Architect Archive

Thread: More changes coming to expirementation

Darkflinx
Mon Oct 20, 2003 4:12 am
#14

It'll probably be a full month or more before the final version (till the next big patch at least) of this goes live. The devs pushed their internal testing to the Test Center much earlier than normal they said to help find the bugs faster. This also means things are much rougher and more likely to be changed. Given the disastrously buggybig patch we recently had it wouldn't surprise me if this next patch doesn't go live for six weeks or more because it's MUCH bigger than anything previously. Player Cities, a new profession, creature mounts, a harvester revamp, and who knows what else makes this a monstrously large patch to de-bug and tweak for balance.





Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Bermag
Mon Oct 20, 2003 4:59 am
#15

Do I misunderstand your message, but I though that exp. on harvesters IS already on live servers (but maybe different than TC).

I wouldn't be surprised that resource requirements will be changed in the future so you have to use named resources and maybe more than UT attribute. Just having one attribute and generic steel makes life to easy (especially since UT is usually high on steel) for you architects :-). Just hope they don't make CD/OQ or it will be a hard race between WS and architects :-).

If they make you have some required resource which never spawns with good attributes (Rhodium Steel for us WS come in my mind, never seen it spawnn with high OQ) and +25 skill tapes will no longer be that uber since you will reach a resource cap before you might even be able to use all 10 points.



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Bermag
Mon Oct 20, 2003 5:06 am
#16

Also, I don't think that it should be possible to get 9 extraction rate with average resources. That is insane, but I guess this will be tweaked before it goes live.

I think with no experimentation and UT in the 500-600, extraction rate should be 2 on a medium. It should be much harder to extraction rates over 4 (on medium or 7 on hvy).



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
MonkeysRMe
Mon Oct 20, 2003 12:03 pm
#17

Thanks for those harvesters Rip, Your a god send.


Now if I could just get back on I will pay you for them.




In the time of chimpanzees I was a monkey. - Beck
Ripster26
Mon Oct 20, 2003 2:25 pm
#18

Some more updates now that TC is back up:


the new mining heads use 50% UT, 25% heat res, 25% shock res


They seem to use the same resources as before, with turbo fluidic and heavy manufactoring using slightly more resources than the original compnents.


Here comes the big shock/twist: there is now added cost to the maint/hour for having high extraction rates. The 9kg.h harvesters cost 180cr/hour to run. The deed lists only the stock 30cr/hour, and there is a small note on status saying '-High effeciency harvester wear: +60cr/hr' Again, this all may change soon, but it looks like the final combine expirement will raise the harvest rate, but at the cost of extra credits/hour maint fees... Maybe those heavies aren't going out the window just yet




Whats this big red button do?


Deoka
Mon Oct 20, 2003 2:36 pm
#19

Wow.


Heavy manufacturing? By that are you implying that the manufacturing mechanismis the experimented part on the fusions instead of the ore mining unit?


Does experimenting wall modules and small structure storage modules(since those experiment for durability) reduce the added maintenance fees?




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Ripster26
Mon Oct 20, 2003 2:46 pm
#20

I forgot to add that structure assembly is also added to the full 100%.


Novice- +20 assembly +20 expirement


Tier1- +10 assembly or +10 expirement


Tier2- +20 assembly or +20 expirement


Tier3- +20 assembly or +20 expirement


Tier4- +20 assembly or +20 expirement


Master- +10 assembly +10 expirement- Total of 100 assembly and expirementation




Whats this big red button do?


Ropock
Mon Oct 20, 2003 3:18 pm
#21

Now see.... this I like.... want that high extraction rate? you're gonna pay for it.......


hopefully we can also add on..... and if you want it to stay lower you best see a master arch so he can max out that rate for ya.


only problem is.... this would give those skill tape folks an even bigger advantage as the rest of us will run out of experimentation points before we can finish.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Dayln
Mon Oct 20, 2003 3:46 pm
#22

Why are you taking this as good news?


Mediums with an extraction rate of 9? We will totally flood the market with products, prices on everything including these new super extractors will fall through the floor. Imagine it, and increasing number of architects will be able to make twice as much stuff at no real extra expense.


WE DONT NEED TO ADD TO THE SUPPLY SIDE, WE NEED TO ADD TO THE DEMAND SIDE!

Sevarhin
Mon Oct 20, 2003 4:12 pm
#23

As someone putting intense downward pressure on pricing by your very method of doing business, Dalyn, there's only so much sincerity that can be sensed in such strident cries about prices dropping. It strains credibility.

But you're right that we need fixes in that area... we have to have resource-sinks like a workable form of decay, possibly your excellent decay-increases-harvester-maint idea (and it's clear in this thread that they're already working on money-sinks).. I just don't think you're the one to be putting all-caps in a sentence about falling prices




Tranquility Shipyards
Vendor wp: -3291 5615 (Tranquility, Naboo)
Founder of Tranquility, Ahazi's first Player City

Ripster26
Mon Oct 20, 2003 4:41 pm
#24

No way to edit posts... (sigh) I was still lacking my coffee when i said heavy manufactoring unit.. that was supposed to be a heavy harvesting unit... sorry for any hopes there. It still looks like durability is separate from maint fees on buildings and such. And expiremented wall modules may give better durability (how long it takes to burn down) but have not lowered the maint rates.



Whats this big red button do?


Kerico
Mon Oct 20, 2003 5:04 pm
#25

Tying the extraction rate to maintenance rate was a great idea. I wonder how long till this hits live.
Betatoxin
Mon Oct 20, 2003 5:05 pm
#26



Dayln wrote:

Why are you taking this as good news?

Mediums with an extraction rate of 9? We will totally flood the market with products, prices on everything including these new super extractors will fall through the floor. Imagine it, and increasing number of architects will be able to make twice as much stuff at no real extra expense.

WE DONT NEED TO ADD TO THE SUPPLY SIDE, WE NEED TO ADD TO THE DEMAND SIDE!






Bahhh, if we make more people will want more. If everyone thought like you we would still be eating meat raw meat in a damp cave.

This is industry on the bottom of a consumer economy. Demand will fill to the resources allotted. We are a long long way away from having too many resources drive prices down if such a thing is even possible in this game given new products are added every month.

We are on the cusp of player cities and right on their tail battle droids and vehicles. We have bio engineers just starting to gear up and a new decay system to start making our current inventories go poof 3% every time there is an incap.

All this and on top of it we will likely have to upgrade entire fleets of extractors and/or factories replacing every single installation on the server when these changes go in on top of the upgrade that is currently happening.

Not to mention that with experimentation on final combine our failure rate will double. First we need to assemble it (failure chance) * experimentation (failure changce) to get a saleable one. So even architects will see increased demand for their resources as they either take risks on final combines, or make heavy harvester schematics.

We are on the cusp of a massive new demand for resources on a scale that we have not seen and you worry about a glut??

I only hope these new extractors allow us to cope with the massive upsurge in demand for resources.

On another note I do not like final combine experimentation due to the high risk that architects already take on combines failing. I would prefer a system oriented around high end sub components with the final combine only affecting secondary stats like storage capacity.

I also am very concerned with the state of tapes. These seem to have gone from rare to non-existent and if there is a two or more experimentable lines on the final combine this will result in an unfair advantage. Either makes these drop much more often (good for people who like loot), or remove them from the game entirely deleting them in a fashion similar to holocrons.
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