Architect Archive

Thread: A Miners Message: Sent To Thunderheart

Dodece
Thu Jun 10, 2004 1:23 pm
#105

I have seen some pretty hideous lot tradeing going on as of now. No field should have seventy lots owned by one person. Though I think there are simple solutions by say makeing it so that only a harvesters owner could administer, but the problem would be that the player would simply have to comeon and empty the harvesters. The real trick is to make the act a little more time consumeing then a player would like. Say requireing that mineing require engineering four to run a harvester. This would mean that many people would have to mess up a combat template to lot trade. Infact mineing is just too abundant a enterprise, and needs to be made just a little bit more difficult to do.


Infact the best idea I think is a simple one the devs simply need to alter how resources pocket in the game. Make the hot spots smaller, Say they are 20 percents and then spike up to eighty in a radius of fifty meters. You might get four heavies on it, and that is it. Fine you want to lot trade then your in for pain, because to plant 30 harvesters you will have to go to 7 or 8 places on the map. For a self miner this will not be difficult. So you have two patches 2000 meters apart. All it takes you is three or four more minutes. For the conglomerate it will be a far more difficult proposition. A player will need to go out and stake seven or eight hot spots, and then mail them to the planter, and hope the planter gets their before the field is sapped by someone else.


Its actually quite reasonable. If someone is dedicated to lot swapping, Fine but it will take lots of effort to do. Also the hotspots should shift more radically some places on the map are permanant hot spots, and someone is able to drop harvesters down there and they are always on a good deposit.
MightyDeuce
Thu Jun 10, 2004 1:45 pm
#106

Taking away admin on harvesters wouldn't prevent you "legit" business owners from running your business. It just means that you and your "employees" will have to do a little more work. I have two toons, and I only run harvesters on my crafter. She has NO combat ability, and yet she manages her own harvesters without too much difficulty. I do NOT add my bounty hunter to admin, because I see no need. I could see arguments about crafters not having combat to protect themselves on harvester runs, but if that's the case then either a) they need to "hire" bodyguards or b) they should have thought about the location before they dropped their harvesters.


Any that want to whine about how it will be more tedious logging on each individual character to check their own harvester is just plain goofy. Any that want to argue that it will hurt business, it will only hurt it if you decide not to put the appropriate energy into your business. It's not supposed to be a cakewalk. Right now, harvesting is too easy, and that's what gets all the artisans upset. Surveying and mining were originally unique to artisan, but since beta, everyone can mine. I have no problem with that, until the miners want to argue that it is hard work dropping a harvester and maintaining it. No, hard/tedious work is actually sampling by hand without a macro, and you should be so very glad THAT is not the method of resource acquisition the devs could have chosen. You should also be glad that they will never implement harvester certifications. Get over yourselves and start looking at the big picture. Consider admin rights a compromise. The devs don't care if one or two people quit because they bring balance to the game. They care more about the manyplayers that will start playing or continue playing because the game actually is *gasp* fair and balanced.


I'll even admit that if admin is dropped on harvesters, then it doesn't necessarily end the cross server trading. But how many of those folks will really be willing to log in every few days to take care of harvesters that don't matter to them and their game play? I wouldn't. Especially if my "boss" gave me next to nothing for the effort. It could be worse, they could limit lots to 10 per account, but that's ridiculous in itself, because I could legitimately play two characters on two different accounts. Set timers? Would require too much coding and other work from the devs, would be confusing to the players, and wouldn't really solve the issue of cross server lot trading. Dropping admin from harvesters is the fairest and least painful solution for the ENTIRE player base.


For those that don't believe that cross server lot trading is an exploit, flat out you are wrong. There was no alternate universe for Luke and Han and Leia to jump over to and find people to help them in their battle, so cross server trading is against the spirit of the game. As it is now, those that actively participate in such trading have a very unfair advantage over many other players. You are operating harvesters that shouldn't even exist in the spirit of the game. And just because the design allows for it doesn't mean you should take advantage of it. Credit duping was a design flaw too..... And yeah, that's what I compare cross server lot trading to. You are basically dumping a ton of units or resource that shouldn't exist onthe market. Supply and Demand is a moot point in this case, as there was plenty of demand for credits when that duping occured. There are plenty of people on your own server to rent lots from in a legit way if you are so worried about meeting demand. Try being good sports and take advantage of your OWN server.
HalasterTheBlack
Thu Jun 10, 2004 2:00 pm
#107






joined42904 wrote:

I like your approach, Halaster.


I would limit total lots on a per account basis. That would accomplish much of it, but that alone is insufficient. I would also consider allowing admining to last for maybe 4 days or so on harvs. That would add a bit of tedium to you...but hopefullly you would be willing to accept that much tedium.


I don't see a work-around that will add zero tedium to your experience.


I have two accounts myself and would be perfectly content with making each toon deal with his/her own harvs.


Now, this 4-day limit wouldn't really let you rent the lots of folks who didn't stay involved, so you might object to it on that basis.


It's kind of a compromise if you will. Some limitation on admin is necessary or servers will end up with the same static harv farms we have now by alternate means.






Set the admin duration toa"long" spawn duration (9 days) and that's starting to sound better. It at least hinders the x-server (static) stuff without burdening on-server lot rents.


Still, if you've x-server traded, you most likely logged out right in the middle of the harvester field you traded. What's to stop you from logging in every 4 days or whatever and re-adminning someone?


I really don't know if there's a codeable answer to x-server trades that doesn't nerf what I see as legitimate lot rentals. Such a dilemma.


And RetardedDragon or whatever your handle was, with ultimatums like that, ciao babe. Feel free to bail atany time. Judging by your post, you're not going to like life once you have to *think* to make money at the resource trade anyway, and that day is coming injust about3 weeks.




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

ThothTheWise
Thu Jun 10, 2004 2:15 pm
#108






Pawlin wrote:





CraftDragon wrote:

...

If they nerf lot trades, I cancel my SWG account.

...




Ya I'm sure they get some cancellations after any big nerf. They probably know that will happen. They have to weigh what they think the pros and cons are. If they think it will do more good then they might be willing to sacrafice losing some players. I don't know exactly why think would say it does good to kill lot trades for sure though.


I sympathize with you though. If they did a big nerf on architect then I'd seriously consider quitting.










Well I shall not be leaving even if they "nerf" lottrades and my sorce of time and money sink. I've been playing this Masocisticly since beta 2 ...If i can make it this long i'll continue to do so.



And just a question: Dvnce would you think about talking to the Armoursmith/weaponsmith/and Artisan folks as well and possibly work out a combined report on this topic to share with the Overall crafting community? Even tho some aspects of this we may view differently, I am vastly enjoying the discussion as it is being thought thru on this forum imparticular.



Perhapes this May even need to be consolidated onto the Core Systems forum as it may indeed affect everyone in one way or another? I am trying to keep up on the 4 threads i started, but it is rather difficult to transfer the ideas from one forum to the others, and many good ideas and views on the topic are being stated.


Thank You all for discussing the implications so intellegently and thoroughly.



I'Thoth

Message Edited by ThothTheWise on 06-10-2004 02:21 PM



Semi -Retired

For Public Viewing: LOWCA GALACTIC GALLERY of FINE ART: LOK -3219 -269 (StarForge)
LonelyGhost
Thu Jun 10, 2004 2:15 pm
#109






Aucob wrote:

...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.




<refrences the bolded parts>

IMHO, This is exactly what the Devs want! THey want more people involved in all areas of the economy! Instead of 5 people providing 80% of the resources to the entire server, they want 500 people providing the same 80%. Instead of 5 master WS making a combinedthousands of guns a week, there are 500 WS making hundreds of guns.


One of the issues, well, one of the words used, was monopoly. Rather than debate if its even possible, lets just take it at face value *as proof of the Devs mind-set*. The word monopoly implies very few (or single) people or groups dominating one or several marketson the whole server. Again, its not important to debate if this is true, if it is good/bad, etc... The point is that the Devs seem to have taken issue with this.


There are 2 things in existence that, IMHO, have allowed for this belief to grow in the Dev's minds.... Human dedication and perseverance, and the flow of resources. Without either one of those 2 things, the "feeling" of a monopoly the Devs have fixated on would not exist.


I dont expect them to act on any of the rumored admin nerfs in the near future. If they were smart, they would wait till after P9, and start watching the resource market really closely. I am already in planning for a new source of income. I do not expect my mining business to exist in its current incarnation after P9 hits Live. I will still run things for a few weeks, if anything, to stock up on stuff before I pack it in. I'll still run a normal, small-time mining operation, but probably only to supply myself with resources to craft with. I'm keeping some options open.


So anyway, in reference to the bold parts I quoted, again, I think that it is *exactly* what the Devs have been wanting to do. Spread out... dilute, if you will... the businesses run in the game. Effect more peoples involvment in those areas.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
masselin
Thu Jun 10, 2004 2:28 pm
#110


How can you claim to know how many resources the game was designed to allow us to stockpile?


The reason crafters stockpile resources isn't because they're cheap or plentiful, it's due to the cyclical nature of the resource shifts that SOE designed. When the best resource of a certain spawns, people will hoard it because they have no idea when a resource as good will spawn again. Maybe something better will spawn the next week (I've seen this happen more than once); maybe it will be six months until something as good spawns again. Every crafter wants to be the best they can be, which means they must have the best resources they can get their hands on. This is why people stockpile good resources like crazy.


Hate to break it to you, but up-and-coming crafters will always have it tough against established crafters, for many reasons (resource collections, established reputation, best location already taken, etc). And I think this is the way it should be. If you want to be successful you should work for it. Limiting cross-server trading won't make it any easier for new crafters to compete, and may actually make it more difficult to compete in the long run.


How's that? Simple, with more harvestors there are more resources, which means they cycle through the economy longer. Once a resource winds up in a crafter's collection, it likely will stay there forever, or at least until a better resource spawns. An up-and-coming armorsmith might have to spend 20 cpu to buy the best instrusive ore ever, but at least he'd be able to get some of it. Without lot trading, with fewer resources coming into the economy, what little there is would quickly find it's way into the collections of established AS and it could very well become impossible to get your hands on any of it as a new smith. Even if you could find some for sale, instead of 20 cpu you might have to pay 100 or 200cpu for it.


I'm sorry, but I still don't see how lots of resources are a bad thing. Lots of resources means generally lower prices and greater availability of good resource spawns for all players for longer periods of time. I fail to see the negative in this.


Slim Vargo, Corbantis


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



here is an example of what i am talking about....


http://forums.station.sony.com/swg/board/message?board.id=eclipse_trade&message.id=189015


this guy is trying to sell the servers best intrusive ore for making composite armor for 5 cpu... and no onehas bothered to bid on it. why? because two weeks ago a guy whose name i won't mention put 8 MILLION units of the ore on his resource vendor for 3 cpu. the server has a limited number of elite armorsmiths who are all 12 point armorsmiths... and they all have enough of this resource to manufacturethe highest possiblequality composite armor for therest of the year. they all have vendors with 2000+pieces of composite armorfor sale on them... and every couple of weeks they all crank out 70% base composite armor suits for about 300k per suit. i don't know how your server is, but that's how it is on eclipse. everyone whines about not being able to pvp because every pvper is wearing 40% stun composite armor helmets or 80-90% kinetic comp armor. everyone is whining about combat medics because they are the only combat class that can actually do damage to someone else because poison bypasses comp armor. every newer armorsmith is begging to buy armor experimentation tapes because everyone knows that they can get 12 point armor for the same price or cheaper than regular master armorsmith armor.


if armorsmiths could only make armor off of the resources that they harvested with their maximum of 10 lots... or with resources that they bought from miners who could only harvest with their maximum of ten lots... then there would not be an endless supply of the servers highest possible quality armor for all to buy eliminating any sort of variety.


cross server tradingof any kind by it's very nature is "wrong" without any explanation needed. you may "fail to see any negative in this"... but i'm sure you don't fail to see the complete combat and armor rebalance that sony is planning as a result of it. the number one reason why the combat rebalance is necessary is because doctor buffs allow anyone to wear super composite armor that is resistant to every kind of damage that players can deal out... without any ham penalty.... and that armor is readily available to everyone all the time at alow cost. my character's stats are 400 for all health and action attributes and 800, 1100 and 1100 for my mind attributes. this is a roleplaying game... that is just stupid.



wT F i'm rOLLin' IN a MaCk tRUck that's stOLen guesS wHat i'm hOLdin aMMo ta BUst my LoAD stILL i'm EASIN' oN dOWN teh yELLow BRIck RoAD....
FreeEnterprise
Thu Jun 10, 2004 2:29 pm
#111






EdOWar wrote:





masselin wrote:


"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...."


~~~~~~~~~~~~~~~~~~~~~~~~


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.







How can you claim to know how many resources the game was designed to allow us to stockpile?


The reason crafters stockpile resources isn't because they're cheap or plentiful, it's due to the cyclical nature of the resource shifts that SOE designed. When the best resource of a certain spawns, people will hoard it because they have no idea when a resource as good will spawn again. Maybe something better will spawn the next week (I've seen this happen more than once); maybe it will be six months until something as good spawns again. Every crafter wants to be the best they can be, which means they must have the best resources they can get their hands on. This is why people stockpile good resources like crazy.


Hate to break it to you, but up-and-coming crafters will always have it tough against established crafters, for many reasons (resource collections, established reputation, best location already taken, etc). And I think this is the way it should be. If you want to be successful you should work for it. Limiting cross-server trading won't make it any easier for new crafters to compete, and may actually make it more difficult to compete in the long run.


How's that? Simple, with more harvestors there are more resources, which means they cycle through the economy longer. Once a resource winds up in a crafter's collection, it likely will stay there forever, or at least until a better resource spawns. An up-and-coming armorsmith might have to spend 20 cpu to buy the best instrusive ore ever, but at least he'd be able to get some of it. Without lot trading, with fewer resources coming into the economy, what little there is would quickly find it's way into the collections of established AS and it could very well become impossible to get your hands on any of it as a new smith. Even if you could find some for sale, instead of 20 cpu you might have to pay 100 or 200cpu for it.


I'm sorry, but I still don't see how lots of resources are a bad thing. Lots of resources means generally lower prices and greater availability of good resource spawns for all players for longer periods of time. I fail to see the negative in this.


Slim Vargo, Corbantis






Duped credits means generally richer citizens, more money flowing in the economy, making it easier for up and coming crafters to sell goods, and for newer players to buy goods. So whats the negative in it?



Ravage O'Reilly
Master Weaponsmith
Wandering around Tatooine in a drunken stooper
joined42904
Thu Jun 10, 2004 2:31 pm
#112

Something Halaster and I can agree on:


Good riddance, CraftDragon. You seem to me to be an exploiter who most likely sells things on ebay. I don't think we really need your sort in the game.


And Halaster, you make a good point about the re-admin issue. This is the same sort of thing that could occur if we allow hopper lists but not admin rights.


The no-admin solution is starting to look better after I tried to come up with a compromise.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
ThothTheWise
Thu Jun 10, 2004 2:56 pm
#113

Good Points from everyone.


One question....as the Oxygen has written in other venues...The Massive Static LotFarms are a product of the HoloGrind.


With the Holo Grind ending with Pub-9...will the Natural Laws of Supply and demand make this something the devs even need to continue to consider?



Will I be able to get rid of all the stuff i presumedly can harvest? I don't even attempt to run all of them at the same time anymore simply because of that very issue. I more than Likely will not pay up more into them come augest when they run out even if they hadn't discussed doing this change of admin systems. Simply because the DEMAND for it is no longer present.


However if they end up Doing what they stated at the Fan fest I (and the other Mass Harvesting Companies) will not be the only ones effected. Those of us who are smart are already realizing this would eventually have happened, and are planning for it.


I am trying to show this possibility of "what may be" as they stated so the crafters and those who over times have LotTraded PA HALLS and the like to give themselves more options can properly consider and there by also PLAN for the inevitability of things.


I knew in doing this that a certain amout of flak would be generated simply because of the scale of the operation I run...But i still believe ythat the natural laws of supply and demand should be taken into account befor screwing the rest of the "common folk" who Use lot trades to save themselves some relativly simple lot problems.


I'm not asking anyone to agree with what I do...I'm asking people to think about what the proposed changes will mean in its entierty. thats it =) as come augest i My part in it will not even be much of the issue =P


4 accounts do I have..with acess to 8 to 11 more. If i wish to continue to mine as i do now..its not going to hurt me that badly. Just think how those with 1 account will be effected. To "fear" and make the rules based upon the advid Power Gamer with to much time and cash than brains ...means the "casual" gamer will get roasted.



Semi -Retired

For Public Viewing: LOWCA GALACTIC GALLERY of FINE ART: LOK -3219 -269 (StarForge)
EdOWar
Thu Jun 10, 2004 3:20 pm
#114






FreeEnterprise wrote:





EdOWar wrote:





masselin wrote:


"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...."


~~~~~~~~~~~~~~~~~~~~~~~~


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.







How can you claim to know how many resources the game was designed to allow us to stockpile?


The reason crafters stockpile resources isn't because they're cheap or plentiful, it's due to the cyclical nature of the resource shifts that SOE designed. When the best resource of a certain spawns, people will hoard it because they have no idea when a resource as good will spawn again. Maybe something better will spawn the next week (I've seen this happen more than once); maybe it will be six months until something as good spawns again. Every crafter wants to be the best they can be, which means they must have the best resources they can get their hands on. This is why people stockpile good resources like crazy.


Hate to break it to you, but up-and-coming crafters will always have it tough against established crafters, for many reasons (resource collections, established reputation, best location already taken, etc). And I think this is the way it should be. If you want to be successful you should work for it. Limiting cross-server trading won't make it any easier for new crafters to compete, and may actually make it more difficult to compete in the long run.


How's that? Simple, with more harvestors there are more resources, which means they cycle through the economy longer. Once a resource winds up in a crafter's collection, it likely will stay there forever, or at least until a better resource spawns. An up-and-coming armorsmith might have to spend 20 cpu to buy the best instrusive ore ever, but at least he'd be able to get some of it. Without lot trading, with fewer resources coming into the economy, what little there is would quickly find it's way into the collections of established AS and it could very well become impossible to get your hands on any of it as a new smith. Even if you could find some for sale, instead of 20 cpu you might have to pay 100 or 200cpu for it.


I'm sorry, but I still don't see how lots of resources are a bad thing. Lots of resources means generally lower prices and greater availability of good resource spawns for all players for longer periods of time. I fail to see the negative in this.


Slim Vargo, Corbantis






Duped credits means generally richer citizens, more money flowing in the economy, making it easier for up and coming crafters to sell goods, and for newer players to buy goods. So whats the negative in it?





Not really sure what your point is here. Duping credits is clearly cheating; it's exploiting a bug to gain an unfair advantage over people who play fair. How is this the same as cross-server trading? Anyone can do a cross-server trade, and you still haven't explained to me how doing it is wrong.


Credit duping is a negative because it gives whoever is willing to cheat an effectively unlimited bank account. This means that no item, no matter how'uber' or rare, is too expensive for them (i.e. they can win any auction, no matter how high it goes). This is clearly a bad thing as it gives them an unfair advantage over people who don't cheat. Credit duping is also bad because it's basically a form of counterfeiting, which devalues the worth of legitimate credits. If credit duping is allowed to run amok, then all credits soon become worthless and we have to resort to bartering instead.


Slim Vargo, Corbantis

SuperGleep
Thu Jun 10, 2004 3:27 pm
#115

FWIW,I attended FanFest, and the Advanced Crafting session where these issues were discussed. The Devs HAVE decided cross-server lot trading is bad for the economy, they're just trying to figure out the best way to curtail it. That is straight from the Devs mouth to my own two ears. So it's not a matter of IF they'll implement ways to stop cross server lot trades, it's a matter of how and when.



Trukb Noslek - Master Weaponsmith
Tyrena, Corellia, Valcyn Galaxy
Vendor located at -6283 -3300 1.5km SW of Tyrena Starport
EdOWar
Thu Jun 10, 2004 3:31 pm
#116






Vexor wrote:


I'm sorry, but I still don't see how lots of resources are a bad thing. Lots of resources means generally lower prices and greater availability of good resource spawns for all players for longer periods of time. I fail to see the negative in this.


Slim Vargo, Corbantis








The negative part is the monopolizing of the resources by a few. That's more true to life than any other part of the economy. I live in the real world, I'd like to at least have a snowballs chance in Hell to do what I like inthe game I chose to play, but oh, those freakin' people who get so obsessed with making money or being the 'leet ruin most things for themajority of the player base whouse whatwe were given, 10 lots. Thanks, guys.





How are resources being monopolized by a few? I don't understand how you arrived at this conclusion. If anything, eliminating cross-server trading will reduce the number of resources in the economy, thus making it easier for people to monopolize resources.


I completely fail to see how someone who does lot trading ruins the game for you. You don't need to be a lot swapper with 100 harvestors to find a 90% resource location. And I don't buy the arguement that lot traders take up all the good resource spots. Maybe that's true if you aren't willing to travel more than a few hundred meters outside of a major town, but I've never had a problem finding a good resource spot, even on Naboo (argueably the most crowded planet on Corbantis). And with the introduction of vehicles, there's no reason why someone can't search around out in the wilderness for a good resource spot.A lack of'leet' combat skills shouldn't stop you either. Why? Because your speeder is the best defensive tool you have; better than weapons, better than armor, better than burst run. You don't even have to get off your speeder to check your harvestors.


Slim Vargo, Corbantis

EdOWar
Thu Jun 10, 2004 3:35 pm
#117






SuperGleep wrote:

FWIW,I attended FanFest, and the Advanced Crafting session where these issues were discussed. The Devs HAVE decided cross-server lot trading is bad for the economy, they're just trying to figure out the best way to curtail it. That is straight from the Devs mouth to my own two ears. So it's not a matter of IF they'll implement ways to stop cross server lot trades, it's a matter of how and when.







Well, like I said, if the Devs think it's a bad idea, they'll find a way to stop cross-server trading, and I guess they will now. Still, I haven't heard any compelling arguements from anyone on why it was such a bad thing. Did the Devs say why they though cross-server lot trading is bad for the economy? I'd be interested in hearing their reasoning (though if it's anything like the reasoning they used to push the crafting changes a few months back, it could just be a load of BS, lol).


Slim Vargo, Corbantis

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