Architect Archive

Thread: Does everyone here realize harvesters will change back?

Gnomepunter
Sat Oct 11, 2003 9:15 am
#27

No, what everyone was rightfully screaming about was the extremely LOW storage capacities of even heavies and extraction rates. It appeared the intent was to convert ALL the old ones over to the new system and add in experimentation. Everyone was pissed at this and they had every right to be. This was unacceptable.


Now, what I see them as having done is, leave all the old harvesters the way they were. They added in experimentation and started at the OLD baseline.


This way is totally accpetable. Everyone is not forced to update their entire inventory of harvesters all at once. Now, they can slowly replace their equipment one by one with new and improved harvesters.


If they had pushed the initial changes live, it would have been devastating to a lot of people. This way, they add a purpose for exerimentation but doesn't render a person's entire inventory of harvester's totally obsolete but, it does add a desire to eventually replace what they have with better.


I think this is a workable system and acceptable for everyone. It doesn't screw over the people and it adds a little bit of new life into the Architect profession.


Boydsan
Sat Oct 11, 2003 9:19 am
#28

i agree this system is MUCH BETTER! I LOVE YOU SWG!



Yes struggling Architects are hurt, somewhat by this new patch. But it is very easy to get the cap maximum per extractor... and if you get a very low quality work.. your still getting preshift stats



I got my first critical fail today during experimenting on a medium mineral installtion unit. The storage was decreased to 50K Which is what it was before the patch (and this is what happens at 0% - critical fail result)




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LasloCorellis
Sat Oct 11, 2003 9:32 am
#29






Aidendorf wrote:

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.





These changes are horrible. This makes a highly experimented medium harvestor better than any heavy harvestor. From a money sink standpoint, less money leaves the economy. From an Architects standpoint, I hardly bother making MMI's because there isn't enough money in them. Now, how could I possibly sell heavies?


If they want to add experimentation, they should make heavies worth more than MMI's. Now, how about this for a radical idea. If they want to improve the economy, they should remove hopper/admin lists from harvestors. Make sharing lots for harvesting purposes difficult. This would make our individual lots allthe more valuable---making heavy harvestors a truly good investment.




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Fuss
Sat Oct 11, 2003 9:45 am
#30

Yea im not worried about the timing, this game is really still in its infancy. But I dont like how the mediums are so much more effiecent.


As far as the huge resource increase on every server, I'm hoping that they are thinking that ship building or something is going to eat up all those resources. If ships cost a million resources to build, then it would make sense, to get everyone building up a stockpile for the expansion. I cant see vehicles costing too many resources but who knows. Also the city expansion, there is no telling how many resources some of those structures will require. I do however know they will be patching it some. Because alot of people are still reporting old harvesters that are bugged on my server, with ultra low hopper capactiys, Fusion Generators with insane effiencys and so on. Have no clue whats going to happen.


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Psynth
Sat Oct 11, 2003 1:37 pm
#31

If you take a look at furniture and the insane amounts of hides and metal to make a couch imagine bucket seats for a landspeeder with seatbelts. I was all for the cool increase in heavy harvesters then i took a look and it's not the same increase as the mediums. So now we have the cost for a 7kg/hr harvester down with less maintenance and power.


Madoka
Sat Oct 11, 2003 1:46 pm
#32

So anyone can confirm the experimental rate will stay or not? I think I read someone from Test Center that they already got revert back tobefore, so we are next? Anyone can confirm? I don't want a huge amount of customers tellingme I cheat them charging more on experimented harvester and they got revert back to old time.


Betatoxin
Sat Oct 11, 2003 2:34 pm
#33

whats with all the naysayers.

Architects have been wanting experimentation since release, they finally give it to us and you complain???

Give me a break, this is great, it is crafter equivalent of content here.

I had largely left my architect skills behind making one or two structures a week. Now I have a whole new game to play with managing UT based resources, experimentation and FUN. Even if I just upgrade my own infrastructure that is 24 structures.

Jeeze people will complain about anything.
Betatoxin
Sat Oct 11, 2003 2:47 pm
#34

besides some you are making a huge assumption here that resources are plentiful. Come player cities and vehicles, not to mention more viable crafting profession like DE/BE coming online your claim to resource supply may just turn into a supply crisis if we stayed with the old numbers.

Beside this is not a nerf, it is an improvement.
Fosterkenobi
Sat Oct 11, 2003 5:16 pm
#35

it is a improvement into making experimented heavys


but i ask myself this


If for instance we sell out med harvs that harv at 7kg an hour for say 60k a peice


people will immediately buy up alot of these, so making the business for architects great?


But long term, if everyon is being able to use meds, and i guarantee you lots and lots more peeps will sue the meds as they are affordable and very cheap to run


wont that then screw us up in long term


how do most of us really actaully make our money?


1. selling heavys


2.SELLING RESOURCES


you really think people will need to buy resources more if this change stay, it will make us worthless and the base of selling units at 3cpu will go down and down


The only way that experimentation will be really good , is if they cert harvs then the only people who can benefit is us and thats exactly how it should be




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Creadux
Sat Oct 11, 2003 5:33 pm
#36

I'll believe it is going back to the way it was when I see something that says experimentation on extraction rates was unintended with a red name attached to it.
Psynth
Sat Oct 11, 2003 5:45 pm
#37

I believe that also until i read the changes are not going to go live they are just on test. Then i just doubt who is ultimately in charge of letting this go live and hope it isn't the same person that is in charge of "fixing" it.
Lansphere
Sat Oct 11, 2003 6:50 pm
#38

"whats with all the naysayers.

Architects have been wanting experimentation since release, they finally give it to us and you complain???"


I love the idea of experimentation... however, I hate the fact that all of my heavies and the 40 I have sold have been nerfed to 13k storage!

LordTigris
Sun Oct 12, 2003 9:13 am
#39






Gnomepunter wrote:

No, what everyone was rightfully screaming about was the extremely LOW storage capacities of even heavies and extraction rates. It appeared the intent was to convert ALL the old ones over to the new system and add in experimentation. Everyone was pissed at this and they had every right to be. This was unacceptable.


Now, what I see them as having done is, leave all the old harvesters the way they were. They added in experimentation and started at the OLD baseline.


This way is totally accpetable. Everyone is not forced to update their entire inventory of harvesters all at once. Now, they can slowly replace their equipment one by one with new and improved harvesters.


If they had pushed the initial changes live, it would have been devastating to a lot of people. This way, they add a purpose for exerimentation but doesn't render a person's entire inventory of harvester's totally obsolete but, it does add a desire to eventually replace what they have with better.


I think this is a workable system and acceptable for everyone. It doesn't screw over the people and it adds a little bit of new life into the Architect profession.







And why should I have to replace my fleet of harvestors?? I shouldn't have to pay an architech another 3 million, lining their pockets, while I suffer from a change that screws me and benefits you. Extraction experimentation sure as hell is not acceptable to everyone. It is exceptable to architechs that see a good possiblity of reselling every dang harvestor they ever built, but for us miners that bought them, we are just **edit**ing screwed.
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