Architect Archive
Thread: A Miners Message: Sent To Thunderheart
I love posts like these. Please keep em coming. These posts demonstrate far better than I could ever hope to how the way Admin works on harvesters needs to be changed.
There isn't any need to "compromise." Just say NO to cross-server lot swaps and one-person harvester farms. Please completely remove admin from harvesters.
FreeEnterprise wrote:
I share your sentiment but your solution doesnt solve lot swappers. It in fact would have no effect on lot swappers whatsoever. So a certain class should have 15 lots vs a newbie's 10 lots, so what, if you can swap with 5 people and still get 50 lots, why would people stop?
PPS: YOUR FIRED.
FreeEnterprise wrote:
so basically harvester certs but with a different system.
Yeah but with a system like this or similar see how many large resource dealers would take the same amount of time to gather 30% or less of the resources they can now. As it stands I can pull 300K of any metal on 60% or better veins (when I can mange to find a spot) in 5-7 days using the lots I have spare after house/factory placement. That stack of metal should be enough for anything that I am going to use it for and for a long time. If it's not I should have to buy more. Thing is I should be paying well for that metal because it is rare, not because it is much sought after but being hoarded by cross server lot dealers. But whatever, I'll play my game, they play their's...
I have to point something out here. Moving these static harvesters is, although possible, more of a pain in the rear than its worth. If the good % veins of some new thing are already camped by static heavies, then they were there before and they just got lucky. But if it was some new metal that they jumped onto, then the person isn't doing cross server lot trades (unless they have some REALLY cooperative traders, but most if not all are not willing to do _that_ much work) If there are forty harvesters precisely on some new vein, its more than likely someone like Iaan, who I mentioned above, who is borrowing or renting other players lots from that server. Is that "wrong" in your book, too?
WerrtZer wrote:
Anyway back to the point: I hate cross server lot traders. The amount of raw materials they throw onto the market kills the prices of nearly all finished goods (including, but not just, weapons).I hate the fact that if I've not been on for a day and I log in to find some new super quality metal, that all if not nearly all of the good % veins are camped with fields of heavies all bearing a similar name and a number. Don't try and tell me that they deserve to be there because they did the work to be there: I would have no problem in coming and finding 10 of the same named heavies in that spot, but when it's most everywhere I go to drop my alloted 6 harvesters it gets old, fast. Also don't tell me I should go and pay for the resource when I could just have pulled it out of the ground by the means granted to me by the developers.
soe doesn't try topolice cross server lot trades because there is nopractical way to do it. the christmas holos were added because not enough players were getting close to becoming jedi. holocrons were expensive because they were rare and holocron sales neither introduced credits into nor removed credits from the economy... as such they had little influence on the game economy as a whole. in fact, anything that causes money to change hands within an economy is generallyregarded as a healthy stimulus. soe reps knew that they could not possiblymonitor cross serverholocrontrades so they saved face by giving the go ahead toswapin order to maintainthe appearance thateverything was completely in their control. no cross server trading of any kind should ever be allowed and if there were a practical way to prevent it,they would.
players are restricted to 10 lots per character for a reason. cross server lot trades circumvent this restriction by exploiting the fact that each account can create characters in up to 8 galaxies. when one character owns 300 lots, it does harm to players on his server and to the state of the game as a whole. it enables him to drive down thecost of acquiring resources which in turn enables wealthy crafters to corner their marketand producehuge numbers of the highest quality goods at very low prices.... the spectrum of the quality of goods is destroyed leaving only the highest possible quality goods available. most servers have a handful of elite armorsmiths or weaponsmiths making the highest quality products possible in huge numbers... causing any armor or weapons crafted by non masters to be worthless.each playeron the server runsaround in 70% base composite armor soloing lairs of enraged rancors... and then complains that grinding professions is boring and swg has no content. if players were required to interact with each other in order to advance and to survive, they would create the content. in a role playing game.... YOU ARE THE CONTENT.
levelling a crafting profession from novice to master is supposed to be the fun part.the gamehas been transformed from a roleplaying experience into a complicated first person shooter.....
Dvnce,
I've noticed in a couple of posts that you have mentioned "a flood of resources" that exist in the game. I'm curious how you've come to that conclusion. I agree with it by the way.
I'm wondering if, as a player correspondent, your opinion has been shared with and is shared by the devs. Do the devs agree that there is a "resource flood?"
When I started this game back in August as an Architect, I was very happy to make and plant my first heavy BER 7 harv. Soon I was the proud owner of a fleet of H7s. Then the devs introduced BER 10 heavies. Then the devs intruduced BER 13 heavies. I'm pretty sure this was all before your time, Dvnce.
Every time they introduced a new and SUBSTANTIALLY more efficient harvester, I was flabbergasted. Most items that are crafted require less than 100 units of material. Yet, with a single heavy harv I can obtain 100k in a week. Not with a fleet of harvs, stationary or not. ONE! UNO! Imagine my toon with 10! I made a small fortune in architecting and I never bought material, ever. Never needed to.
If there is a "flood of resources," then it's due to the efficiency of the harvesters. The only way to stem the resource flow is to nerf the rates at which the harvs collect material. Nerfing admin rights may have a small effect, but I doubt it. As other posters have mentioned, sufficiently motivated players will find a way to get around those limits.
it's either the efficiency - or the number of occupied lots. either way - you can always lease them from hunter/dancer - what do they need with lots, and it will be legit. and b/c of that, it's tough to track.
honestly i'd be moreconcerned withthe number of allowable items items - that is something they have really tried to limit. factories and vendorswere not intended to be warehouses. call it the spirit, morals, whatev - i think there is a more direct correlation here. i think it's easier for them to track and cap. and would effect cross server harvesters from collecting too much. increase the item size >100k and my argument starts to lose its legs.
Torael wrote:
I have to point something out here. Moving these static harvesters is, although possible, more of a pain in the rear than its worth. If the good % veins of some new thing are already camped by static heavies, then they were there before and they just got lucky. But if it was some new metal that they jumped onto, then the person isn't doing cross server lot trades (unless they have some REALLY cooperative traders, but most if not all are not willing to do _that_ much work) If there are forty harvesters precisely on some new vein, its more than likely someone like Iaan, who I mentioned above, who is borrowing or renting other players lots from that server. Is that "wrong" in your book, too?
Aucob wrote:
Dvnce,
I've noticed in a couple of posts that you have mentioned "a flood of resources" that exist in the game. I'm curious how you've come to that conclusion. I agree with it by the way.
I'm wondering if, as a player correspondent, your opinion has been shared with and is shared by the devs. Do the devs agree that there is a "resource flood?"
When I started this game back in August as an Architect, I was very happy to make and plant my first heavy BER 7 harv. Soon I was the proud owner of a fleet of H7s. Then the devs introduced BER 10 heavies. Then the devs intruduced BER 13 heavies. I'm pretty sure this was all before your time, Dvnce.
Every time they introduced a new and SUBSTANTIALLY more efficient harvester, I was flabbergasted. Most items that are crafted require less than 100 units of material. Yet, with a single heavy harv I can obtain 100k in a week. Not with a fleet of harvs, stationary or not. ONE! UNO! Imagine my toon with 10! I made a small fortune in architecting and I never bought material, ever. Never needed to.
If there is a "flood of resources," then it's due to the efficiency of the harvesters. The only way to stem the resource flow is to nerf the rates at which the harvs collect material. Nerfing admin rights may have a small effect, but I doubt it. As other posters have mentioned, sufficiently motivated players will find a way to get around those limits.
Yes some of my views are somewhat at an advantage from the info that the devs give us.. .. But honestly Look at the whole Picture.. The devs gave us in our answer that factory schematics were only suppose to go to 100... It was suppose to take planning and working with others to get enough resources ( so be difficult) to finish a shematic of 100 items let alone doing a schematic of 1k.. ( not talking about sub componants) especially when it comes to heavy harvesters.. .. It just wasnt suppose to happen this way.. I have been saying over and over in many threads now not only is it suppose to be a challenge to get the best of the best of crafted items it is supposed to be even harder to be able to mass produce the best of the best..
The ideais that if a large group got together they could be succesful inobtaining a large stack of a resource.. not 1player..
when you have 300harvesters that are prettymuch owned by 1 guy ..doesnt it make sense that that would create an imbalance ? It is not bad thing for resources to be hardertoget.. and prices to increase..
Oh .. and i do remember cranken out a few H7's in my day ![]()