Architect Archive

Thread: Does everyone here realize harvesters will change back?

Breedo
Thu Aug 21, 2003 7:49 am
#1

Please PLEASE take expermentation out of structures, I give it the worst idea of the year award thanks.
ImLucas
Fri Oct 10, 2003 1:04 pm
#2

Heard it before, and just don't believe you.

This is one change that really breathes life into the architect profession, and it would be very foolish of them to try and remove it now. It's exactly what we've been begging for.

We are experimenting so much now, because that's what we've always wanted to do... experiment and see results in our product.

Now of course I could be wrong in my belief of it staying, just as you could be wrong in it going... but I didn't see "removing all harvester changes" listed in their bug list. I saw things regarding hoppers that were in deeds not taking their correct experimental values(which they said is getting fixed). but not a word about removeing experimentation.

We archtects LOVE this change.

-Loserwan Ka'newbie



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This thread has been tainted by Loserwan Ka'Newbie of Tarquinas.
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Ndainye
Fri Oct 10, 2003 1:18 pm
#3

There's really too much conflicting information at the moment to speculate what will happen.


In the post by Q last week on Test he stated that the designer in charge of harvesters had stated that experimentation on storage would remain in game but that experimentation on extraction was "game breakingly overpowerful"


In a post yesterday by Holo he stated that he wasn't positive the change was intended to go live but that he thought that experimentation on extraction was intended. Holo wasn't sure, and has avoided the issue thus far today concentrating on fighter issues instead.


The problem I seeis that without extraction experimentation the storage capacity experimentation is worthless, there would never need to be storage levels above the baseline amounts if the extraction levels remain at baseline. The only viable reason to add storage experimentation in the form that they have is if they add extraction experimentation as well.


The main thing is that the longer it remains the better the chance that it will remain as is. The only issue that they have positively stated is a problem is the issue with harvesters that were deeded at time of patch showing with lower than baseline storage capacity.


For myself it's better to be safe than sorry. The experimental ability of harvesters at the moment is really quite simple to do and is in the components rather than the final combine which makes mass production in factories quite viable even if you toss away a few in the process.




Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

Mkappus
Fri Oct 10, 2003 1:39 pm
#4

I think the big dilemma SOE is having is that the extraction rates we were getting without experimentation were supposed to be the best possible. Withoutexperimenting we were supposed to be at a fraction of what we were getting. SOE thinks there are already too many resources in the game. The last thing they want to do is increase the resources in the game.


So on test center they moved all the extractors to what they were supposed to be, thus allowing for experimentation. Tons and tons of people screamed that nerfing extractors would destroy the economy. I think architects yelled the loudest.


If SOE was going to fix this I think the current values would be max values, but they would grandfather all old extractros so people don't cry. But that doesn't do us a whole lot of good. Anything we make now would be inferior, with max experimentation it would equal the old stuff.


I think there are 3 possibilities we will see as far as extraction rates:


1. Best for archs, but least likely. The previous extraction rates will be baseline. With experimentation we can improve on this. All extractors previous to patch will have at least the minimum baseline.


2. Most likely, not very good for us. No extraction experimentation. All extractors will continue to work at the previous rate.


3. Possible, but worst for us. Extraction will go to the way it was originally intended to be, but never implemented. What we saw before will be the max possible with good resources and experimentation. All extractors we make in the future will be less than existing. To keep people from screaming they will grandfather all old extractors to the high rate. Existing extractors will be hugely desirable, new ones will be tough to sell.


God only knows exactly what they are going to do. But I doubt what they do will be to our liking. It may be best for the game, and our profession in the long run, but we won't like the immediate consequences.




Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Zul
Fri Oct 10, 2003 1:46 pm
#5

Well I speculate that if it does change back, the harvs with the new values that are in the ground will keep their new settings, just like harvs that were in the ground did.


On thier list of fixes they didn't mention taking away experimentation, they only mentioned that they would grandfather old harvs.


Skeld101
Fri Oct 10, 2003 2:51 pm
#6

They are back to pre-patch stats on Flurry. While experimentation does "breathe new life" into Architect profession, do you really feel that other players with large investments in pre-patch harvesters should have to eat that investement just to get a new harvester with the same stats as the old ones? Seems a little unfair to me.
crobsahm
Fri Oct 10, 2003 3:01 pm
#7

The old ones are back to pre-patch stats, they fixed it in this mornings build.



However YOU CAN STILL MAKE THE NEW EXPERIMENTED ONES. Also go look at the dev board. Holo said that experimenting on harvestors is in and is intentional So start making those new heavies!

Fuss
Fri Oct 10, 2003 3:44 pm
#8

I'm not seeing any of these changes on the Chilastra server, havent tested the experimentation yet. But I would guess alot of this is going to be rolledback.



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dsscingular
Fri Oct 10, 2003 4:49 pm
#9

Quoting Skeld101:--------------------


They are back to pre-patch stats on Flurry. While experimentation does "breathe new life" into Architect profession, do you really feel that other players with large investments in pre-patch harvesters should have to eat that investement just to get a new harvester with the same stats as the old ones? Seems a little unfair to me.


--------------------------


My point EXACTLY





IGN: Ailaveeda
Vallosk
Fri Oct 10, 2003 5:05 pm
#10

I wouldn't say that ALL harvesters and generators are back to pre-patch stats, but I would say that the ones that had dropped BELOW the pre-patch stats because of the patch have been restored to the levels they were at before. I still have a 29 extraction rate fusion generator today, so it would seem that only those harvesters and generators that had been nerfed by the patch have been changed, but not those that had been experimented and built with quality resources prior to the patch.


Also, I would speculate that whether in deed for or not, today's fix did not reduce any harvesters that had improved as a result of the patch back to pre-patch stats. I had my fusion in the field, and a friend had his (with almost identical stats) in a pack in his house, and neither rolled back to pre-patch stats. Both are still much improved over what they were a few days ago.


Vallosk

dsscingular
Fri Oct 10, 2003 5:40 pm
#11

Quoting crobsam:----------------


Holo said that experimenting on harvestors is in and is intentional So start making those new heavies!


--------------------


Can you provide a link to the post where q3po states it is intentional?





IGN: Ailaveeda
Betatoxin
Fri Oct 10, 2003 6:21 pm
#12

yes please a link would be great.
Ndainye
Fri Oct 10, 2003 6:28 pm
#13

His actual quote


"I am unsure, but my guess would be yes, it is intentional. I will inquire"


contradicts the statement by Q last week


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=672979#M672979


Unless he's posted something today that I've missed (I've read everything on the dev tracker) we still don't know.




Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

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