Architect Archive
Thread: A Miners Message: Sent To Thunderheart
rjbacigalupo
Mon Jun 14, 2004 2:42 pm
#235
I will also be losing 400+ harvesters, and on the same server as Thoth.
I smell mineral inflation....
I smell mineral inflation....
ThothTheWise
Mon Jun 14, 2004 2:50 pm
#236
rjbacigalupo wrote:
I will also be losing 400+ harvesters, and on the same server as Thoth.
I smell mineral inflation....
Probably not right away Mate. we arent the only ones pulling minerals on our server Iaan does as well, albeit a different way. Thats quite a few people pulling more than is currently needed.
I personally dont pull as much as i could now, simply bevcause why store stuff? I do save extra for the upcomming Space Expansion..that is a nice side benifit of the Holo Grind Fake demand, and the size of our operations. However after that glut of resources has been setteled, the demand for minerals should lessen dramatically.
LoneWulff
Mon Jun 14, 2004 3:33 pm
#237
mhal9000 wrote:
LoneWulff wrote:
Managing vendors isn't a merchant trait or skill either the skill is placing vendors
Go over to the merchant boards and tell them that, better put on your flame retardant suit while you're at it.
My point was that like mining and artisan, managing vendors isn't currently a merchant skill.However the devs will be changing that in the future so the skill will be managing vendors instead of just placement.While mining isn't a crafter only skill it should be.
ThothTheWise
Mon Jun 14, 2004 3:46 pm
#238
In Pre-Beta Mining WAS a profession. but i suppose its to late now.
if the Devs could (with the GCW patch) find a creative means for players to USE their lots other than the standard structures this might also ease somethings (as well as make cross server Lot trading an "exploit".
IE: if they allowed folks to drop Wall pilons each costing 1 lot min of two needing to be dropped in order to spawn the wall between them...you would then find this excess Lot problem (at least same serv er lot excess) gone. We might tho then find there isnt enough Lots, or people willing to drop harvestors, to keep up demand Lol
Guess things are never easy to solve, eh?
HalasterTheBlack
Mon Jun 14, 2004 5:52 pm
#239
CraftDragon wrote:
I provide a service few can offer. Volume resources. I cannot keep up with the demand, which proves I am needed. Your crappy remarks mean nothing. If you remove volume resources from the galaxy, keep in mind that your next weapon may cost you 5 million credits.
There is a significant difference between bulk resources and high quality resources.
Bulk resource suppliers have static harvesters. The rigs sit and sit and sit in the same spot forever and the miner typically sets them on what he views as the best density / price ratio for what's under it that day. About once every 2-3 months, the miner gets lucky and a reasonable density of something fantastic spawns under his harvesters. This requires cross-server lot trades (usually done that way anyhow), money, power, and luck. Zero skill. Limited dedication.
Quality resource suppliers have mobile harvesters. When a good resource spawns, the miner grabs his rigs and heads out on a mission to find a good vein of the resource in a buildable area. After minutes to (more likely) hours of surveying, he's found his spot and plunks down his harvesters. He then logs in to alternate accounts or calls up friends to plant their harvesters on the spot. This requires friends, a good knowledge of what's worth mining, and, to be efficient, intelligence about what areas are reasonably buildable so you can only survey where it matters. Requires a reasonable degree of skill and dedication.
Most people on this forum seem to want to eliminate the former method of operation and encourage the latter.
Which type of miner are you?
Continuing on that thread, weaponsmiths use only quality resources. At leastthe ones who care whether or not they sell do. If you're a bulk miner with static harvesters, I find it difficult to believe that your departure will significantly impact the weapon economy in your galaxy. Because you're not providing weaponsmiths with quality materials on a regular basis.
DingoBoi
Mon Jun 14, 2004 7:33 pm
#240
HalasterTheBlack wrote:
There is a significant difference between bulk resources and high quality resources.
Bulk resource suppliers have static harvesters. The rigs sit and sit and sit in the same spot forever and the miner typically sets them on what he views as the best density / price ratio for what's under it that day. About once every 2-3 months, the miner gets lucky and a reasonable density of something fantastic spawns under his harvesters. This requires cross-server lot trades (usually done that way anyhow), money, power, and luck. Zero skill. Limited dedication. Hardly requires cross server lot trades, you can easily find 100 lots on your server if you are willing to pay people. I did and then prompty went out of business because I couldn't keep up with the exploiting lot traders.
Quality resource suppliers have mobile harvesters.,,,,,,
Most people on this forum seem to want to eliminate the former method of operation and encourage the latter.
Which type of miner are you? I'd be the legitimate one.
mhal9000
Mon Jun 14, 2004 11:48 pm
#241
You're wrong on that point, but this isn't the area to discuss it. I'd suggest you start a thread in the merchant forums, but we've had so many telling us your exact POV that I think everyone is a little burned out on the subject.
LoneWulff wrote:
managing vendors isn't currently a merchant skill.
GogoDodo
Tue Jun 15, 2004 12:21 am
#242
very nice. wish you had run it thru a spell checker first, but still nice none the less.
I as well operate a very large mining operation, probably about 250 harvestors nowadays but was as high as 300 at one point. And its not an epxloit, as the CSRs encouraged people to cross server trade holocrons. And people who think its morally wrong are just mad they didn't think of it sooner. Plus that fact that its a larger money sink for miners and provides crafters with more of a resource at lower rates should only justify the existance of such a thing.
They want to remove cross server trades? then bring back the miner professionand give that profession more lots.
G
GhOsT767565634765
Tue Jun 15, 2004 7:03 am
#243
I do not like cross server trades for 2 reasons, they don't help the economy on a devastated server, they cause resource inflation as well as credit inflation, and on the technical side the reason we only have 10 lots may be because it will drill to much server power. Not sure about the last one butI know the other part from experience.
bluejanus
Tue Jun 15, 2004 7:12 am
#245
GhOsT767565634765 wrote:
I do not like cross server trades for 2 reasons, they don't help the economy on a devastated server, they cause resource inflation as well as credit inflation, and on the technical side the reason we only have 10 lots may be because it will drill to much server power. Not sure about the last one butI know the other part from experience.
How do lot trades cause credit inflation? More resources in game don't affect the flow of credits into the game,
OptAEON
Tue Jun 15, 2004 8:18 am
#246
I disagree, that lot trades will always continue, because it can be stopped, if the DEV's / SOE wanted it too.
there are ways I can think of that would stop in entirely, or even limit lot trades
Someone stated about a forced Monopoly if the dev's made changes to the cross-server lot trades, well, there is already a monopoly, LOL.
So, how do you call that a forced monopoly, when there is already a monopoly.
I myself have static harvestors, and yes I see it as a disadvantage to those new players coming into the game, especially those that already have a hugh MONOPLY of harvestors , to the point that it takes away from others having a fair chance in doing business, earning credits in a game.
Someone else asked how cross-server lot trading was an abuse of game machanics, its quite simple, if you think about it.
First of all, if it was meant to be allowed to have so many lots on one server, for one player, we would have that without cross-server lot trading. So, by having other players create toons for the purpose of holding lots on other servers without the purpose of playing those chars, then that is exploiting the game mechanics.
there are other negative factors as well, having toons on a server that really isn't played, and the fact it can add to the over all char population of the server, and can be misleading when trying to address issues with a server that has accounts / chars to consider on those servers being used.
If SOE feels like there is a legitimate reason to have cross-server lot trades removed, I'm for it, and will remove the static harvestors I have, but only ask that SOE informd its customers/players ahead of time if and when they decide to put these changes into effect, to allow me enough time to remove them.
I'll be fine if SOE removes them, I will still do fine in the resource business even without the cross-server lot trades, and so can others, if they want it bad enough, or trade hard enough. Its partly about spending more money per month, if you want more lots :-)
I have 5 SWG accounts, so, I'll be fine without the cross-server lot trades, and not exploiting the game mechanics.
Opt
PS - I also play all the chars on all 5 accounts, I do not have them just as toons to have lots.
1) Opt- (was a Master CH & Pistoleer) hologrinder atm. Planning to get CH back after the holo crap is over.
2) Optcazar - Master Commando
3) Optazar - Master Artisan / Master Merchant
4) Ocultar - Master Politician - Mayor of New Liberty , Rori (LOWCA server)
5) Zyrik - Master TK (TKA) , Pistoleer, and possibly, (Master Smuggler ?)
OptAEON
Tue Jun 15, 2004 8:29 am
#247
One other note, I think is good for the cross-server lot trades to be gone.
Makes it more competive to others , and makes a fair chance for everyone to make a profit, including new players, and will allow a more balanced enomony, for players, and not just resources.
Opt