Architect Archive
Thread: Test Centre Changes Replies from the devs.
Nice update, thank you.
On the mention of adding experimentation andhopper size to the deed examine window, is this something going in this "big update" or coming at a later date?
I guess that I'm glad that they made a good decision about the values, but at the same time I have to ask... who gives a mouse fart in the wind about harvester capacity?
It's efficiency we care about, isn't it? Until that's experimentable...who cares? ![]()
KaptainKrude wrote:
I guess that I'm glad that they made a good decision about the values, but at the same time I have to ask... who gives a mouse fart in the wind about harvester capacity?
It's efficiency we care about, isn't it? Until that's experimentable...who cares?
People who have to work and take care of families and all that nonsense care about harvester capacities. We can't always make daily harvester runs to clear them out to make room for more resources so our choice is to either tell the rest of the family to get lost and make their own dinner or give up a couple of days' worth of production while the harvester sits idle because it's full - the longer that hopper stays full, the more it actually costs you to mine the resources because the maintenance timer keeps ticking.
Riljan wrote:
Andal wrote:Hopefully, the *next* time something happens folks will remember this and exercise a little restraint before posting all the "I quit!!" stuff.
I'd like to ammend that to "hopefully, all the folks that threatened to quit over this have actually done so. That way next time we won't have to hear them whine at all..."
People were justified. While I wouldn't ahve quit most everyone I know would have. It's not the half the things on test that don't make it to live I worry about, it's the half that does and a change that extreme is more than enough justification to form a lynch mob.
It is why Architect appeals to me (I wanted to be a DE, but that is more broke and less usefull than Architect), no need to camp harvesters or search for the rarest resources in the galaxy. It allows me to build, have fun, and not be WORK! A lot of you are going to say "...well that is why the profession is saturated...." Welp, sorry if I rather have fun. I am also a Novice Rifleman working to Master that as well, some day. I am a casual gamer.
ok maybe I am reading this wrong, but this seems bad to me. I think half the problems with architect is that everyone can buy Uber harvesters and have no needs of our services afterwords.
if this change had gone in, it would have caused problems sure, but people would be comming to use for better, longer running, cleaner running harvesters.
hrvesters should be treated like weapons, some version of it does more damage, some cost less in Ham and some are faster.
you buy the one that suits your needs.
I am guessing I am missing something here.
Defconn wrote:
Lol...how stupid can you get...
It's because paying customers say they will quit that you get positive changes in an MMOG. A little concept that eludes ignoramusses like you called "recurring income"...
Certainly not because of the ass-kissing fanboi population...
Interestingly, less and less of them post each day...definitely a step in the right direction...
Devs, this is the essential characteristic of those whom yousatisfy when you fail to correct an admitted mistake, simply because you think it's been in the game too long already.
Four months is a very short time really, and I can't imagine that you all don't have more pride in your game and your integrity then to be bending over and grabbing your ankles for people such as this.
I do not believe that catering to the lowest-common-denominator, no matter how shrill and loud they are, is the key to long-term success.
I very much hope you guys take a couple deep breaths, and re-visit the idea of putting things back to the way you admit they were supposed to be. The design vision is something worth standing up for, and folks such as this "gentleman" are pretty much all bark and very little bite.
He's not going to give up his uber BH/Commando/CH and Flamethrower because his mining profits drop below a million a week.
The issue remains that Architects face different challenges than other classes. Rather than needing rare, high quality resources, we need huge quantities. Other crafters are artisans. We are industrialists. Other crafters comb the galaxy looking for that perfect metal. I spend my time negotiating to buy 100k's or more blocks of resources. Others assemble delicate pieces into the perfect laser rifle. I pour tons of raw materials (that strangely, I can carry on my person) into huge blocks and gears and other under appreciated pieces of machinery that make the world operate. How would things work if I had to comb the galaxy looking for rare and desirable resources and then have to get my hands on 500k of it?
On the surface, the idea of experimentation sounds good. But, in the end, I do not believe it is going to help make Architects more viable. Quite the opposite, actually. Personally, I do not always charge the lower prices. I charge fair prices. Yet, I believe every customer I have ever had has been happy even though I sell the same things with the same quality as every other Architect. Why?
1) I don't believe there are too many Architects on my server. I'm on Tatooine, and I rarely see more than 3 Architects online on Tatooine at any one time (often fewer).
2) I communicate well. I tell my customers what I can deliver and when. I keep them up to date on my progress in completing there order.
3) I follow up after delivery and ask if I can provide anything else. On houses, I offer them trade in programs and try to sell them bigger houses. I try to sell furniture and other related items. I try to have customers wanting to do business with me again. If I sell someone a medium house (I don't do small houses typically), I try to get them to consider a large in the future. If I sell someone a large house, hey, wouldn't a personal guild hall be quite the mansion? If you buy anything off my vendor, you will get an email from me offering you related items.
4) I deliver fast, on time, and, if they ask, in quantity. If you ask me for something, I will get it for you. If I can't deliver on what you ask for, I will network (behind the scenes) to fill your order.
Did I just just get off topic? No. My point is that we have other, more fun ways of selling things than just experimenting to get a slightly better harvestor. What we all need to do is learn to be better role players.
Wow, I am shocked the Dev Team actually backed down on this. Since the beginning, they haven't backed down on much of anything that had a major impact and the players raised a rukus about. Wow.
I was right however when I said it had absolutely nothing to do with adding experimentation for us. That it was something for THEM.
This would have had a major serious negative impact though and would have torn the whole economy apart as people would have been ripping up harvesters and the prices of resources would have went out the roof. Crafters everywhere would have stopped making stuff or the stuff they made would have been 10 times more than it is now.
Now, as to Original Design, that's tru and it's also BS. It's an excuse to cover up the reason for hte nerf.
I remember in beta when capacities were 25000 max and so were resource containers. They INTENTIONALLY made the change to what we have now to help with database issues. They didn't move it DOWN to original design decisions then, they moved it UP to alleviate database issues. They just set all harvester capacities to 100000 because that was what the resource container limits were.
If database issues are not a problem now where they can revert back to the OLD OLD ORIGINAL design decision, then there should not be a problem for restoring housing storage limits to the way they were.
Now, I don't at all mind them having SOME reduced capacity and then give us +100 exp points and let us build up capacity. Like someone else said, drop it to 70% of what it is now and allow experimentation to 130%.
What they wanted to move to however was going WAY too far like they have done so many times already. They went overboard. Going from 100,000 down to 2700, 5500, etc. was just too drastic of a change. If they want to make a change and let experimentation work for us, then make capacity
Smalls 8,000 with experimentation to 10400
Medium 16000 with experimentation to 20800
Large 28000 with experimentation to 36400
This will give people right at 3 days of harvesting (on a 95% spot) before they need emptying. Experimentation brings it up to almost 4 days.
To me, that would be reasonable and not be the drastic major nerf they wanted to do and still make experimentation worth something. Of course, those number can be slightly adjusted.
We need +100 experimentation though.
All those people who cried nerf and that they were going to quit were merely stating a well known point of view.
So why tell them to not jump the gun on something like this?
If they hadnt who knows maybe the devs would have left this unfortunate nerf in because so many people didnt jump the gun.
I guess its a good thing someone is watching out for us. Because if we all played by your rules things would probably be a lot worse.