Architect Archive
Thread: Extraction Rate vs Maint Cost
As of 6 hours from now (3am CET) I placed 2 brand new Medium Mineral with extraction rate of 8 and 9 and the maintenance rate were :
For the 8 extraction rate : 76 (told me 8 extra credits / hour from a base of 68 when it should be 60 base)
For the 9 extraction rate : 92 (told me 16 extra credits /hour from a base of 76 when it should be 60 base)
So it seems to me that the problem is the base extraction rate being either not fixed, or pre-increased.
Let's hope this will get fixed before I have to redeed those 2 and replace them ![]()
I still got the problem with the power : the remaining power is not showing the first time you come and the additin of power acting silly but if you then move away from harvester enough so it disapear and then you come back, the power reserve shows ok !
Green Marine, please respond. I'm on the Kauri Galaxy, I have outstanding contracts for 2.3 million units of newly spawned minerals, and my partners and I am totally unable to set harvesters on them because of this "exponential bugged increase" in maintenance costs.
I fully expected to see a hotfix to this and other major issues (e.g., newly set vendors intialized but inaccessible) today, and am extremely disappointed to see that SOE has not only not hotfixed anything, but have made absolutely NO post concerning these horrible problems.
AlianaD
Same here with my 13 Extraction Heavy Minerals on Sunrunner!
Anyone else also notice that your harvesters will go into the negatives when it runs out of energy?
I experienced this weird bug:
* New heavy mineral (13 KGH) harvester, put down and 36 hours of credit maint and 36 hours of energy fees were put into it. I checked the Structure Management window to verify both were at 36 hours operation time.
* only 12 hours later, i go to check on it. Credits is fine (saying 23 hrs and some odd minutes remaining) but the energy shows 0 (zero). None, nada. It ate 36 hours of energy in 12 hours. More, even. Because:
* When I went to add more energy, I put in 1k energy. It said it was still at zero. I put in 500. It said it was at 200. It took 1300 units of energy just to get it "above zero". Why is it going into the negatives and not just shutting the fool harvester off when it reaches zero?
Things seems to be working better now but I have yet to put my finger how its working.
Shortly after the big patch was live I made a new heavy with a rate of 13. When my guild mate droped it it had a maint rate of 186. The next day he checked it and the maint rate was down to 138 or 134, one of the two. Now just yesterday I made another heavy, base rate of 13. I droped it and got the whopping 186 maint cost. When I checked it the next day the maint rate was down to the 138 or 134. So i'm guessing that after 30 minutes, 1 hour, 12 hours, some time frame, its updating and lower the cost. Seems odd to say the least, but i'm definitely glad the maint cost went down. Has anyone else seen this?
Cagliostro, Master Architect
My 13 KGH heavy harvs have a redeed cost of 9k credits. OY!
They also take 4.5k daily to operate. Sheesh!
What I would most sincerely like at this point in time is for someone official to step in and clarify this issue by telling us:
1: The INTENDED effects of the stealth 'upgrade' to harvester code for maintenance and power.
2: The CURRENT effects of the stealth 'upgrade' to harvester code for maintenance and power (even those all of the great researchers on this thread may have missed).
3: When things will be changing from their CURRENT state to their INTENDED state.
Because to be completely frank, as upset as I would have been with the harvester change in general the fact that this change wasn't tested for the most basic aspects of harvester operation (redeeding) is mind boggling. Currently my average harvester maint is about 150/hr. That doesn't count all of the extra credits that I lost for believing what I was told and redeeding my harvesters to fix the problem. It would be nice if there was even the faintest chance that we wouldn't just be taking the extra costs on the chin for the team, either with a waving of costs for a few days or what have you. Instead we're actively bleeding credits and power while the development team tinkers and tinkers to try to get it right.
This thread has proven that there are a lot of very smart folks playing the crafting/resources side of the game. It'sinsipid topackage this little 'surprise' with the rest of the patch with not a single mention of it in the patch notes, it'sinsidious to apparently have done it without the most rudimentary of testing (I mean really, how obscure is the topic of redeeding harvesters), and it's insulting that we're stuck paying through the nose while you try to fix what you've broken.
I read on the forums that SoE is tracking down people who are exploiting some loophole in the code to make a ton of money, I would be incredibly grateful if a fraction of that effort was given to helping those who are bleeding out while they serve as guinea pigs for broken code tweaking.
Eola Lasmy, Master Weaponsmith, Aahzi
I bought two large 13 rate floras light night, plopped them down on a decent resource and then put in 30k maintenance and power each. A few hours later, I picked them up (don't like the new 6 digit random destroy key code, how starwarsy is that?) and placed them in a different spot on a much better resource. I then put another 30k maintenance in each. When I brought up the harvester status it said I had 9 days left on maintenance! And this is with the 20% bonus on harvester maintenance fees!
NINE days after dropping 60k credits each (120k total)! Ouch! Something seems borked.
I see there is a dev posting saying that no hotfix was applied today, but it will be applied tomorrow.
Has it been determined whatproblems thehotfix will address so we know if harv's are going to change, again?
Cagliostrom, Master Architect