Architect Archive
Thread: Higher extraction rate harvesters.... You gotta be crazy!
The fact of the matter is that without decay to harvesters, there is no hope for a harvester market to continue indefinitely.
The only reason it has been so robust is because everyone and their mother has become miners to subsidize their own holo-grind. Now, they are gathering huge amounts of materials, just to sell off for more cash, and nobody is buying. For this reason, the cost of resources will start to drop off, and over time, these people will actually stop mining, cause they are paying more for the harvesters than they are getting for the resources.
Eventually, as less of them get into the harvester market, you will see a huge drop in purchases, and it will basically halt. Making it a class cert thing will only make the markets for harvesters smaller, but in the end, you will still have no re-buyers of harvesters, so the market is fininite. I suggest having no decay on personals, with a small decay on mediums and larges. They could last for about 2 months or so, then require replacement. Sure, crafters would need to raise the price of goods, to cover this cost, but that would be a good thing. And it would make it so that raw resources have a higher selliing point.
Right now, there is no sense in complaining about resources selling for 2.5cpu, cause that is 5x what you pay to harvest them. Pretty nice deal. But in the future, with decay, that will increase slightly, and set a new bottom for resources at 3 or 4 cpu, and less people would get into the resource selling market because of this decay.
anyway, just my thoughts for a. reducing the number of random resource harvesters, b. keeping goods a set/affordable price, and c. making the market for harvesters something that doesn't ever completely disappear.
I also think houses should have some decay or such. it would last about 6 months, say.And to combat it, you would INSERT a new 'similar' deed into the old house under a menu option, that would refresh this counter. That way, you wouldn't have to move all your stuff or anything, but you would have to re-buy your house. at 8k for a small house on most servers, this is a small price to pay every 6 months. Consider this major renovation (like repairing the roof or re-tiling the bathroom
)
Ebonfire wrote:
but I'll give you an example of someone holding a monoply on Kauri right now.
We have a weaponsmith that has played his profession from the beginning, and now claims to have over 1 million units of each of the best resources for his profession.. that has ever spawned on the server. A lot of people agree that he is by far the best weaponsmith on the server, and all veteran players know where his shop is located. Good luck newbie weaponsmiths.
I am so happy that with architect, thatyou can create a quality product without having to spend weeks if not months tracking down the rare resources.
Resources need to decay for sure, not quickly but maybe over the coarse of a couple months..
Harvesters of all types need to decay. In two forms imo, first, if a harvester does decay some due to lack of maintenance it should lose maybe 5% of its top end "condition" each time you repair it. Second, there should be some sort of reasonable decay rate for active harvesters, perhaps a single heavy harvester lasting up to 4 months if it never requires repair.. Mediums around 3.5 months and personals around 2-3 months.
This would help the harvester market (imo the main market for architect) moving.
Does it cost you more to extract the so called "premium" resources? Of course not.. so the price you sell it for should be no different.
On avg a medium harvester costs at most 2 cpu when you factor power andmaintenance. You can make a pretty fat profit charging 3 or 4 cpu.
Its the people selling resources for 10 to 40+ cpu that drive up the cost of things like weapons and armor and makes it very hard for somewhat new artisans to get materials. Just because some people *can* pay that much doesnt mean anyone should. All it does is make it near impossible for casual types, non-crafters and people that dont want to spend their whole day running missions to buy anything.
Zutan wrote:Does it cost you more to extract the so called "premium" resources? Of course not.. so the price you sell it for should be no different.
On avg a medium harvester costs at most 2 cpu when you factor power andmaintenance. You can make a pretty fat profit charging 3 or 4 cpu.
Its the people selling resources for 10 to 40+ cpu that drive up the cost of things like weapons and armor and makes it very hard for somewhat new artisans to get materials. Just because some people *can* pay that much doesnt mean anyone should. All it does is make it near impossible for casual types, non-crafters and people that dont want to spend their whole day running missions to buy anything.
EXACTLY!! That is the reason I sell for no more than 4, no less than 3.
The answer is new things to make, not damage to old things.
They need to introduce better-quality-but-not-eternal harvesters into the game IMHO.
Then introduce other things that use ore/metal (i.e. not uber resources) that use up alot of resources to give folks a reason to continue to mine.
I agree though, and my experience is that Harvs sales have slowed down noticeably already (with a short boost just before Pub7).The amount of time before we'rein troubleshould be measuredin weeks, not months.
Then I'm just gona have to slow down my resource buying and take some time off to count my money ![]()
I doubt resource decay will ever happen (even though it might be the only solutionto hordes).Players would freak, start petitions, etc. It would be worse than the crafting change. But any proposed resource decay should take a few months before it even starts... then slowly reduce... from above, it can't cripple those specific resources needed for weaponsmith etc.
I always like the replaceable parts for harvesters idea (every so often you have to replace the ore mining mechanism or the fluidic drilling pump).
That decreased extraction rate for non-cert'd harvesters is kinda cool.
As far as future markets (crafted objects that might take large amounts of resources and yet be disposable/decay/destroyable)...
- architect made walls and faction bases that are consumed via battle?
- faction tanks/vehicles?
- .... space craft?... missiles, escape pods, ammo??
Oh! and lets not forget. The devs need harvesters to keep running. Harvesters are the primary money sink. That's where we're supposed to be putting all this money we're making! haha
Nerf harvester extraction rates! Retro-nerf existing harvesters!
oh.. someone selling 4 million unit of a single type of polysteel copper on Ahazi, closing price... 1cr/unit.
Message Edited by Kerico on 03-21-2004 10:18 PM