Artisan Archive

Thread: Another Attempt at Eradicating X-Server Harv Trades

Fneegan
Tue Jun 22, 2004 5:45 am
#14

Yes, they should combat this by:

1. having harvesters and factories only owned by single owner and not SHARE-able

2. introducing a "Harvester/Factory Repair Module",and make harvesters/facotories need to be redeeded every 5 days for repair/maintenance or it stops working altogether until repaired. If not repaired, it takes a 25% damage each and every week until it destroys it at the end of week 4.


Happymob
Tue Jun 22, 2004 5:57 am
#15






Fneegan wrote:

2. introducing a "Harvester/Factory Repair Module",and make harvesters/facotories need to be redeeded every 5 days for repair/maintenance or it stops working altogether until repaired. If not repaired, it takes a 25% damage each and every week until it destroys it at the end of week 4.





I know some architects support this idea, but this will just be a huge pain to all resource miners, whether they are static miners or not.


I am not a static miner at all and I pride myself on getting to a spawn on the first day of it. Since spawns last 7 to 21 days (I do a lot of flora which tends to last a while), you are essentially asking me to redeed several times each spawn. Even worse, there will be many times when I redeed to repair and literally within hours the spawn shifts and I'll have to trek out to Dathomir or Endor or wherever I have my harvesters again (this can happen now, but I can generally let my harvesters go 7 days between emptying the harvester so it happens less frequently now).Additionally, what is the point in having hoppers that hold more than 5 days worth or material if I have to go redeed every 5 days anyway? Finally, this is very anti-casual player. If a player (say someone who travels on business) can only play on weekends, they are unfairly penalized because they effectively won't be able to use harvesters.


If you want a consumable repair module so architects can get some ongoing income out of their harvester sales, you really need to make the maintenance cycle longer than the spawn cycle of 21 days. Otherwise you are just making all mining more work.





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Fneegan
Tue Jun 22, 2004 6:49 am
#16

I'm not sure of the 5 day period - it could be 7 or even 10. That was just the number I picked.


The point being, if a harvester is leftunattened, it should stop at some point so that it MUST be forced to be redeeded (hence therepair module) andif not, it's given a series of decay periods until it's fully destroyred.


This is really for combating static/cross server lots, not really to have a consumable item for Architects.


If we make harvesters/factories owned by a sole owner, that will solve much of the problem. And, If you ask a friend to lay one down for you, now they will need to work a little harder going out of their way to pick it up and repair it. They'll still continue - but at least they need to continuously check these harvesters, redeed and repair them.

If a player (harvester/factory owner)leaves the game, then in either 4 or 6 weeks, that harvester is totally gone.


Something else I didn't consider. The Repair Modules would have to be specific for each type of harvester. Maybe, the cost would be 50 - 100 cr for sm, 100 -500 med andHeavy mods would cost/sell 500 - 1kcredits.

Just some ideas
Scoooter
Tue Jun 22, 2004 8:13 am
#17

Well Architects do need consumable, but I am ont sure that solves the proble 100% fro cross serv trades.


Here in the artisan forum cross server trades focus on harvesters. Well its a biggerissue than that.


Player cities have ghost citizens from cross server trades and the inactivity time out ahs cause big issues there.


Playes cities get hampered when thing cannot be moved bacuase someone had a factory or storage house dropped in a cross server trade.


Lots are basically a balance mechanism. You can only drop so much whether it be harvesters, factories or houses. It was never intened you use anything in a cross server trade.Borrowing from a guildie,friend or alternate account on the same server was intended to be allowed because the server lots are still balance to the number of legitimate characters. Legitimate lot borrowing form an alternate acoount that is paid for on the same server should not be affected or an added time sink.


Cross server trading affects many professions. These are just a few. What we need is a way that the dev's can detect a cross server trade and stop it at he source.


Character activity might be a solution. However this only applies to accounts that have characters on multiple servers. Some people do havecharacters on mutiple servers that are legitimate so it is a tough one to figure out.


Architects do need consumables, but that should be in teh archtect forum since this issue crosses multiple professions.


Cross server trades are evil and must be destroyed lol






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