pool of duralloy steel (for example) and if that amount was in the hands of players that it wouldn't spawn more then I'd be more likely to horde it.
Well I was putting it out there to address the Dvnce issue of hoarding. Yeah you could hoard more, but you'd have to eventually use your hoard or market dynamics persuade you to sell your hoard. This idea is killer for anyone not established in the game if they happen to be affected by a lack of spawns. Guess it depends on if you think such a system could address hoarding.
Btw I'm not saying hoarding is an issue. I think the devs are just using that as an excuse, but I happened to think of it and in the spirit of our correspondent, I posted it.
bunk72 wrote:
Can I ask why people are so concerned about resource hoarding?
Dvnce has said time and again that when he comes up with architect issues, the hoarding issue gets tossed in his face. So just asking you guys to discuss the merits or lack of for this idea.
bluejanus wrote:
bunk72 wrote:
Can I ask why people are so concerned about resource hoarding?
Dvnce has said time and again that when he comes up with architect issues, the hoarding issue gets tossed in his face. So just asking you guys to discuss the merits or lack of for this idea.
OK, I understand Dvnce's frustration. However, I still do not know what the exact beef with resource hoarding is? Why are people throwing it in his face?
Also, is harvesting resources and then putting them up for sale considered "hoarding?" Isn't that what the miner profession is all about? Are archies the Star Wars packrats, or is it crafters in general? Are resources the mainelement in hoarding, or is it something else like loot, skill tapes, etc... Just looking for some insight on what the devs have a beef with.
As an archie, I have my entire resource stockpile for sale on a vendor. Grind stuff for 3 cpu. Anything w/ stats over 900 gets priced accordingly above that. If it sells, fine. If it doesn't, oh well, I'll eventually make something with it when waiting out factory/harvesting runs.
bunk72 wrote:
Can I ask why people are so concerned about resource hoarding?
Because there's no damn content in the game for Architects, so it's easier to blame us for playing the game under the rules presented instead of making content.
Fivo Asia
Cafa wrote:
bunk72 wrote:
Can I ask why people are so concerned about resource hoarding?
Because there's no damn content in the game for Architects, so it's easier to blame us for playing the game under the rules presented instead of making content.Fivo Asia
I don't personally have any issue against hoarding. But hypothetically, let's say hoarding is a game problem. What do you think the merits or shortcomings of this idea is in relation to the game. We can rant about hoarding in another thread.