Architect Archive
Thread: A Miners Message: Sent To Thunderheart
TheOxygen wrote:
Why are the devs wasting time addressing this issue when they could be fixing things that are actually broke? As stated, cross-server lot trades will drop to virtually nil once hologrinding is gone, since static harvesters are only really useful for mining grind-quality stuff. So instead, people like me, who run a ton of mobile harvesters and run a successful business will be out of a job.
For the majority of players, harvesting resources is not "fun" (which is supposedly what the devs want this game to be more about), it is simply a time-consuming and tedious hurdle to jump over to get to the end crafting process.
Any change made before evaluating the situation after Hologrinding is removed would be in poor judgement on SOE's part, but then again, we've seen poor judgement after poor judgement come from this Dev team. As someone pointed out, if this is what they want, it'll go through, despite massive evidence against the idea. "Listening" is clearly not a strong suit of the SOE team, and that only leads to additional player frustration, not just on this matter but in many different cases.
--Iaan K'Vork
Galaxy Resources
Goontown, Naboo (Lowca)
Good God could it be said any plainer? I utterly HATE collecting resources and I'm probably one of the best people I know at doing it. I manage harvestors for my guild members who LOATHE managing harvestors with the EXTREMELY SMALL AMOUNT OF TIME that they have to actually play the game.
Here's a clue, in case hell did freeze over and a dev actually reads this --
MAKE THE TIME SINKS FUN ACTIVITIES NOT FREAKING DRUDGERY
You'll gain more satisfied players.
Maybe if you'd enforce your own damn EULA and sue a few of the people actively violating it instead of screwing over your playerbase your (SWG management) future might be brighter.
Games like CoH really are terribly designed, IMO. But the NUMBER ONE thing that players like is acute attention to player support and the no BS attitude of their developers.
Fivo Asia
Dvnce wrote:
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
Glad to hear you are an old-timer, Dvnce ![]()
The schematic example is a good example of a non-gate that the devs have considered. Let's take the example of a power-crafter WS. He's sitting on enough materials to make 10,000 guns (I'm not exaggerating here, folks. When you put in an order for 5 million units, that's what you get to make).
In today's world, after he creates 1,000 guns, he has to go back and make another schematic. He's got the resources stashed away somewhere (bank, house, storehouse, friend's house, harv hopper, factory, vendor, etc, etc), so he retrieves the resources, makes another schematic, and loads up the factory for another 1,000 gun run.
What changes if the schematic max goes down to 100? Well, he has to make schematics 10x more often. Is this a big deal? Well, to the power-crafters, it's a little bit of a pain. Is it as much of a gate to selling his goods as loading up the vendor and counting his credits? It doesn't seem like it to me.
My point is that as long as the crafter has the stack of resources, he's going to be able to make the goods. Smaller factory batches is not going to slow him down much, if at all.
You say that 1 player running 300 harvs is not good for the game. Let's say the admin nerf goes in and 1 player is no longer in charge of 300 harvs. Personally, I think that's an exaggeration, but let's use it as an example. This one player is now in charge of his 10 harvs. Let's say this causes the entire resource supply market to go down by 50%. What would happen to the prices? Would they double? Triple? Suddenly there is a lot more money to be made in resource selling. Folks who are interested in easy money start harvesting and selling resources. Supply goes back up. In the end, how much of a difference has it made in the overall resource market? In my opinion, not much.
The power-crafter WS would care about the changes in price of resources because... why? He's selling his guns for 10x resources (at least). Are these changes going to stem the tide of goods being crafted? Will he only be able to produce and sell 500 guns instead of 1,000? Big deal.
If the devs change the schematic to a heavy to require a rare resource, then nerf the medium down to 4BER max and the personal to 1BER, then you would see the finest guns being as rare as you envision. Schematic and admin changes will not affect the crafting supply in any major way.
There is no unfair advantage when it coems to cross server lot trading. anyone at any point in time during their SWG life can make a cross-server lot trade, newb or otherwise.
The only reason you see it as unfair to new people is because they do not have the credits or the resources to procure a multitude of harvesters. I have gone through the same feelings you have, the frustration and anger but it all comes down to this - Within the rules of the game written or otherwise it does not infringe on the fairness of anyones game play.
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Its more than that im afraid. I person that has been around for awhile can indeed afford large amounts of harvesters and maint. A new player can not unless they run missions 24/7.
Now this isnt the only problem you must dig a little further. A person with 200-300 harvesters can pump out an average of 10million -20million unit of resources per week ( give or take a few mil ). Now if a person who owns those fields is a crafter they can mass produce products at an extremely low price to them. Which they will end up selling their products for 10-30k less than everyone else on their server.
Were as a new player or a new person to a profession would have to pay that 2-6cpu for resources, they could not sell at those low prices. THe new players would be in a hole even before they start. This is a problem- it isnt fair and causes unbalance in our servers.
On intrepid we have 5-6 people with harvester fields above 200, and we have another 250-500+ people with small to mid-sized fields ( mostly crafters ). Now this causes another problem- When i first started playing the game i started out with personal harvesters and sold everything i could mine (using my 10 lots ) it was a good way to make money for a new player, that and i ran 20-25 missions a day out of anchorhead. Now this isnt an option for some newer players, they cant compete with the mass amounts of resources you people bring from your harvester fields. They also cant compete with the prices.
Getting rid of harvester fields will see an increase in prices all over, and this is what harvester field people dont want.Most are greedy, this is why they started fields in the first place so they can get that money from selling millions of units of resources. Dumping millions of crap resources into our economy.
The harvester fields should be removed/deleted. That or add decay to harvesters! This would solve problems.
I am sick of people with 200-500 harvesters taking advantage of the economy and new players. Its time to change this.
But on the other side of things::::::
IF NOTHING IS DONE, MORE AND MORE PEOPLE WILL MAKE HARVESTER FIELDS. AND EVENTUALY EVERYONE WILL HAVE THEIR OWN AND THIS WILL CAUSE EVEN MORE OF A PROBLEM. PEOPLE WITH LARGE FIELDS WONT SELL AS MUCH CAUSING A LACK OF FUNDS TO PAY MAINT ON THE FIELDS. YOUR 10-20 MIL RESOURCES WONT MATTER IF EVERYONE ELSE PULLS IN 10-20 MIL.
ADD DECAY TO HARVESTERS FOR GODS SAKE!!!!
"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...."
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i made an error when i wrote the above.... i said that miners reduce the cost of acquiring resources by mining in huge amounts.... my thought, which was not consistent with what i wrote, wasthat miners who mine in huge amounts are willing to offer those resources at a much lower cost than would be expectedconsidering the quality of the resources. this happened recently on my server, when one guy put 8 million units of the best intrusive ore for armorsmiths to spawn on our server up for sale on his vendor and on the forums for 3 cpu when everyone else was offering it in chunks of a few hundred k for 6 or 7 cpu. now there are several wealthy armorsmiths who don't have to concern themselves with mining for intrusive ore for many months to come because they were able to stockpile more resources than the game is designed to allow them to do. up and coming armorsmiths won't be able to compete with these guys. but i don't care anymore i just swapped 20 lots... dropped mineral harvs and a vendor and am gonna sell everything i mine at like 1 cpu to make a profit like everyone else. if you can't beat em... become them.
Clackdor wrote:
Renting lots from those on your server is fine with me.
Lot trading cross-server is not.
I'm not sure which method he is using to get the 300 harvesters.
Why is this a problem at all? Honestly, it's using an in-game system exactly like it's supposed to be used along with the flat out simple fact that ANYONE can do it. And, no matter how you want to say it, he is renting lots from those on his server. They may not be active, but they are on his server...otherwise the lots would not be available.
And why does this provide such an advantage over someone else? My guess is that there are probably 200,000 to 250,000 peple playing this game in total. You mean to tell me that, minus the 10K people on your server, you can't find anyone to create a character on your server to set up harvies on?
This is what's bothering me. It's not like this guy is using something that's actually broken in-game to gain an advantage in the game. This is something the devs set up...each character on each server gets 10 lots. There's no mistake here. And, again, I must state that EVERYONE can make use of this system. It's not like he has something than even newbs can't get.
Anian
Anian wrote:
Clackdor wrote:Renting lots from those on your server is fine with me.Lot trading cross-server is not.I'm not sure which method he is using to get the 300 harvesters.Why is this a problem at all? Honestly, it's using an in-game system exactly like it's supposed to be used along with the flat out simple fact that ANYONE can do it. And, no matter how you want to say it, he is renting lots from those on his server. They may not be active, but they are on his server...otherwise the lots would not be available.
And why does this provide such an advantage over someone else? My guess is that there are probably 200,000 to 250,000 peple playing this game in total. You mean to tell me that, minus the 10K people on your server, you can't find anyone to create a character on your server to set up harvies on?
This is what's bothering me. It's not like this guy is using something that's actually broken in-game to gain an advantage in the game. This is something the devs set up...each character on each server gets 10 lots. There's no mistake here. And, again, I must state that EVERYONE can make use of this system. It's not like he has something than even newbs can't get.
Anian
do you understand that his 300 harvesters take up more space then my city on eclipse which is a metropolis. if 10 people from every server set up something like this that would be 3000 harvesters that never move.
either way we don't need thousands of harvesters that never move eventually there will be no place for noobs to place houses harvesters and what not