Architect Archive
Thread: Test Center Update and Harvesters
Be careful of what you wish for, it may weed out the Architects too thin. Like not enough then.
Ok, in all seriousness, how stupid are the people coming up with this crap? Do they even consider the results or is it a game to see how much they can piss people off?
Let's re-cap the order here:
1. Think
2. Act
sheesh
Horrible news! New harvesters have 10% capacity of the old harvesters! What the hell???? Posted on the Test Center:
"I can attest to at least a few changes. I have several harvesters that now have reduced hopper storage. Mine have all followed a mathematical formula for their new size. My old hoppers that help 50k, now hold 5550 and my old hoppers that held 25k now hold 2775"
Also, maintance house fee also have doubled! Can't wait till this goes live. Then we'll all be in a Ghost World permanent because we'll all quit. Enough is enough. How did this get past INTERNAL TESTING?
I am a miner myself and have about 20 heavy harvesters and about the same mediums (of different types) and in all honesty I'm not gonna spend all my savings and then start all over again. I will certainly find something else to do I think if the changes are too rediculous. Harvesters were fine the way they were.
You guys may hope for bigger profits but think about it, if resource prices are going to rise because of all this nerfing and you will need top quality resources to make a perfect harvester prices for heavy harvesters are going to rise tremendously. You now pay 3cr/u for ore but if you're going to need high stat ore imagine the price you will have to pay when the richer crafting professions pay a minimum of 5cr/u for their stuff when in shift and even alot more when out of shift + all the nerfing will decrease the amount of resources and resource sellers in the market so a price of 10cr/u is not so strange then.
So... 26k for a mineral harvester in resources x 10cr/u = 260k credits WITHOUT profit for you guys. I personally think that the money was far easier to come by prepatch :-) no experimenting cheap resources 140k for a heavy mineral (or 125k depends on the architect).
And complaining about decay and such is not really necessary I think. i was planning on buying heavy installations for every resource available. Flora, Chemical, Mineral, Water, that makes 40 heavy harvesters for one serious mining customer over a certain time period.
If decay and/or this stupid nerf is going into effect trust me, there are enough missions that pay enough to earn the same as with my mining. IMHO there was NOTHING wrong with architects except maybe the ability to make custom houses, custom furniture, colors for those things etc.. but do not touch the harvesters please, the houses I buy for my other lots are paid with mining-money. Ask for neat things like that what I mentioned not again nerfing things.
I play a master arch on gothar now...my house is on talus. I have several harvestors now set up within a vicinty of my house not one more than 15 min away. personaly i thnk having to run 15 min alone for a 2-3 of my 15 harvestors is enough...so take me about 1-2.5 hours totaly to reset them all and unload and repay them every 2-3 days. I do enjoy making stuff but as far as getting the materialsI need to be able to produce run of large walls and such and now on top of thtem masive quantities of stuff we need we also have to have realy hi ql stuff..is it fair? yes, but them please drop all requireed amounts by half for us..so a pa hall need like 30k ore...a few smalls fails or so planned... how much will 900 ql ore and metal gost to cover this way too much also i do not enjoy planet hoping just to get to 1-2 harvestors as it is.
I like to play this as a game not a chore like when i go to my real job 4 days a week...i have 2 acount now after this change goes it i now know my arch is retiring and keeping cash for my fighter so he can now stay cash free of worries..I just t see this experiment change too costly for me in the long term..sure i cna charge more for stuff..that not the problem...the problem is spending 3-4 days to find though hi ql site to place harvestors to get hi ql stuff just to make hi ql sturctures..is it me or is that just like my hi tress job at work ..i think soo..
that is my opinion thouhg..feel free to make your own judjement..
What they should of done is make it so materials gave garanted traits (no mattter the ql) for what was used to build what..seems like better system that way..makes things more enjoyable but also requires only SOME work not a total hassle.
Ugh. Maitaining harvesters was not the most fun aspect of this game and now most of us will be teathered to them everyday. Don't forget those experimental crits on those larges......sheesh. The harvesters should be left alone, and the ones prepatch should DEFINITELY be left alone.
So is this potentially disastrous change going to be a reality? I hope they rethink this one. The change to mining should have been more on a player/skill level.
The people who will profit will be power gamers who have nothing better to do with their time than watch their toons run from point A to B to C to D and back to A. Because those are the players who will keep their existing harvesters running and who will rake in heavy profits when prices on things like Stimpacks go through the roof.
SWG has the best crafting system to date. It would be a real shame if it turns into a daily boring grind to be endured rather than something that's fun and challenging.
People people people,
Diversity is good, extractors that have different capabilities is good news.
It makes a place for high end extractors and low end extractors, you can find yor own nich.
There will be be differences in prices based on actual usability.
SWG is a changeing world, all MMRPG's are. We based what we have on the current reality, we will need to change our veiwpoint as that reality changes.
Is it going to be anoying in the short term? Yes, but when looking at what the game will be a year from now, this is great news.
Diversity IS good, but....
If the highest we can get a harvesters attribute is the same as what it has at the moment, and thats assuming we got to 100% experimental on the stat, then basically all harvesters just took a huge nerf.
Gain...
We can differentiate our product, and architects who make the best can command the best prices.
Loss...
All mining is less efficient, requiring more time and commitment. Casual miners drop like flies and the supply plummets. Raw material prices rise significatntly, and they do it fast. The market is flooded by already existing harvesters that are no longer needed, and there are fewer people wanting to buy them anyway. So our costs go waaay up, prices either go down, or cant rise significantly because of over supply... and we end up worse off than we started.
Maybe it won't happen like this... but this could fundamentaly change the game economics. At the same time it will do nothing to address the fact that we stilldont have a renewable revenue stream. My "Glass-half-empty" side is telling me it will cause market saturation for harvesters almost immediately.
On the plus side... I might finally be able to keep up with demand ![]()