Architect Archive
Thread: Harvestor passive Griefing
I wonder what the chances of getting a more terrain adaptable harvestor implemented would be. I was out looking for a spot to drop a few harvs on a couple different resources tonight and whenever I found an acceptable spot it was already full of harvestors. This happened in every spot I found for these resources. In one case, the closest I was able to get to a large 'plantable' 75% site was when it was 35% or lower due to terain and the massive harvestor farm I found there. This was endlessly frustrating to me. this means that the ones that get to the spot early claim dominance over the resource and everyone else has to settle for scraps. This passive griefing does not seem necessary to me. If a resource is available should it not be accessable to anyone with the equipment and time invested? What would be the harm in implementing a more terrain-friendly harvestor be? Possibly even just an extra (optional) module used at time of crafting to make it a little more 'hill-friendly'? This module could even lower the base extraction rate a little if needed to compensate for its improved versatility. I realize that the most obvious response is that this would just make more harvs be in that same concentration, but at least it would allow *more* to be placed in that same area... possibly allowing a few more people to get some also.
I have no issue with the harvs already in place at these concentrations. Congratulations to the ones that got there early enough to get a great spot. I just don't think the rest of us should have to get completely screwed in the process
Grae Radean
Corvus Radean
Frenzi wrote:
There was a sticky thread very recently about all-terrain harvesters...which can go on mountainsides etc but would have a limited lifespan. Think this was just an idea, no idea if its being considered by the devs.
Hey Dvnce,
Any word on that concept from the Devs? Was it received well or dismissed.
All I can say is....dream on.
GreyRadean wrote:
Hello Everyone, I have just spent the last 2.5 hours frustrated riding around and came up with what I thought might be a plausable request. now to find a way to translate thought to text...
I wonder what the chances of getting a more terrain adaptable harvestor implemented would be. I was out looking for a spot to drop a few harvs on a couple different resources tonight and whenever I found an acceptable spot it was already full of harvestors. This happened in every spot I found for these resources. In one case, the closest I was able to get to a large 'plantable' 75% site was when it was 35% or lower due to terain and the massive harvestor farm I found there. This was endlessly frustrating to me. this means that the ones that get to the spot early claim dominance over the resource and everyone else has to settle for scraps. This passive griefing does not seem necessary to me. If a resource is available should it not be accessable to anyone with the equipment and time invested? What would be the harm in implementing a more terrain-friendly harvestor be? Possibly even just an extra (optional) module used at time of crafting to make it a little more 'hill-friendly'? This module could even lower the base extraction rate a little if needed to compensate for its improved versatility. I realize that the most obvious response is that this would just make more harvs be in that same concentration, but at least it would allow *more* to be placed in that same area... possibly allowing a few more people to get some also.
I have no issue with the harvs already in place at these concentrations. Congratulations to the ones that got there early enough to get a great spot. I just don't think the rest of us should have to get completely screwed in the process...just a thought
Grae Radean
Corvus Radean
First off, I don't agree with your use of "griefing" at all. This is a game, and no not everything should be available to everyone. Resources need to be a little scarce or even the best of the best will be worth next to nothing. By your logic, should the Devs just make it so that every resource spawns at an even percent so that everyone can get access to it?
The new terrain harvs won't help you out anyway. If there is a spot folks could plant harvestors, it would have been filled up before you got there.
Everyone and their brother is in the resource business now. Owning a harvestors is like printing money. It is the only thing that generates income 24/7 whether you are logged in or not.
GreyRadean wrote:
Hello Everyone, I have just spent the last 2.5 hours frustrated riding around and came up with what I thought might be a plausable request. now to find a way to translate thought to text...
I wonder what the chances of getting a more terrain adaptable harvestor implemented would be. I was out looking for a spot to drop a few harvs on a couple different resources tonight and whenever I found an acceptable spot it was already full of harvestors. This happened in every spot I found for these resources. In one case, the closest I was able to get to a large 'plantable' 75% site was when it was 35% or lower due to terain and the massive harvestor farm I found there. This was endlessly frustrating to me. this means that the ones that get to the spot early claim dominance over the resource and everyone else has to settle for scraps. This passive griefing does not seem necessary to me. If a resource is available should it not be accessable to anyone with the equipment and time invested? What would be the harm in implementing a more terrain-friendly harvestor be? Possibly even just an extra (optional) module used at time of crafting to make it a little more 'hill-friendly'? This module could even lower the base extraction rate a little if needed to compensate for its improved versatility. I realize that the most obvious response is that this would just make more harvs be in that same concentration, but at least it would allow *more* to be placed in that same area... possibly allowing a few more people to get some also.
I have no issue with the harvs already in place at these concentrations. Congratulations to the ones that got there early enough to get a great spot. I just don't think the rest of us should have to get completely screwed in the process...just a thought
Grae Radean
Corvus Radean
ThrawnUO wrote:This reminds me of an old addage...The early bird gets the worm.I am on top of any new resource spawn on corellia for my server. I keep daily logs of whats out there. As soon as I see something I want/. need, I rush out and deploy the fleet of harvesters. Because I get there before others, and others are forced to go outwards to a lower % spot, then cannot place, I dont think this is any form of greifing at all.The early bird gets the worm.
Exactly. If you want a resource, you stay on top of watching for shifts. Soon as you see something pop up, you jump onto it fast. I organized locations on various planets where havesters would be very good to plant should a shift occur, and I check those areas first.
What it comes down to, if you want it bad enough, you'll probably get it. If not, well... you'll be stuck with sucky locations. It only appears this person was just late in getting to the spot. In that case, try another location on the planet or another planet. A lot of times there are small hidden resource veins scattered around the planet because they are a "quick riser" (( a concentration that suddenly jumps from low to high in a small area )). These are harder to find, though sometimes are the highest concentrations.
One time on our server I was looking for radioactives, don't ask me how, or why, but I was looking around south naboo, in the swamps... and BAM, found a very nice high concentration (high 80s) right on an island big enough for a fusion.... Its also where I find a nice high concentration for my harvester ore....
tevans6220 wrote:
I hope nobody takes this as an insult but you guys take this game way too seriously. Not everybody has the time to keep checking websites, monitor mineral shifts and go around for hours looking for new survey sites. Some people have real life comittments that make it literally impossible to do what some have suggested. This is a game supposed to be played for enjoyment. I find playing as a Novice Architect not to be all that fun. When I'm squeezed out of the good sites by somebody who has made SWG a way of life that's not fun for me. I play to enjoy myself not to be frustrated because somebody else wants to corner the market by planting a huge field of harvesters. The early bird does indeed get the worm but it should be on a level playing field. A mineral shift occuring when most players havereal life responsibilities guarantees that only certain players will get to the good sites. Why should I be penalized for having a life outside of SWG? It's just not fun.