Architect Archive
Thread: Greenmarine
No matter what your exp eff is from 25-75 currently you are going to make 10 extr harvesters (currently) no matter what your materials are (well almost). This doesnt make much sense neither gives much variability.
I hope they are going to put sone decimals on the b.e.r, to differentiate between different quality materials. Also I hope they will put more factors into dictating final extraction rate. It is to easy to get the highest rate as it is. The units can be made by one mettal only and a small aonount of it so with a shematic for 1000 units and 500000 steel you can make 500 identical heavy minerals top quality ...
Anyone else see the pricing nightmare in all of this?
I, with only 6 experimentation points currently, just whipped up a medium mineral harvester that has a 65k hopper, and a extraction rate of 7.0 KGH. This is the same as a basic heavy.
So, we have a harvester that's cheaper in maintenance costs, takes alot less resources to make, but has the same quality rate extraction. If you're like me, your hoppers never get near 65k or even the 150k a heavy can crank, so that's really a moot number.
So, how do we price these things? Heavies take a ton of resources - can't really bottom them out anymore - so it seems that the prices of customized mediums need to go up.
Up to what, though?
Pricing just got complex for us, folks.
GreenMarine,
One problem I see with changing the schematics. You mention a new "heavy" version of the different processing units (mining, fluidic, harvesting, etc). I have a stack of about twenty of the mining units I ran thru a factory (since they have to be identical for heavies) that will become worthless.
I know a number of Architects keep these factory required parts around for when they get an order. It's easier to have the subcomponents pre-made for this. What are we suppose to do with these? If you change the schematic to require "heavy" units you make these worthless.
Granted they could still be used in mediums but not many people need these anymore. So all the resources that went into these, the cost for running them thru the factory, and the loss of XP we could have gotten from handcrafting them (since mediums do not require identical parts for the most part), are lost to us.
I just have one small request to make for some very good friends of mine who are suffering from a similar issue
While you are fixing our experimentation points, can you also fix the Droid Engineer's points too?
They are suffering from the same assembly/experimentation point issues as us, and believe it or not, even architects think they have it bad.
Sorry for the minor hi-jack guys, but we really should try to help our friends when the issue is pretty much exactly the same.
Blah, Droid Engineers can go get their own dev, Green Marine belongs to us. ![]()
And really, DE's do need their own developer at this point. Maybe they'll be given a huge bone and get to make vechicals.
Thankyou...indeed BIG thankyou for taking the time to extrapolate on the coming fixes...I hope the patch log explicitly tells me when these changes arrive.
I would also like clarification as to what happens to existing stock.
I love the new experimentation. The min-max issues will sort themselves out as will the power / hopper size things, driven by the positive power of player whining.
Im very glad the experimentation is on the appropriate component (ie the ore mining unit) with harvesting machines.
Now please, please, pleasegive us
- durability effecting maintenance costs on the final assembly
- make the generator/manufacturing mechanism have an effect on power consumption and yipee doo
- I want to see houses maintenance and storage rates next to...
- ...and factory production speed linked to its quality and generator components.
- oh and furniture colours palletes linked to experimentation
- We finally have a reason to either buy the 'grinders' / macro craftedcheapo harvestor or the finnessed product of the Master.
Oh and while Im smoking my "pipe of dreams" can we have some more experimentation points and perhaps an explanation of what factors contribute to a critical fail....either my monitor or fist are going to get damaged soon...if one more BER spec 10 heavy harv. has a "blip" critical fail (and I dont know why !)
Hang on my pig is about to take off I must dash.
KaiburrBossMan wrote:
I normally try to avoid leetspeak, but
gM pWns t3h r3v4mP
/goes blind and screams in pain
Yeah, Thanks for clearing it all up GreenMarine, it is very much appreciated.
If you wouldn't mind answering a quick question which ties into this...
We used to have 3 stats, Structure Complexity, Structure Assembly, and Structure Experimentation.
Structure Complexity - was removed (not sure what it ever did, prolly nothing that's why its gone lol) but I still have a skill tape on a shirt that gives me +0/+1 whoohoo hehe.
Structure Experimentation - Current cap is +55, considering you are hard capping the values for extraction rates, I would assume the general idea is that our 5 experimentation points will allow us to hit this cap if since we where already exceeding it. Can you confirm this? If this is not the case will we get +100 and our 10 points like weaponsmiths and armorsmiths?
Structure Assembley - Currently cap is +55. I assume this somehow relates to your critical fail rate (which I am sure you know we hate), shouldn't this be brought up to +100 by master?
Thanks again GreenMarine, don't feel so embaressed, you guys are swamped and we know you in particular are spread pretty thin. Hopefully Thunderheart can help out with relaying this kind of information better once he settles in.
yet you digg the tiggs, but does SHE listen? Noooooo,,,,,
My thing is, I beleive GM was away serving his country in his part time job, i may be wrong, so please, no comments on whether he is ignoring complaints or just another SOE hack, who doesnt care about his customer base, he just got back online, give him a chance, and welcome him back.