Architect Archive

Thread: Test Center Update and Harvesters

Neilla
Tue Sep 30, 2003 1:54 pm
#14

I'm hoping that the devs will come to their senses. Nerfing harvesters, particularly hopper capacity, will be a disaster. The only way I can keep the time devoted to harvesters within reason is to set them up for a week and let them run. If I have to check harvesters every 3-4 days, I'm not going to bother with harvesters any more.

My PA is heavily into crafting. People are still angry about various nerfs past, such as the item storage nerf. If the developers simultaneously nerf harvesters and nerf schematics, most of my PA is very likely to walk and never come back. I might stick around, but I'll quit crafting.

Making crafting and harvesting even more tedious than they already are just isn't wise.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
Jarex_2
Tue Sep 30, 2003 3:36 pm
#15

GAH! I have no idea what to say, except this is a very bad idea.




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PloovoTwoForOne
Tue Sep 30, 2003 4:14 pm
#16

... /jaw drop

Ok, so they're reducing the pull and storage... increasing the work needed to harvest resources... resources already go for 3+cpu ... Now if there's half supply the demand will be doubled.. prices will double... And since more work is necessary people will charge more on top of that.... Get ready for 10cpu on ALL resources if this goes live....

The possibilities for chaos are endless.

Two words for the devs if this goes in... Death Spiral.





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bennybanglong
Tue Sep 30, 2003 4:42 pm
#17

Time to Petition LucasArt to get a new Dev team. A team that plays this freaking game!


This is the same Devs team that wanted only 25 items per lot and a max of 100 items for all our houses!!!!


Remember the first big patch and the housing item nerf?


The same Dev team that said "We thought the 25 items per lot were already implemented into the game for awhile. So what's the problem with only 50 items for a medium house that everyone is having today?"

Philomorph
Tue Sep 30, 2003 4:43 pm
#18

I'm all for the theory, but the implementation sounds terrible. Hopefully the TESTING on the TEST CENTER will tell them they need to up it a bit. Having to empty a harvester every other day is a pain, but every 3 days isn't too bad.


However, this is certainly a short-term shot in the arm for architects. Think of all the new orders we're gonna get for well-experimented harvesters.


Here's my question though: I've been experimenting on them already, even though it didn't do anything, hoping that someday it might make a difference. Are these units going to have bigger capacity, or are all existing ones going to be nerfed to baseline, regardless of the score I gave them on creation?





bennybanglong wrote:

If this goes live,it's time for everyone to quit the game unless you like to micromanage and have 24 hours a day.






What planet do you live on that doesn't have 24 hours in a day?





EwokMuffin wrote:

It's bad enough that this game feels like a 2nd job, harvester runs every 2 days would kill what little real playtime I have.Co-managing the better part of 35 lots and updating inventory, craftingand harvester spreadsheets : I should be drawing a salary for all this work.





I think I see your problem. You aren't supposed to be managing 35 lots. That's why there's a 10 lot limit per character. If you choose todeal with taht many harvesters, that's your choice, but don't complain about having a second, unpaid job.





----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
bennybanglong
Tue Sep 30, 2003 4:55 pm
#19

I see on the TC posts there are a few people that thinks this is a good fix. They believe we should go out and empty our harvesters everyday. People are getting resource too easily by sitting back and empty their harvesters only once a week. That is probably the DEVS logic with this stupid fix.


Sick, isn't it? I thought this was a game...not a second job.

Scortch
Tue Sep 30, 2003 5:05 pm
#20

No, it's becoming a job you hate to go to everyday.


This Dev team they got doing the live portion is on drugs. That's the only explaination. They don't play it and sit back and try to figure out how they can make things worst for the players. They are succeeding.


bennybanglong
Tue Sep 30, 2003 5:08 pm
#21

That is the main problem, the people that are making decisions for this game do not play this game AT ALL. That's why most of us don't have much hope for this game anymore unless they get new DEVS that will play the game and understand our point of view. HOW did this get past INTERNAL TESTING??
GenChaos
Tue Sep 30, 2003 5:20 pm
#22

You mean now not only do I have to come up with 28K resources to make a heavy harvestor, I now have to pay premium to get teh best possible resources to sell at 3cpu if I'm lucky.


Uh, ok, I'm only making crafting stations from now on where I can at least get 50cpu in return.

StPhil
Tue Sep 30, 2003 5:26 pm
#23

Yep. This change would make our professions (and pleanty of others, butprimarially ours) totally devoid of fun. This would make achitect a chore to be completed, not a game to be played.


At least, this would be a game I personally wouldn't play. Seriously.



-Phal




-Phal (Froggie Power!)
Sneezy
Tue Sep 30, 2003 7:44 pm
#24

Cross posted from TC Forum:


First off, maintenance and power costs are the same as before patch. There was some confusion because the devs changed the time remaining status on power, and the display is wrong. Just double the time that is says is remaining, and you have the real amount (which is the same as before patch).


Second, you can plant/pull up prepatch harvesters without their stats changing (I had someone ask if they were to pull up their 50K capacity harvesters if they would lose the capacity).



Personal harvesters


Harvesters made before the patch have 25K capacity. Harvesters made after the patch appear to have a max of 3K with perfect resources and experimentation. The rate of extraction cannot be experimented.


Large harvesters


ALL large harvesters have had their capacity reduced, prepatch or postpatch. The largest capacity I was able to make was 37K (with ~900 stat resources), so I'm guessing that 50K would probably be your ideal max. Because these guys take tons of resources, I wasn't able to experiment much on them without draining my stock dry today. Extraction rates don't appear to be modifiable, but will have to create more to nail this down definitely.


Medium harvesters


I WAS able to experimently increase the extraction rate. Base medium mineral harvesters run at 4 Kg/hr. With a 60% experimentation (again, with ~900ish stat resources) on the light ore component, I was able to produce a harvester with 6 Kg/hr rate. I verified that they were actually extracting at a higher rate and it wasn't just a display bug on the harvester screen. Capacity-wise, on a 65% experimentation I was able to create a 8279 capacity harvester. I'm guessing max for mediums is probably 10K.




Lepo Otrooc
TC Master Architect
Skystone, Tatooine


Sneezy
Tue Sep 30, 2003 7:51 pm
#25

I should probably also note that although I'm glad experimentation does *something* now, they very seriously need to revise the min/max on the capacity. Along with my concerns about these stats being displayed on the deed. I marked the harvesters I made today in the name, but when I retrieved the deeds after testing what their capacity was, the name reverted back to "medium mineral harvester".


IMHO non-experimented harvesters should give 50 hours worth of capacity (assuming a 100% density). A perfectly experimented harvester should give at a minium 7 days worth.




Lepo Otrooc
TC Master Architect
Skystone, Tatooine


Neilla
Tue Sep 30, 2003 7:56 pm
#26



Sneezy wrote:

Cross posted from TC Forum:

First off, maintenance and power costs are the same as before patch. There was some confusion because the devs changed the time remaining status on power, and the display is wrong. Just double the time that is says is remaining, and you have the real amount (which is the same as before patch).

Second, you can plant/pull up prepatch harvesters without their stats changing (I had someone ask if they were to pull up their 50K capacity harvesters if they would lose the capacity).


Personal harvesters

Harvesters made before the patch have 25K capacity. Harvesters made after the patch appear to have a max of 3K with perfect resources and experimentation. The rate of extraction cannot be experimented.

Large harvesters

ALL large harvesters have had their capacity reduced, prepatch or postpatch. The largest capacity I was able to make was 37K (with ~900 stat resources), so I'm guessing that 50K would probably be your ideal max. Because these guys take tons of resources, I wasn't able to experiment much on them without draining my stock dry today. Extraction rates don't appear to be modifiable, but will have to create more to nail this down definitely.

Medium harvesters

I WAS able to experimently increase the extraction rate. Base medium mineral harvesters run at 4 Kg/hr. With a 60% experimentation (again, with ~900ish stat resources) on the light ore component, I was able to produce a harvester with 6 Kg/hr rate. I verified that they were actually extracting at a higher rate and it wasn't just a display bug on the harvester screen. Capacity-wise, on a 65% experimentation I was able to create a 8279 capacity harvester. I'm guessing max for mediums is probably 10K.






They really need to adjust the storage capacity. A harvesting rate of 6 with a capacity of 10 means emptying the harvester daily. That's completely absurd.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
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