Architect Archive

Thread: Resource Shifts

Br-10n
Sun Sep 14, 2003 7:09 pm
#53

Any specific resource is supposed to last approx 5-8 days. I've seen them shift after only 2 days, or 2 weeks. It's a seperate chance for each item, so they're always changing around.





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Aardur
Sun Sep 14, 2003 8:33 pm
#54


  1. I would really like to see some sort of indicator of how long a resource has been on a planet sofar before I plop down my hvy harv on it.
  2. Overlap of resources intead of instant off and poof there's something else now. add the next thing before taking away the first and do both gradually (maybe a day or two for shift). Together with some indication this would help us make a better descision about placeing harvs. Make it less of a crapshoot and enable the player to at least have a clue what it's gonna cost him to harvest a spot.
  3. Lose the Redeed penalty at least fer now...I am very dissapointed that the devs chose to penalize the player for something that is clearly beyond their control.The loss of Time harvesting is bad enough (and I mean it can really be a drag if you where planning on playing abit that day and find you have no materials to play with) but having to pay everytime the shift hitsis just insulting.
  4. And certainly not the least frustrating is the inability to build on terrain steeper than 5 degrees. DO SOMETHING PLEASE. This just really detracts from the whole high-tech angle of the game. Not to mention the Time wasted following viens that are of no real use because of it.

I guess my beef is about the Time and Credits WASTED as a result of this system. It's really making me feel like I'm stuck in a "Chariots of Fire" Simulator or maybe a "Sims: Life in the Poor HOuse" kinda game. Anyway that's my suggestion/gripe list.


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Puck_Starfire
Sun Sep 14, 2003 8:59 pm
#55

I would not mind resource shifts if it was done like once a month. But once a week?!?!? Or make it more realistic. Shifting a few meters is one thing, becoming obsolete in an area where it used to be plentiful is absurd. Or make it based on quantity/richness of the ore vein. Resources just don't dry up in 5 days.
EuroTrash
Mon Sep 15, 2003 11:47 am
#56

Is it safe to assume that if you were harvesting reactive gas at 65% and now it's gone or 10% that it will come back after a week - or is ti time destroy and survey for new?


Droid_Engineer_Rho
Tue Sep 16, 2003 12:02 am
#57

If there's nothing worth harvesting under your machine after a shift, then it's just plain time to redeed the thing (or destroy it). The chances are small that it will be worth a week or three of maintenance and lot usage just to reserve that particular spot.


One of the many sub-games within the larger game is that of resource and harvester management.




Taking a well-deserved vacation from his successful Droid Engineering business, Master Rho can be found puttering around the galaxy.
EuroTrash
Tue Sep 16, 2003 12:36 am
#58

So are the resouce shifts Galaxy (server) specific?


Can you find out where is it good place to harvest say gas and that will be true for your server too?


Thanks.

Wister
Mon Oct 06, 2003 7:46 am
#59

Does anyone know how often resources are supposed to shift? I know certain servers have had problems with this in the past, but I just need a general idea of how often it happens.
Ayami-Ayami
Mon Oct 06, 2003 7:46 am
#60

i think every 7-10 days



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rs1990
Mon Oct 06, 2003 8:06 am
#61

Does anyone else think that harvested resources should not shift as often as the other resources that can be mined? I jsut feel like I have too many stacks of harvested resources in my inv because a) I do not just kill the same thing all the time and different animals drop different things and b) I cannot just somehow mine for one thingwhile it is there like I can with the other resources.


I think that they should make them shift less and/or give us that ability to make some kind of animal trap to harvest/mine with. Just my opinion...anyone else onboard?




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jmatt
Mon Oct 06, 2003 8:41 am
#62

rs1990 - Your signature looks oddly familiar....

Llahmo
Mon Oct 06, 2003 9:13 am
#63

i agree that harvested resources should take longer, at least 10-14 days.



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Wister
Mon Oct 06, 2003 11:36 am
#64

I just think it's frustrating when I go to Lok for leathery hide or something and I collect one (1) unit from them and it isn't worth anything. I don't care how skinny some animal is, I should be able to collect more than one unit from a snorbal or kimogila!

OberSenf
Tue Oct 07, 2003 12:14 am
#65

I believe resource shifting is also dependent on who is hunting/mining them, not just time. I don't know the exact formula, but something like:


hunting/mining 66%


time 33%


This usuallymeans badresources will be around a lot longer than good ones. It also means that even if no one is hunting or mining that resource, it will eventually be replaced. For example, bad herb on Rori would be around longer than bad herb on Naboo simply because Rori isn't heavily hunted. Time is a random element, whereas hunting/mining is not.


Mined resources are different than hunted simply because they are dependent on the shift and not the planet. For instance, Koboa Ryll Gemstone has the same stats for any given shift on whichever planet it exists, be it two or all ten. Eventhough it only exists on two (Tatooine and Rori), when it shifts the change will affect the server and not just the planets (eventhough Rori isn't as heavily mined). Hunted resources are, in contrast, planet specific and not tied to server shifts. Tat herb will always be different than Rori herb and both will shift at different times.


The 1 resource your getting means a shift is underway for that resource. The stats you see will be the new stats once it has shifted in (about 1 day).




RissKei
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Skinning the galaxy one beast at a time...
Had Abbadon, Lok

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