Architect Archive
Thread: Does everyone here realize harvesters will change back?
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.
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.
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.
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.
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
-C9-
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.