Architect Archive
Thread: Test Center Update and Harvesters
I dont think they should take into account those of us that use more than 10 lots. We do this by choice, they should not specifically gear the game in our direction. It is up to us to mannage a PA and duties within it.
Which is why I have no complaint about them fixing the over 100 itmes in a schematic bug.
What I think they are tring to do is not make everyone work double time (well alittle). Maybe they just want to cut down on harvestors in general, everywhere you go they are tons and tons and tons of harvestors. Maybe putting this patch it will curb the number of harvestors people are using with 2+ accounts. Thus cutting the harvestors in game by half.
Prices will double from 3cr per to probably to 8crs and over for even very low qty. and the high qty will go out the roof.
My issue is that they CONTINUE to make this game a fulltime job. If this nerf goes in, you cannot not play for more than a day, 2 at the very most, without losing out on your harvesting - big time.
They say they want casual gamers to be able to play the game just as well as powergamers. I say they're delerious. If this actually goes live, you won't even be able to leave town for the weekend without being penalized. With this trend, I expect a patch next week that makes your harvestors only work when you're within 5 meters, hovering your cursor over them, and standing on your head, underwater.
I'm very sorry if my current "negativity" offends anyone, but this is really the straw that's going to break the camel's back.
The bigger question is why the hopper change. Reducing hopper size will not reduce resource collection one bit. People will still make the same amount of resources, they will just have a lot more tedium. This change just makes no sense from a resource reduction POV. It might make a new profession (extractor caretaker) but it will not reduce resource amounts.
Also on the topic of too many resources and items in the game, to that I say what the heck did the devs expect? We have heard mention from time to time of groans from the devs about there being too many items for their poor database. The fact is they designed a game that REQUIRES massive amounts of items (stims, food, powerups, weapons, armor) as well as resources and hoarding of those resources to make said items at their top quality.
Case in point, they made weaponsmithing require over 40 seperate resources and then added quality ratings to the resources that did spawn. A system like this requires players hoard massive amounts since the currently available set will never meet demand for variety. I have resources that I still use from the first week of release. The player base demand for only the best quality goods also enforces the need to hoard as do the growing number of doctors and other non-artisan crafters. Their resource game is a lot of fun and everything but it is server side intensive and will remain that way unaffected by questionable changes like those on TC (100 schematics, Hopper size).
So even for a minute lets assume the real goal here is to reduce the total amount of resources in the game. What are they doing?
First on TC Reduce storage in extractors. So what is this about? Are they hoping we will all "forget" about our extractors and let them overflow?? I don't think so, we will babysit them daily making sure they never overflow. We will still make the same amount, we will just have to do a lot less of the things we like to do. Is this their solution for content? Make us spend all our time micromanaging harvesters so we do not have time for content?
Reduce efficiency. Say cut this in half. Need I remind you that the devs themselves have stated they have about 180,000 non-house buildings. Of which lets say 150,000 are extractors. That means that were they to cut efficiency in half we could still hit current resouce collection rates simply by doubling our number of extractors, not many at all since at 300,000 characters we have a lot capacity of 3 million. 50% cut in efficiency will barely register as a blip as players accomodate the change.
No matter how you cut it this TC change makes no sense at all and is another example of the crafter devs not having any communication at all with the player base.
Now since this is the architect forum, and I am an architect, if they really want to make experimentation in architecture matter they can.
- Grandfather all extractors in at their current rates. CH who had them did not loose their medium armor pets we should not loose our extractors although we can get slightly better ones.
- Allow new extractors to be within 20-30% of the stated max
- Allow a variation of 20-50% on new storage sizes but do not reduce current storage capacity to less than 50% of current to existing extractors.
- Increase architect experimentation to a full 100 points before you make any changes
- Ensure all schematics have efficiency and storage modifiers and they actually work
Jaled-bare wrote:My issue is that they CONTINUE to make this game a fulltime job.
Sorta my take atm. And I had just worked myself high enough so i would have to do daily harvester runs.
glibdud wrote:
Agreed on all counts, except I'm not entirely sure what you mean by "Allow new extractors to be within 20-30% of the stated max."
Sorry that was not all a reply to you but on re-read it seemed that way. Also some of the parts were ambiguous.
What I meant by max is the max efficiency.
ie a small is 2/hr, medium 4/hr, large 7/hr for minerals.
So all current large minerals would be 7/hr after the patch, but all new extractors could be between 4.9-9.1/hr or 30% of the current max in either direction. Experimentation would matter, current owners of very expensive (resource wise) extractors would not be screwed but would still have significant incentive to upgrade their infrastructure to the full 9.1/hr. Of course my numbers are all made up.
My comment on the reduction in resources was a response to comments I have read in other places that the devs must be meaning to restrict supply although no dev to my knowledge has said this.
What I should have said is that even if the devs were trying to reduce resource supply( an assumption) then restricting hopper size will have no effect since we just have to visit our extractors more often. Nor will reduction in average extractor efficiency (kg.hr) since the theoretical max output of the player base (300,000 players) is only running at about 5% or 150,000 extractors of a possible 3 million.
So if we assume the changes are to reduce resource supply they will fail. If these changes are meant to help architects with experimentation where is our 100+ points and why be so punitive? If not to help architects then what are the changes for? Is it the devs intention to just make the game more tedious?
A comment on this issue would be nice, but it seems like the devs are avoiding controversy this week since the schematic thread was posted.
Basically I want to see architects have experimentation and new potential markets while at the same time not screwing existing players, including of course myself who has made a sizeable investment in my infrastructure.
To the person who wanted experimentation to use the pre-nerf values as baselines to improve on: so you want the worst possible harvester at 0% experimentation to be as good as what everyone has now? If so, what could possibly the point of experimenting? Who in this forum can honestly say that harvester hopper size is the bottleneck of their operations?
Some people check harvesters everyday. Those people are happy with the new, smaller hopper sizes. Some people need huge hoppers. Those people will generate a market for 95% experimented hopper size harvesters. It seems perfectly fine to me.
The only thing I fault the devs with is that they don't make it totally clear that the hopper sizes were locked at max, and we hear about the "nerfs" through other testers' experience rather than through, say, a newsletter or announcement about upcoming changes. Now, I think anyone with half a brain (especially any artisan who's tried to make a harvester and has seen the exp screen) knew that the feature was supposed to be in there. But I think unless people have it shoved in their faces, they kinda ignore the reality.
I think SOE needs to put up a webpage with all open issues. For example, "Harvester experimentation on hopper size is not currently implemented." That way when they finally do get around to fixing it (like they should), people who yell nerf can be pointed to this webpage and told, "hey, it was never supposed to work like that, you just had a free ride this whole time." So they can't pretend to not know.
Still, that wouldn't make you cynics happy, would it? It will just change the people who complain to a smaller group (the master artisans who would grumble about not having the ability to differentiate their elite products).
P.S. Leaving the hopper sizes maxed on all pre-nerf harvesters might be a good public relations win, and I fully support that idea. But look at the probot. People still complained.
It's a pain, but there's not going to be a market for pre-nerf harvesters... the same harvesters will still be made! It just takes more effort now, but they're still there! And with the new extraction rates, some will be even better than the pre-nerfs.
So basically there will be no point to main any low quality resources.. so whats the point of spawning them.. DEV only spawn Hi Qual Resources..
This game has lost its Driver.. they have killed my childhood dream of being apart the Star Wars Universe..
This SUX...
Think. Thats all we ask..