Architect Archive

Thread: Resource Shifts

Ndainye
Fri Sep 12, 2003 8:41 am
#40

Resources are a game within the game. The variety of resources and the ever changing stats on resources that are available create additional opportunities for competition. We don't see that as much as architects because most of our items stats don't matter. But as an example



If your goal is to make the best possible crafting station ever your search is going to be for 8 different resources that have 1000 overall qualty. You also want to find a steel with high OQ and high conductivity and a very high conductivity copper.


You won't find this all at one time, in fact you may never find these exact resources. But if week one of the server there was a great overall qualitysteel and it takes 10 shifts for there to be a great overall quality reactive gas will you still havesome steel around to make the item you want? That's the game


If you don't want to play everysingleday that's fine justbe aware that you may loose some competitive edge by not doing so. The more you put in the more you take out just like in real life.





Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

Phoronus
Fri Sep 12, 2003 8:52 am
#41

It's not that you lose competitive advantage when you don't log in daily. It's that you can't get resources for any significant stretch of time without baby-sitting your harvesters. And, the shift day is random, meaning you have to do it daily. I can't not log in everyday if I want to keep gaining resources.

Of course, I'm opposed to resource shifts almost completely. I hate them. But, a week or two week schedule that's known "every monday" or whatever, that would be an acceptible compromise. Or even "new resources show up on Monday, old resources shift on Tuesday". This current system, though, is just a pain.
silvrhand
Fri Sep 12, 2003 9:12 am
#42

I am so frustrated at this point:

There are a few things about the resources shifts that some people like that others hate. Weapon/Armor smiths are loving it cause it gives them the chance at better materials.

Architects are the only one with resource requirement that are so much higher than everyone elses. If weaponsmiths had to have 20,000 ore to make a t21 rifle they too would be feeling the grind.

Honestly I don't know what to do at this point, it's really frustrating that you can't make factory runs very often cause you don't have enough materials to make large factory runs. So you make things by hand and risk getting critical failures which we all knows happen more than enough.

The worst part is that we have no heard anything from the developers about the shifts, and if it's working as intended or if it's just crippling the architecs.



=================
Silvrhand
Master Architect
Hjouse of Spjank

Visit my Structure and Furniture shop located SE of the Imperial Outpost on Talus, in Spjankers: The first Imperial Cantina!
Creadux
Fri Sep 12, 2003 11:29 pm
#43

I don't see the issue being the resource shifts themselves. Quite frankly I think they are a good idea. I think the more important issue is the frequency with which they occur. I don't think it is a huge issue for weaponssmithing or armorsmithing. I don't think those who use flora for crafting are being hurt tremendously either. Architects are getting rooked once again though. Our massive resource requirements require that we have harvesters down for a decent amount of time. It takes the better part of a day to run from planet to planet to find out what is there and survey for a reasonable spot (which is another story where ore is concerened). By the time you get harvesters down pay them up and power them up you have in many cases a day or two with which to harvest resources. Combine a day or two with an average of a 50% vein how are we supposed to accumulate enough resource to actually be effective in our profession? I submit we cannot. I think Holo had said 5-8 days for rollovers I feel like it should be more like 2-3 weeks. I am getting supremely irritated at lifting my harvesters every few days!
Kyreal
Sat Sep 13, 2003 4:36 am
#44

i have a severe problem with how a shift is run. the way it is going now is ridiculous. resources should not be going in "phases" u want variety of resources, fine.... but do a shift of ALL resources currently on the server on a SPECIFIC day of the week of the server's random choosing, not 1 resource here this day, 3 resources gone the next. I also like to lead a RL and as it stands now, these shifts are making me annoyed as if i leave harvesters for more than 24 hours.... its poof gone.


I have a system that follows resources from the time they "phase" in to the time they "phase" out, but it still requires hours of my day, EVERY day to keep track of and quite simply, its crap.


Make them all move at 1 time during the week and things would work a whole lot better imho. running around each day every day to move these are costly and time consuming, costing me enjoyment time trying to sell my wares or doing a mission etc. i would like to do more than just move harvesters, then maybe get in an hour or so of crafting then its log off time each day.



Scortch
Sat Sep 13, 2003 10:30 am
#45

Totally agree Kyreal.


One would think as a Master Artisan and Master Architect, I would be able to come up (well, my toon) with a survey device with a 1km rane or even a planetary survey mapping device.


That would be a cool feature to add to spaceships. Survey tool built into the spaceship that does planetary surveys.


Aardur
Sat Sep 13, 2003 4:46 pm
#46

It's a treadmill and an annoying one at that.


It strikes me as one of those design decisions that was made when Vehicles and Mounts were still in the plan for release. Not that i think driving around servicing harvestors is going to be any better. I think the game should have some responsability to the player not the other way around, lol.


Would like to see less shifting Sure. Would also like to be able to place harvs on more varied terrain ( I think the setting warrants the tech). Not being able to Mine in the mountains or even on a 10 degree slope is just silly. I don't know how many times I've followed a vien only to find unsuitable terrain or worse, A NO BUILD Zone (most annoying being the one around the ruin of a rebel base SE of Bestine, had multiple high concentrations under it and is even just a little tooclose to town touse fer survey missions). I find the whole thing to be counter-intuitive and annoying.

Sargie
Sat Sep 13, 2003 10:26 pm
#47

What would everyone think of a skill, gained at say Survey 4, that would let you get an idea of how long a resource would last? It wouldn't require changing the way resources shift but would give us poor harvester slaves some idea of when we'd need to check back and move things. It kinda depends on how they coded resource shifts, whether there is a checkthat starts after5 days or so for each resource that decides whether it will shift or not or if the resourceslongevity is determinied at its creation. Comments?




Alastor
Fencer/Doctor
Keren, Naboo, Tarquinas
Sabastion
Sun Sep 14, 2003 8:21 am
#48

Overall I have to agree. The shifting of the resources is nescessary, but at the alarming rate that they are shifting is not condusive to the game play of a causual player. It seems that everday I have to move my harvestors and I can not collect enough resources to do a good factor run of generators.


Relic

Subotax
Sun Sep 14, 2003 9:15 am
#49

the Devs should add next to the name of the ressource, the number of days it has been up. This would prevent folks from dropping harvestors on 5 or 7 day old spots. Maybe at surveying 4, instead of being


Ildeo



it would be


Ildeo (4) the 4 being the amount of days it has been up. That would solve many problems with having to keep logs of ressrouces on pen and paper.

Scortch
Sun Sep 14, 2003 9:39 am
#50

Good idea Subotax. I like that. Would definately help.
jacnz
Sun Sep 14, 2003 10:48 am
#51

Just maybe playing devils advocate here (and including bugs that make resources shift to quickly), but I haven't actually noticed a shortage of houses, PA Halls, Harvesters etc. on the server I am on, in fact its almost impossible to sell small houses anymore? (the deeds are starting to gather dust, though I know there are other factors for this)


I have never seen any shortange of mediums and heavys at any resource spots and I am selling and seeing less and less personel harvesters (some are going into the stock room on my vendor for the 2nd or 3rd time).


Don't get me wrong I have suffered the pain and cost of fast resource shifts (and making mistakes about putting harvesters down on old spots). But with all this I am still able to make many many harvesters (I am specifically an Installation designer).


Its almost always costly and frustrating at the time but I still still make a modest profit and are able to meet my orders (and I do mean modest, if your not a master getting business can be hard work and I'm thankful to the local master who has sent some orders my way when they are really busy).




Inoibe Trinity
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Kygnor
Sun Sep 14, 2003 6:26 pm
#52

how often do resource shifts occur?
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