Architect Archive

Thread: Greenmarine-I think making these harvester changes via hotfix is a very bad idea

Rheet
Wed Oct 15, 2003 11:45 am
#14

I agree completely about architects needing time to use up old componants and that when we get full exp when the next patch comes out will mean another change. I just disagree about the extraction rate business. This is better then decay. We can charge for the value of the harvestor up and above resources used to make them. Just like a weaponsmith or armorsmith. The extraction rate changes ar very exciting.
Neversecond
Wed Oct 15, 2003 6:35 pm
#15

There is a major potential here to overly saturate the market with resources. If anything, this is a cart before the horse fix as well.


There needs to be a form of recurring market for architects to truelly fix the profession. A one term fix like this creates a very short term demand, whicheventually goes away since supply of harvestors is always going up, never down. Recurring demand works wonders for the medical and weaponsmiths professions. Make it so there is a constant, recurring demand for harvestors and there will always be a strong need for Architects.


This fix also creates the negative effect of producing an oversupply of resources. The old harvestors get sold very cheaply as people replace them for new, making it so peeps not gathering resources before can more easily enter the market and start producing resources themselves. This is combined with the increased extraction rates. A 10 extraction harvestor is producing almost 50% more resources than a 7 rate harvestor. There is a short term need for good ore, sure, but it isn't going to be recurring. As soon as the demand for ore dies as the harvestor market becomes saturated, people will turn their harvestors towards the production of other resources, eventually flooding the entire market. You flood the medical and weapon markets with resources and you remove individuality as everyone will be producing effectively the same items. You remove the advantages of well planed logistics, and you remove competition.




Rotane,


Corbantis



Topher
Wed Oct 15, 2003 7:10 pm
#16

<QUOTE>Aside from the hopper size but that is being fixed, why is everyone assuming that the availability of better harvesters is going to make the old ones instantly obsolete?</QUOTE>



You don't understand! If we don't have the very best equipment within an hour of when it becomes available, all the girls will point and laugh at us when we walk by, our teachers will keep referring to us when explaining how NOT to do something, the principal will pull us up in front of the whole assembly and explain how much of a failure we are to the whole student body, our siblings will swear we are adopted and our parents will disown us! Heck, our dogs won't even want to play with us anymore! We would be complete and utter loosers! Why can't you understand this plain and simple fact?!?!?!



Please forgive this post. I try to be civil. I REALLY do try!


The sad thing is, some kids actually feel this way. *sigh*

Griswel
Wed Oct 15, 2003 7:52 pm
#17

Old heavy harvesters are worthless if mediums can extract at 7.


The reason is that old heavies cost 2160 credits per day, and mediums cost 1440, so you save 720 a day going to medium. Then there's power, old heavies cost 1800/day, mediums 1200. So every day you run your old heavy, you lose an extra 720 credits and 600 power.


Therefore, you lose roughly 1300 credits per day for running old heavies. At 20k for mediums, in abouttwo weeks itsave money if youbought a medium and destroyed your old heavy! Plus, who would buy a new heavy?

Omdatha
Wed Oct 15, 2003 8:15 pm
#18



Griswel wrote:

Old heavy harvesters are worthless if mediums can extract at 7.

The reason is that old heavies cost 2160 credits per day, and mediums cost 1440, so you save 720 a day going to medium. Then there's power, old heavies cost 1800/day, mediums 1200. So every day you run your old heavy, you lose an extra 720 credits and 600 power.

Therefore, you lose roughly 1300 credits per day for running old heavies. At 20k for mediums, in about two weeks it save money if you bought a medium and destroyed your old heavy! Plus, who would buy a new heavy?






No, you're not losing any money other than POTENTIAL profit. There's always ways to increase your profit. It's not as if suddenly one day your mining operation with the 600% profit margin now loses money. It's just no longer optimum. Happens in real life all the time so I don't see what's wrong with it happening in game.

Perhaps it would help if you don't think of harvesters as "medium" or "heavy." Think of their being many models of harvester. The model numbers are some combination of the stats of the harvester, like "rate/maintenance/power". Previously you've been using the 4/60/50 and 7/90/75. They've worked well for you. Now suddenly we've got some more models: the "7/60/50" and the "10/90/75". All the models are still available, and people will continue to buy what works for their budget and needs at the time. Now they just have more models to choose from.
DeejZozzle
Thu Oct 16, 2003 12:04 am
#19

Unless they start lowering the spawn concentrations of resources, the ability to increase extraction rates should have the effect of driving resource prices down because of an increased supply on the market. Logically, ifresource prices decrease because of increased supply, andmanufacturing costs go down because if increased harvesting efficiency, then architect profit goes up without changing prices... right ?



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