Architect Archive

Thread: Does everyone here realize harvesters will change back?

LasloCorellis
Fri Oct 10, 2003 7:33 pm
#14

If they do have experimentation working, they are going to have to give us a way to look at the performance numbers when examining deeds. Also, how are we supposed to experiment? I have Construction 3, and all I ever get, no matter what materials I use, is 1 experimentation point. That's not very workable.



Laslo Corellis
Master Architect
Novice Smuggler
Twin Suns Alliance (TSA)
Tempest
arutak
Fri Oct 10, 2003 9:07 pm
#15

Message Edited by GarVa on 10-13-2003 07:54 AM



Fix all that is broken first! Give yourselves a solid foundation to build on. Next, fix the heart of this game, the GCW.
Without it, there is no STAR WARS. Do these two things first! Then worry about Jedi and JTL.
Do this and your player base will love you for it and the game itself will be infinatly better. Do it not, and this game is dead.
May the force be with you.
Balphegor
Fri Oct 10, 2003 9:27 pm
#16

Remove/Reset or roll back harvestors to the way they were before.



Most likely SoE will do it anyways or else they are defeating the purpose of scaling down missions. They wanted to scale back on money and resources in the game. Doing this isn't scaling, its increasing resources.

Ripster26
Fri Oct 10, 2003 9:34 pm
#17

You guys want the good news? or the bad? Harvesters were rolled back... any harvester that was a deed, or is returned to a deed goes back to the original rates... If you're lucky you can keep the higher extraction for a bit longer by not moving your harvester... If it hits deed format, it loses the high extraction rate.



Whats this big red button do?


dsscingular
Sat Oct 11, 2003 12:55 am
#18

While everybody is spending time trying to make much better harvesters while they can, this is supposedly an unintentional change...I am curious, how do other architects feel about the uncertainty of the goods they are making right now.

For instance, you might spend game time, factory time, and quality materials making some uber experimented harvesters today, and log in tomorrow with them all reset to their standard values.

Am I the only one here that is bothered by this fact? Please somebody tell me that I'm not.




IGN: Ailaveeda
Lansphere
Sat Oct 11, 2003 1:04 am
#19

I am on Bloodfin and pulled up one of my Heavy Minerals that had been lowered to 12k capacity. When it was in deed form it remained at 12k capacity. Apparently it hasn't been rolled back everywhere.
Betatoxin
Sat Oct 11, 2003 1:19 am
#20

as of a few hours ago (10th of oct) I was still able to experiment up a medium to 7/hr and about 64000 storage.

Will they roll this back? maybe. However if the maxes people are finding are true, 7 for a med, 10 for a heavy that hardly will make a massive difference while at the same time giving the architect profession a boost by allowing experimentation.

Besides there is always this assumption that we have enough resources. Does it occur to anyone that they might be priming the pump for player cities and a huge new demand for resources? Anyone want to speculate on the ore reqs for a city hall?

As for now I am considering a run of mediums at 7/hr to replace my aged heavy fleet and then starting the process of upgrading them again to 10/hr heavies. I have most of the metal, and maybe 50% of the ore required but that is still a lot of resources and I would like to get a good ore spot this week.

We will see what happens tommorow. In the meantime I am gonna find a nice ore spot and mine it for all it is worth just like the good old days.
Sinclare
Sat Oct 11, 2003 2:50 am
#21

Heh, you I get the feeling it didn't get put in by accident. Perhaps after all the screaming everyone did they just though "Hey, lets just let this slip by and leave it for a couple days THEN see if they actually like it or not...since no one actually uses test"



......Sinclare Anarch.....Master Artisian, Master Architect......
Quote:"I'd like to live just long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I'd look up at your lifeless eyes and wave like this." :wave
Darkflinx
Sat Oct 11, 2003 4:54 am
#22

I re-deeded an 8kg/hr medium harvester as a test. It remained 8kg/hr in deed form. I then logged off for 30 minutes and it was still 8kg/hr when I came back. I then placed it and it's now harvesting at 8kg/hr just like it should.


I had some 8kg/hr medium harvesters in a backpack that got rolled back to base 4kg/hr along with all my other harvester deeds in inventory getting rolled back to default whether they were made pre-patch or post-patch. This was good as I had two heavies at 13-15k storage but kinda sucked to lose several nice medium harvesters I'd made post-patch.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
QuiJonOz
Sat Oct 11, 2003 6:27 am
#23

I think they should make the baseline extraction rate and hopper storage 50% of the current value and allow us to experiment from there, but leave maintainence and power consumption at current levels and allow us to experiment on those. Put this into effect on all existing non-experimented harvesters.


Some people won't like it, but it will take some of the wind out of the economy's sails.


/equipasbestossuit




No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Ciordia9
Sat Oct 11, 2003 6:45 am
#24

On Kauri, as of this mornings patch, all my harvies that had been borked to 11k Storage capacity now have 100k, all experimentation that was above 7 is now back to 7. So all my changes have been restabalized to 7kg/h max extract and 100k standard storage.

-C9-



:: Serberus Osiris :: Kauri Regulator : Aspiring Commando ::
The message has come to me, and I comply with conviction.
NightEyeTDR
Sat Oct 11, 2003 8:50 am
#25

hehe it does have something but it's unacceptable to have it this late in the game



- Vuxia
Aidendorf
Sat Oct 11, 2003 9:01 am
#26

This does breath some temporary life into the architect profression,however it is game breaking in many ways.


the new harvester values,without skill tapes,allow you to get a 42% increase on heavy harvesters, 75% increase on medium harvesters,and 23% on fusion reactors.


this basically means you have increased the ammount of resources flowing into the economy by 60% or so,if the changes remain. the problem is the biggest improvement isnt in large harvesters,its in mediums,of which 90% of the server population can afford.


with the fact that harvesters are basically eternal,because there is no decay rate,or wear factor,etc etc. you have flooded the market with resources that were not able to be mined. guilds can now mine 2 million to 3 million resources a week.


while i like the changes,i cant see the designers leaving them in. add in that some people are lucky and have skill tapes,and you can raise the harvester values farther. basically its very poor implimentation that has no checks to control what it will do to the economy on most servers.


So im pretty sure it will be removed in a few weeks,but i could be wrong. they might impliment decay rates on equipment,or other things to control it. they at least need to set some maximum values on improved extraction rates for harvesters. say 25% for mediums,and 45% for heavy.


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