Artisan Archive

Thread: I Hate Surveying!

cl0kwerq
Thu Mar 10, 2005 6:39 am
#14

you'd think you'd be able to fashion some sort of crude digging tool.....like a hyper shovel or something.....



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YoungWizard
Thu Mar 10, 2005 6:11 pm
#15

Does anyone know a place on bloodfin that has an abundant supply of resources that are for grinding purposes and that dont cost an arm and a leg? I would appreicate it if someone knows to please send me an email or tell in game.

Thanks a ton.

Aduniphel <DR>



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SickSix
Fri Mar 11, 2005 1:51 am
#16






YoungWizard wrote:

How about doing your sampling in someones campsite? gives them xp you xp and you can make it a social gathering heh!







I found a macro'ing sampler and made a camp on him! that was funny.


I used my roomates comp to run a macro while i played my main, and i'd check it every so often.


something like:


sample;


pause10;


stand;


pause 22;


ui action toolbarSlot##;



and wa-la! recursive macro. i'm against afk looting, but i think in surveying, it's the only way to go.




SickSix
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CrowHawkins
Sat Mar 12, 2005 6:47 pm
#17

I've found Surveying to be a very rewarding experience...

Being the first person to find a spawn of over 85 or 90% is fun...

We just recently had a spawn of Dolovite Iron (Medical use mainly) and I'm still harvesting it and getting a ton. Placing harvesters can be somewhat challenging but what can I do about that....lots of my fellow Valinor citizens are helping by lending me their lots.


If you don't like it so much...don't do it...I've been playing for 2 years and I've never been an artisan...so far I like it.



Crow Hawkins

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Valinor, Dantooine, Wanderhome




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Docbengal
Sun Mar 13, 2005 7:02 am
#18

Im really new to artisan, so dont slap at me , but why do you need to macro sampling? I just hit /sample and I go non stop. Is there something Im missing?





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DarthOlomew
Sun Mar 13, 2005 11:54 am
#19

Actually, you don't go non-stop. As you sample, your action bar drops. Now if you have your stats migrated to where you've got a buttload of action, you can go a pretty long time before it gets used up. But when it is, your character automatically stops sampling, and you either stand there looking like an idiot or you sit down and look like an idiot. Your choice.


Setting up a macro is what the people with no patience do so they can run their character 24/7 without having to be at their computer.


Personally, I think that resources should spawn like mobs do. Except they don't move, and you need to have your survey tool equipped to gather them. You would still use the concentration table to determine how many units get pulled based on the resource spawn's location.


For example, a gemstone source would be some sort of crystal formation. You go up to it, select it and do a /sample. Every time you successfully sample from it, damage is done to the crystal formation. Surveyors of lesser skill will destroy the spawn quicker than someone with Master Artisan or at least all 4 surveyor boxes. When the crystal formation is destroyed, Every hour there would be an X% chance that it respawns within X00 meters of the nearest highest concentration of that resources in a random direction and distance.


Rock formations like boulders with evidence of some sort of ore in them would be best for being able to sample things like iron and so forth.


Having the source of a sampled resource being destroyable is, I believe, what is needed to reduce the boringness of the sampling grind. Being able to actually see what it is that you're supposed to be sampling would be nice... A cluster of trees, for example.


And also, I belive that resources should only present themselves in logical places. hardwood and softwood should occur only in wooded areas. Meaning that the best places to go for wood would be planets that are heavy in forest areas. Harvesters for wood should be in the form of some sort of storage facility with a droid that interacts with random colidable trees, walking back and forth between them and the storage shed. The Droid would entirely be a visual effect more than anything, and would only become active if a player happens by the storage shed. It would spawn in front of it, and be doing its thing. It would not be targetable and would unload as soon as there are no players to see it.


The spawned trees themselves that players can sample from would require a saw, or something. When the spawn is used up, the tree would actually fall.


Some things like Radioactives and deep ores and such should require harvesters to obtain, and could be located almost anywhere.


Right now, sampling is boring and the resources come from illogical areas... 90% concentration of flowers in the middle of a paved city street with no flowering bushes around? Hard Wood in the middle of a grassy plain with no trees for miles? a 90% concentration of water in the middle of a wide-open sun-bleached stretch of Tatooine desert? I understand the concept of moisture vaporators, but 90%? It's a desert planet. The strongest concentration of water should never be more than 50% on tatooine, anywhere, whereas on a planet like Naboo, you just put down a well.


I would like to see resource gathering become a minigame in its own right rather than just sitting in a field running a sampling macro all night long.


Just my opinion


In Christ,

G. B. Jackson



In Christ,
G. B. Jackson
SWG gives us choices, alright. It's like "What do you want, the Gray Food with the Brown Sauce or the Brown Food with the Gray Sauce?" And, with the expertise system, both options are now served with Green Chunks...
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