Architect Archive

Thread: How Game Breaking Would It Be?

OrizCore
Tue May 31, 2005 6:55 pm
#1

What would be the negative effect if architect's were allowed to craft a "Super Heavy" harvestor that would take up 2 or 5 or even 10 lots, but take 10 times the resources of a normal heavy, and harvest and have a capacity of 10 times. I think this would help clear up server clutter with less places being taken up, but players wouldnt be able to harvest more resources, it would jsut make it simpler. You wouldnt have to compete for a spot to put your harvestors down onto.



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Akkori
Wed Jun 01, 2005 9:02 am
#2

This would require the Devs to divert some of their attention from jedi and combat. We all know the Devs dont like to do anything if its not combat related.



Odano Akkori
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faarsider
Wed Jun 01, 2005 9:02 am
#3

sounds like a great Idea would save me a lot of time on emptying harvies n also sharing a good spot this would help a great deal


altho Ithink the majority of the harvesters you see clogging up the landscape are due to cross-server exploiters and im sure having8 harvesters to maintain compared to their80 per account they no doubt run would be playing into their hands


I doubt the devs will give us this much love for a new "mega" harvester but if they did they would need to address the problem of cross-server lot swapping maybe a limit on only using your 10 lot allocation regardless of what server they are placed on so 5 on bria 5 on chimaera thats your lots used up.


if this was addressed then Mega harvesters would be a great idea new income for archi's, less lag as less structures to generate on the landscape,easier access to good high concentration spawns,less items in inventories as people would have at most a set of 6 one for each type of extracted resource, easier placement and maintenance the list goes on im sure

Pawlin
Wed Jun 01, 2005 9:53 am
#4

I agree with what Faarsider said.


It has the con of facilitating cross server lot traders so the Devs might not do it cause of that. But it has a lot of good pros otherwise.





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VWBugKing
Wed Jun 01, 2005 10:25 am
#5

To be honest, for this to ever see the light of day, I would imagine first the Cross-Server Lot Swap would have to be fixed (as mentioned above), but also I would imagine that these Mega-Harvestors would have to take up a lot of land space, something like the equivelent of at least four Heavies do now. I don't see the DEVs allowing players to get a lot of these harvestors in a premium location of any resource. Also, I would think that with the added ease of management, they would have to increase some difficulty in maintaining them, like making the power requirements and maintenance cost 15 times a heavy.


I am for this idea, somewhat, but I don't even want to know what the resource requirements would be for it.





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OrizCore
Thu Jun 02, 2005 12:29 am
#6

Yeah the only thing i didnt think about was cross server lot trading, and the fact that people would be all be able to get on a good resource %. I dont think allowing 10 lots per account would make ANYONE happy. The only way they could do this, is if they gave us special lots for our houses and guild halls, and seperate ones for harvies. The cross server lot trade thing will be very tricky thing to fix, if they ever intend to do so.



Pecosbill - Master Shipwright
Oriz Denotz - MBH, MCM

I do custom shipwright orders only ATM, mail or PM for info.

Vendors located at /way -797 -2691 Corelia
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MorrowMoondancer
Fri Jun 03, 2005 8:07 pm
#7

Saw a beautiful sight the other day--a giant field of harvestors outside Nym's Stronghold, all in flames. Cross-server lot trading should be treated as the exploit it is. The dumbing-down of crafting (e.g. armorsmith and the ongoing total lack of differentiation possible among architects) and the increased stats and relevance of loot items has destroyed progress towards balancing the economy. Further efforts towards "balance" can only reinforce the status quo absent a comprehensive approach by a team more capable than the one that delivered the alleged combat rebalance.

Putting limits on the number of structures to which one has admin rights is one option to controlling it, but not a good one, I think. Requiring periodic visits from the owner of a structure might do it...



____________________________________________________________
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Stownhart
Sat Jun 04, 2005 5:06 am
#8

I believe a simple answer here would be to remove the option on these "Mega Harvesters" to bestow administration or hopper authorities.
faarsider
Sat Jun 04, 2005 8:39 am
#9

morrowdancer wrote


Saw a beautiful sight the other day--a giant field of harvestors outside Nym's Stronghold, all in flames. Cross-server lot trading should be treated as the exploit it is. The dumbing-down of crafting (e.g. armorsmith and the ongoing total lack of differentiation possible among architects) and the increased stats and relevance of loot items has destroyed progress towards balancing the economy. Further efforts towards "balance" can only reinforce the status quo absent a comprehensive approach by a team more capable than the one that delivered the alleged combat rebalance.






/agree



Lilloi
Sun Jun 12, 2005 7:28 am
#10

/Nod



Sick idea






Lilloi Tasroa
Master Architect (14pt)
Crafted Structures and Furniture for Over a Year
Located Opposite the Shuttle in Bantha Plains, Tatooine


Kaomond
Sun Jun 12, 2005 12:31 pm
#11






OrizCore wrote:

What would be the negative effect if architect's were allowed to craft a "Super Heavy" harvestor that would take up 2 or 5 or even 10 lots, but take 10 times the resources of a normal heavy, and harvest and have a capacity of 10 times. I think this would help clear up server clutter with less places being taken up, but players wouldnt be able to harvest more resources, it would jsut make it simpler. You wouldnt have to compete for a spot to put your harvestors down onto.





This sounds like an excelent idea, the problem i have is witht he current ber rates of harvesters and the amount of lots i have available i just cannot harvester any decent quantity of resources in the time that resources ares pawned




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