Architect Archive
Thread: A Miners Message: Sent To Thunderheart
GraySeven wrote:
ThothTheWise, I understand that you don't wish to loose a lot of work and/or effort that you've put into this game, but you are exploiting the system, and as such, need to be stopped.
Single-character servers were created to stop just this sort of thing from happening, and while some people are paying for more than one account, 20 or 30 lots is a far cry from the 300 plus lots you are using.
You need to remember that because you are exploiting the system and dumping an extreme amount of resources on the market, you are skewing the data the Dev's use to determine the operations of the game, and the people who are going to suffer are the ones who are not exploiting the system. The MasterCrafter who mines his own resources using his allotted 10 lots can not hope to compete with someone able to pull in hundreds of thousands of units of resources per day, every day, and have the space to store them...
Showing us your cost/gain model, or what you do and how much it costs you to do it does not take away from the fact that you are using the system in a manner in which it was not meant to be used, and doing so for your own personal game. This, I believe, is the definition of exploting.
The Dev's are not doing this as a personal attack on you or others like you, but are instead fixing a problem. And, whether you believe it or not, it is a problem. Any time players are able to do something in the game that was not intended by the games designers, it has to be examined and removed if it is a threat to the balance of the game.
The actual detrimental effects of the cross-server lot swapping that allows some people to have hundreds of lots while others labor away with the 10 allowed to them may never be fully known, but I and a lot of people like me who remember what it was like when we weren't limited in Beta, and then ONLY allowed 75 before the final paring to 10 fully agree that these mega-mining operations must be stopped. They were never meant to be, and now that they are known must be removed from the game to bring things back to how they were intended.
I'm sorry if you feel unjustly punished, but just because you can do it does not make it right.
Throughout this thread I have seen the over all possible detriments My current incarnation of the Mining Vocation has placed upon the server. I am not not accepting any Value Judgments on what is already History, for I cannot change what has already taken place.
I have now redirected (having been convienced of the issues as problems) these threads to trying to get the community to add their Inventiveness into helping SOLVE the issue..in such a way as to Stop Lot Trades..while not nerfing it to the point where it destoryes the ability to MINE as a vocation.
I never competed with ANY crafter. I SOLD all the resources. and after assuming total management of the operation I sell for much less..tho that has more to do with the current market I feel than anything else.
The only crafter i may have interfered with was the crafter who also MINED to sell. To them all i can say is YES i had an unfair advantage..it took a great deal of work to do it..but it was an unfair one. I realize that now (at the time i hardly even thought about doing anything but meeting the demand) and as such have redirected as much effort into trying to find a way to stop it (that will not totally make being SOME kind of Miner Vocation feasable) as i put intobuilding that empire.
I can do no more than that.
Redguard wrote:
Toth,
If the intent of the developers is to limit supply by limiting the resources needd to meet demand then hell I'm all for that. It's certainly a better solution than the "crafter fix" that they tried a few months ago. The idea is to provide a market for everyone to sell their goods. Even if the goods are not the best of the best they will sell but not at premium prices. There have to be some variables in the game. Not every suit of composite should have 80% resists. Not every weapon is going to achieve it's maximum potential. People that can afford to buy the best will but that will not be the majority of the playerbase.
TheOxygen wrote:I also see no reason to change harvesters as they stand, because as I have repeated in nearly every post I've made in these threads, the cross-server lot trading "problem" will solve itself because grind-quality materials will become pretty much obsolete.--Iaan K'Vork
Lets take my main prof for example. I could give a flying heap what kind of ore pops under a field of 270 static crosserver lot trade harvesters. Why? Because I dont care waht teh quality is, I just need quantity. I am not sure, but I believe most professions out there have one material, that all they need is qty, not quality. If there aint (which I doubt), that still leaves Architect that choose to run such huge field, by using crossserver trading, overpowering those of us that dont circumvent the system.
I'll say it again, you want to run 270 lots, rent/buy the lots, get help from guildies, friends. Crosserver trading is a way to circumvent a limit that was imposed to lessen the overpowering abilities of few, maximize interaction between players, spread the wealth and overall enjoyment of the game.
No where in the EULA does it stated that cross server trading is not allowed.
I dont agree that cross server lot trade are in the spirit of the game ( at least not in the number the original poster describes. ) The reason why I say this is because new players joining the server have less access to the same HQ resources being mass harvested by the "miners" and therefore takes away from their gaming experience. And having all these " Extra Inactive " toons on servers just for the lots trades is taxing on server resources and in some way shape or form can effect the performace of the game. Im sure everyone sees what happens when getting off the shuttle in coronet.
Well thats my 2 credits on the topic. Good Luck to you Toth either way man. I know your just trying to save all the work you put into your bussiness but at some point every businees goes belly up ![]()
MinerMighty wrote:
Spacesloth, what makes it acceptable for combat oriented professionals to suppliment their income through mining (an artisan and crafter trait) without using up additional skill points, and not acceptable for dedicated crafting professionals to suppliment their income through combat without picking up additional combat skills?
MinerMighty wrote:
Spacesloth, what makes it acceptable for combat oriented professionals to suppliment their income through mining (an artisan and crafter trait) without using up additional skill points, and not acceptable for dedicated crafting professionals to suppliment their income through combat without picking up additional combat skills?