Artisan Archive
Thread: A re-post of an economy crippling bug. (Original post seems to have disappeared.
joined42904
Wed Jun 16, 2004 4:28 pm
#14
This could never happen if the person were primarily an artisan. Artisans can mine, right? I've seen no certification proposal that would leave master artisans (required for speeders) without the ability to use at least medium harvs and most allow master artisans heavy harvesters.
Mining plenty of vehicle level resources is simple with medium or heavy mineral mining installations.
The price might go up, but I doubt it. Because the market is saturated with grinding resources.
Your potential future, Cafa, seems ridiculous to me. How much grinding stuff does your guild still have? What will it be used for?
HalasterTheBlack
Wed Jun 16, 2004 6:03 pm
#15
You could also fix that particular problem not by restricting resources to the point of strangling the economy, but by increasing the types of experimentation options on speeders. Benefits to this are player choice, artisan specialization (which means more money for artisans), and it doesn't drag the economy down by restricting resource inflow.
In short, it's a *buff* that solves the problem that some seem to want to solve with a *nerf*...
CapnKate
Thu Jun 17, 2004 3:11 am
#16
I'd just like to offer a perspective that I don't think has yet been put in, on some of these discussions (especially regarding that horrid harvester cert thing that's getting shot down so hard already): that of the NON-artisan crafter.
Yes. We do exist. I, personally, am a Master Doctor. Nowhere in the requisites for my profession does artisan enter into it. Likewise, Bio-engineers do not take Artisan as a dependency. the problem, of course, is that both of these (and ESPECIALLY Doctor) do not leave a great deal of skill-points room for other professions. BE has the issue of being a Hybrid, and therefore losing 30 points just on the Base novice boxes, and Doctor is, more than even an Elite, a Double mastery. We are required to spend enough skillpoints to finish two entire trees. CMs, technically, have it even worse, being a Double-mastery *and* a hybrid. Now, for those of us that enjoy the crafting aspect, that's fine-- we're still left with enough skillboxes to take, for instance, Master Aritsan, or perhaps an elite crafting profession and the Survey line. But therein lies a deliemma.
i like gatehring my own resources, by and large. Much as many crafters do, i rather enjoy picking out ideal resources for myself, putting in some work, and enjoying a higher profit margin as a result. the problem is this: A significant portion of the medical tree requires very specific creature resources, and very specific harvester resources. Gathering some of these is very dangerous, and frankly, I enjoy a bit of combat in my game. it's fun. So i take an elite combat profession to keep me safe. This leaves me 18 points. Which means i have enough to take one more novice box. that tends to bounce between Artisan, so i can survey, and scout, so I can get the meat I need. i rather enjoy being able to do this. yes, sure, i can buy the stuff I need much more easily... but this gets very dull, and self-gathering helps keep the game vaguely interesting. But I'm also right on the edge of being able to do so-- as are, i know, many other doctors (at least on Kettemoor) that operate the same way. And what do we do, anyway, when noone that's mining feels like getting our particular choice of tuber or greens or Rori Fungus(and I NEVER see that one for sale, point in fact)? Surrender a couple lines' worth of hard-won combat XP to pick up a line or more of artisan?
Anyway... the point here is that harvesting isn't just about the artisan community, though much of its yeilds are kept within those trees. I agree, that x-server lot trading for mining use is *extremely* bad for the servers it happens on. these worlds were designed to be self-contained and seperate. If they weren't, we wouldn't have seperate servers. I've read much of the discussion, though i can't remember what brought me here, and I'd just like to say that the argument that "the system is set up for me to do this, I'm just using it" is fundamentally flawed. The system is NOT set up for it, and it isn't designed for it. Everything about cross-trading takes place *outside* the server mechanics. If you could be on, say, Kettemoor, and contact someone on Bloodfin directly, without logging out, and arrange for the lot trade, THEN the system would allow it. Not the case. This is circumventing the design, and i think that makes it ALREADY in violation of the EULA, since LAUNCH. But i don't remember the wording, or if it talks about circumventing game mechanics and design to one's advantage, so I cna't say that for sure. I have a hunch, though. Likewise, everything about in-server lot trading is fully supported and facilitated by the system. It was, perhaps not directly, consciously designed, but it WAS in the economic design of the game.
Anyway, i've digressed again, but I didn't really wish to sound as if I was popping my Medical nose in and just throwing in a vote for my little pocket of game reality I like to play in not being disrupted. This is really a plea, that whatever proposals are put forward here... do remember that anything that get done to addressthese assorted problems DO have impact well outside those of us that spend out game time in the artisan tree and sub-trees.
That said, i'd like to explain why, in a position like mine, some of the proposed solutions jus don't do it for me, in hopes it might lead to better possibilities.
Removal of Admin-- Hooboy. Stick a knife in my gut. I have... 10 lots, to my name. As a Doctor, a couple of these go towards factories (up to three at a time for paralell production of required components). these pretty much are full-time lot eaters, as the speed with which medical supplies they produce are consumed has to be experienced to be believed, between guild hunts, random passerby needing (Free!) heals, what little meds i sell, self-medication, morning buffing in Coronet... all those things doctors spend pretty much all their time doing. Then there's a house, because, frankly... I don't care to live in the med center with all my personal belongings in a public structure that I quite literally do not own-- i operate it on behalf of the community. But i don't have claim to it otherwise. the community decides what to do with it, not me. When i leave, it does not come with me. And I recall it eating more lots, but to be honest, it's been a long time since I took that duty, and i don't have the game handy to count up my lots and whatnot. Still, without the hospital, we're talking 5 lots eaten. Half of them, spoken for. The Doctor resource list contains a total over of 16 seperate resources, 13 of them requiring harvesters. Of those 16+, 11 are "necessary" for the major doctor functions, with 9 requiring harvesters, and one of the optional materials being so rarely found on vendors, that you're better off not bothering to look (at least on my server). Obviously, in some fasion, we're going to have to depend on others. Fine. to be expected. i happen to rely most on the friends and guildmates I have worked to acquire since the launch of the game. Sometimes, this means borrowing lots for harvesters that I maintain. MORE often, this means asking these comrades to please run out to my harvesters and do the essential tasks, in their spare time. Why? Because of time constraints. As a doctor, I am often on call whenever I am online. Not just to my guildmates and friends, but to the population as a whole. I accept this. it's part of the profession to be asked for heals and buffs and the like. But it does eat up an enormous amount of time, and so does maintaining a stack of harvesters that are almost literally EACH on a different planet. (tatooine fiberplast, Dantooine berries, etc. Miners know the drill). Again, I could buy all these... but finding the resources of good quality for sale takes even longer, many times. In any case... it only takes one guild hunting trip where the whole group gets wiped out and you "can't come-- need to hit the harvies or there won't be any buffs next week" before the guild is asking you what they can do to free up your time so you can tag along and heal and buff and rez and cure poison and disease and status afflictions and all that good stuff the class was built to do. And the answer? "Oh. Well, if you can take the money I'm sending you and the power in the basement of my house and go here, here, and here, put the stuff in, and bring back the resources, that would help a lot. I'll admin you next time I go out. And if you've got some lots to spare, we could toss down a couple extra and get all the resources I'll ever need for anything, and i won't even have to go buy anything." Of course, remove adminning, and I'm back to not having time again. i can't say my guild would be pleased, and most of them otherwise wouldn't care at all what happened to harvesters.
Harvester Certs-- Already touched on this one, and plenty of people have said enough. i don't have the points for it, and a lot of other people don't, either. And those that do don't have the lots to support a reasonably large operation. just cripple the resource flow entirely, is what it comes down to.
Detect idle accounts and so on-- Lovely idea... just impractical. those determined to cross-trade will work around it easily. Pity.
Account-based lots-- Not bad... the only problem is, what if, due to a lack of skillpoints but a desire to play more professions, you bounce between a couple of characters. One's a WS/AS/Merchant, Another's a Chef/Tailor/Merchant or something. Not enough lots to go around, I'm afraid... But it is much more promising than most of the other suggestions, so perhaps there's merit in exploring it further. Detecting accounts that show x-server behaviour does as well... the problem is weeding out false-positives. Both worth some exploration, probably.
Yes. We do exist. I, personally, am a Master Doctor. Nowhere in the requisites for my profession does artisan enter into it. Likewise, Bio-engineers do not take Artisan as a dependency. the problem, of course, is that both of these (and ESPECIALLY Doctor) do not leave a great deal of skill-points room for other professions. BE has the issue of being a Hybrid, and therefore losing 30 points just on the Base novice boxes, and Doctor is, more than even an Elite, a Double mastery. We are required to spend enough skillpoints to finish two entire trees. CMs, technically, have it even worse, being a Double-mastery *and* a hybrid. Now, for those of us that enjoy the crafting aspect, that's fine-- we're still left with enough skillboxes to take, for instance, Master Aritsan, or perhaps an elite crafting profession and the Survey line. But therein lies a deliemma.
i like gatehring my own resources, by and large. Much as many crafters do, i rather enjoy picking out ideal resources for myself, putting in some work, and enjoying a higher profit margin as a result. the problem is this: A significant portion of the medical tree requires very specific creature resources, and very specific harvester resources. Gathering some of these is very dangerous, and frankly, I enjoy a bit of combat in my game. it's fun. So i take an elite combat profession to keep me safe. This leaves me 18 points. Which means i have enough to take one more novice box. that tends to bounce between Artisan, so i can survey, and scout, so I can get the meat I need. i rather enjoy being able to do this. yes, sure, i can buy the stuff I need much more easily... but this gets very dull, and self-gathering helps keep the game vaguely interesting. But I'm also right on the edge of being able to do so-- as are, i know, many other doctors (at least on Kettemoor) that operate the same way. And what do we do, anyway, when noone that's mining feels like getting our particular choice of tuber or greens or Rori Fungus(and I NEVER see that one for sale, point in fact)? Surrender a couple lines' worth of hard-won combat XP to pick up a line or more of artisan?
Anyway... the point here is that harvesting isn't just about the artisan community, though much of its yeilds are kept within those trees. I agree, that x-server lot trading for mining use is *extremely* bad for the servers it happens on. these worlds were designed to be self-contained and seperate. If they weren't, we wouldn't have seperate servers. I've read much of the discussion, though i can't remember what brought me here, and I'd just like to say that the argument that "the system is set up for me to do this, I'm just using it" is fundamentally flawed. The system is NOT set up for it, and it isn't designed for it. Everything about cross-trading takes place *outside* the server mechanics. If you could be on, say, Kettemoor, and contact someone on Bloodfin directly, without logging out, and arrange for the lot trade, THEN the system would allow it. Not the case. This is circumventing the design, and i think that makes it ALREADY in violation of the EULA, since LAUNCH. But i don't remember the wording, or if it talks about circumventing game mechanics and design to one's advantage, so I cna't say that for sure. I have a hunch, though. Likewise, everything about in-server lot trading is fully supported and facilitated by the system. It was, perhaps not directly, consciously designed, but it WAS in the economic design of the game.
Anyway, i've digressed again, but I didn't really wish to sound as if I was popping my Medical nose in and just throwing in a vote for my little pocket of game reality I like to play in not being disrupted. This is really a plea, that whatever proposals are put forward here... do remember that anything that get done to addressthese assorted problems DO have impact well outside those of us that spend out game time in the artisan tree and sub-trees.
That said, i'd like to explain why, in a position like mine, some of the proposed solutions jus don't do it for me, in hopes it might lead to better possibilities.
Removal of Admin-- Hooboy. Stick a knife in my gut. I have... 10 lots, to my name. As a Doctor, a couple of these go towards factories (up to three at a time for paralell production of required components). these pretty much are full-time lot eaters, as the speed with which medical supplies they produce are consumed has to be experienced to be believed, between guild hunts, random passerby needing (Free!) heals, what little meds i sell, self-medication, morning buffing in Coronet... all those things doctors spend pretty much all their time doing. Then there's a house, because, frankly... I don't care to live in the med center with all my personal belongings in a public structure that I quite literally do not own-- i operate it on behalf of the community. But i don't have claim to it otherwise. the community decides what to do with it, not me. When i leave, it does not come with me. And I recall it eating more lots, but to be honest, it's been a long time since I took that duty, and i don't have the game handy to count up my lots and whatnot. Still, without the hospital, we're talking 5 lots eaten. Half of them, spoken for. The Doctor resource list contains a total over of 16 seperate resources, 13 of them requiring harvesters. Of those 16+, 11 are "necessary" for the major doctor functions, with 9 requiring harvesters, and one of the optional materials being so rarely found on vendors, that you're better off not bothering to look (at least on my server). Obviously, in some fasion, we're going to have to depend on others. Fine. to be expected. i happen to rely most on the friends and guildmates I have worked to acquire since the launch of the game. Sometimes, this means borrowing lots for harvesters that I maintain. MORE often, this means asking these comrades to please run out to my harvesters and do the essential tasks, in their spare time. Why? Because of time constraints. As a doctor, I am often on call whenever I am online. Not just to my guildmates and friends, but to the population as a whole. I accept this. it's part of the profession to be asked for heals and buffs and the like. But it does eat up an enormous amount of time, and so does maintaining a stack of harvesters that are almost literally EACH on a different planet. (tatooine fiberplast, Dantooine berries, etc. Miners know the drill). Again, I could buy all these... but finding the resources of good quality for sale takes even longer, many times. In any case... it only takes one guild hunting trip where the whole group gets wiped out and you "can't come-- need to hit the harvies or there won't be any buffs next week" before the guild is asking you what they can do to free up your time so you can tag along and heal and buff and rez and cure poison and disease and status afflictions and all that good stuff the class was built to do. And the answer? "Oh. Well, if you can take the money I'm sending you and the power in the basement of my house and go here, here, and here, put the stuff in, and bring back the resources, that would help a lot. I'll admin you next time I go out. And if you've got some lots to spare, we could toss down a couple extra and get all the resources I'll ever need for anything, and i won't even have to go buy anything." Of course, remove adminning, and I'm back to not having time again. i can't say my guild would be pleased, and most of them otherwise wouldn't care at all what happened to harvesters.
Harvester Certs-- Already touched on this one, and plenty of people have said enough. i don't have the points for it, and a lot of other people don't, either. And those that do don't have the lots to support a reasonably large operation. just cripple the resource flow entirely, is what it comes down to.
Detect idle accounts and so on-- Lovely idea... just impractical. those determined to cross-trade will work around it easily. Pity.
Account-based lots-- Not bad... the only problem is, what if, due to a lack of skillpoints but a desire to play more professions, you bounce between a couple of characters. One's a WS/AS/Merchant, Another's a Chef/Tailor/Merchant or something. Not enough lots to go around, I'm afraid... But it is much more promising than most of the other suggestions, so perhaps there's merit in exploring it further. Detecting accounts that show x-server behaviour does as well... the problem is weeding out false-positives. Both worth some exploration, probably.
LoneWulff
Thu Jun 17, 2004 4:08 am
#17
CapnKate wrote:
I'd just like to offer a perspective that I don't think has yet been put in, on some of these discussions (especially regarding that horrid harvester cert thing that's getting shot down so hard already): that of the NON-artisan crafter.
Yes. We do exist. I, personally, am a Master Doctor. Nowhere in the requisites for my profession does artisan enter into it. Likewise, Bio-engineers do not take Artisan as a dependency. the problem, of course, is that both of these (and ESPECIALLY Doctor) do not leave a great deal of skill-points room for other professions. BE has the issue of being a Hybrid, and therefore losing 30 points just on the Base novice boxes, and Doctor is, more than even an Elite, a Double mastery. We are required to spend enough skillpoints to finish two entire trees. CMs, technically, have it even worse, being a Double-mastery *and* a hybrid. Now, for those of us that enjoy the crafting aspect, that's fine-- we're still left with enough skillboxes to take, for instance, Master Aritsan, or perhaps an elite crafting profession and the Survey line. But therein lies a deliemma.
I think part of the reason people are against harvester certs is because it was presented as a artisan only enhancement.IMO doctors should be albe to use harvesters but combat characters with no crafting skills should not.If all crafting professions got the certification for harvesters (ie. doctor,bio engineer,smuggler) would you still be against them?
RVE
Thu Jun 17, 2004 4:18 am
#18
How about this, it's still cert-based to a point, but with a different spin.
Make harvesters need certs, but higher certs make them use less lots. If you don't even have Novice Artisan have each harvester require more lots. The character has no experience with them, so running one would prove more difficult and time-consuming than a crafting class. Crafters deal with resource gathering all the time and get their hands dirty with equipment, so a crafter can do more with less than a non-artisan character.
I'm not saying make large harvesters use only 1 lot, although I wouldn't shoot that down right-away. How about doubling the lot requirement for non-artisan classes. If some full-timePvP'er wants to harvest stuff on the side just to sell on the bazaar for quick cash, he can only throw down 2 large harvesters because they eat up 8 lots. (4 lots each harvester because of the 2x penalty)
So if you trade lots cross-server, say you now have a total of 100 lots being used, sucking the planet(s) dry. That's 10 characters total, say you only have you're 1 crafting character and a combat character that's actually yours. The other 8 are server lot trades. So instead of 40 extra heavy harvesters at your disposal, the 2x penalty will make you only have 20 harvesters.This would strangle a decent amount of resources being pulled into the economy across whole galaxiesI think.
A 2x lot penalty would make:
Personal harvesters - 2 lots
Mediums and large harvesters - 4 lots
Generators - 2 lots
The lot penalty would not apply to housing. Not sure yet on factories, but harvesters are the problem at hand.
Perhaps make Master Artisan and the Novice box of the elite crafting professions negate the penalty. So any Master Artisan, Weaponsmith, DE, Armorsmith,or Architect continue operating the way the game is now. Maybe even make Master Architect get the -1 lot bonus, where Heavy Harvesters use only 1 lot since they build the darned things themselves, and have a large resource requirement. They should have a good knowledge of how they work afterall. (And no, I'm not an architect, just thinking out loud here)
EDIT: Forgot about Doctors, CM's, and BE's. Perhaps add the same cert to their respective Novice boxes. Novice Doc's, CM's, and BE's since they are reource reliant as well.
Although a way to circumvent that is to have every server-swap char grind up Engineering 4 and a Novice crafting box and they'll get full lot usage again. This would however detersome of the swappers. I'm sure there are those would would still grind all that to maintain what they currently enjoy.
Just ponderedall this upone-day. What you guys think? I'm sure there's some stuff I missed.
Message Edited by RVE on 06-17-2004 04:21 AM
RVE
Thu Jun 17, 2004 4:53 am
#20
Doh what was I thinking? Maybe cuz it's 4am. Must've been thinking about small naboo house 1 and small style 2, one uses 1 lot other uses 2 
Guess I gotta edit it now lol
Ctrl+1, /body
Bah! To hell with the edit, I'll just re-do it here.
Okay throw my othernumbers out the window.
Make anyone with zero artisan or crafting skill get a +2 lot usage penalty on all harvesters. Wouldn't be as big a'balance' as my last proposal but could help some,
So the full-time PvP'er would get 3 lots eaten up per harvester and/or generator.
Lot swapper with 80 extra lots would only fit 26 additional harvesters...still seems a bit much but its better than 40.
Now make all the professions I listed previously get the penalty negating cert. Novice Doc, CM, BE, WS, AS, DE, Architect, and Master Artisan will get the cert, and they keep things the way they are now.
Idunno anymore, I'm half-asleep and feel un-smart after my last post 
Message Edited by RVE on 06-17-2004 05:05 AM
LoneWulff
Thu Jun 17, 2004 4:54 am
#21
Disregard my previous post I realized what you meant after i posted.
Harvesters shouldn't use more than 1 lot for crafters, 10 lots isn't enough for a crafter if harvesters take 2 lots.
HalasterTheBlack
Thu Jun 17, 2004 6:01 am
#22
Let's think about restrictions in a light that's been somewhat presented here.
I have a Master Artisan / Weaponsmith / Merchant. The ultimate crafter character. Let's look at Gorgeth's 10 lots:
1) Merchant tent in Coronet
2) Merchant tent in Theed
3-4) Medium House in Theed - storage
5-6) Medium house in Theed - more storage
7-10) Factories
If you're saying that only artisans should be able to efficiently mine, with which lots is my artisan supposed to be efficiently mining? I barely have enough room to store my stuff and keep up with demand using all 10 lots right now. Which am I supposed to sacrifice in order to efficiently mine?
And I'm just a Weaponsmith. I fear for the poor Armorsmiths and Architects who have far greater factory and storage requirements than I do...
joined42904
Thu Jun 17, 2004 7:25 am
#23
I think I would actually allow any master elite crafter to use factories owned by someone else. Renting factory time...but limit the number of rented factories to say 5. I think that would solve your problem.
Question is: Will you share what you are storing in all of your storage facilities? I'd like the complete list because I wager you have massive, massive quantities of nice resources. That should take up lot space. And if you have that, why the need to mine?
For storage, I think you come out better using the small naboo houses. Why don't you recalculate your lot usage if you were to use the small one-lot 100-item naboo houses instead of the more prestigious mediums. I think you will find that you could free up lot space by doing that.
And...can't you store things in your merchant tent? (I've never used a merchant tent, so I don't know....) I would think that you could get together with another crafter and one of you owns one tent one of you owns the other and you both have vendors in each one. Or maybe I'm full of it since I have never had master merchant.
Many crafters sell in association with a guilidhouse structure mall these days, so lots 1 and 2 might not be totally necessary. The 4 lot usage for storage could come down to 3. And I would allow use of other people's factories to a limited extent, so your guildmates or friends could help you out there....
I think you'd do ok with mining too under that sort of proposal.
StGabriel
Thu Jun 17, 2004 7:31 am
#24
I use Naboo smalls but they're not more efficient.
First of all, reducing lot-swapping doesn't need to rely on an artisan only certification program. Furthermore, if lots are an issue, it might be possible set up a pool for harvesters and a pool for other buildings. Additionally, you can always rent other buildings instead of harvesters. If you are unable to lot swap harvesters then players will shift their lot-swapping to houses, factories, merchant tents, etc.
Yet another solution is to only allow you to have admin rights for 10 harvesters (whomever they are owned by). Yet another solution is to put free harvester lots in some of the crafting boxes (to counterbalance restrictions on lot-swapping).
I could go on . . . there are a multitude of possible systems that circumvent some of the more niggling concerns that some might have.
First of all, reducing lot-swapping doesn't need to rely on an artisan only certification program. Furthermore, if lots are an issue, it might be possible set up a pool for harvesters and a pool for other buildings. Additionally, you can always rent other buildings instead of harvesters. If you are unable to lot swap harvesters then players will shift their lot-swapping to houses, factories, merchant tents, etc.
Yet another solution is to only allow you to have admin rights for 10 harvesters (whomever they are owned by). Yet another solution is to put free harvester lots in some of the crafting boxes (to counterbalance restrictions on lot-swapping).
I could go on . . . there are a multitude of possible systems that circumvent some of the more niggling concerns that some might have.
HalasterTheBlack
Thu Jun 17, 2004 7:35 am
#25
joined42904 wrote:
I think I would actually allow any master elite crafter to use factories owned by someone else. Renting factory time...but limit the number of rented factories to say 5. I think that would solve your problem.
Renting factories == trusting someone else with a lot of very high value goods. Sorry, not gonna happen.
Question is: Will you share what you are storing in all of your storage facilities? I'd like the complete list because I wager you have massive, massive quantities of nice resources. That should take up lot space. And if you have that, why the need to mine?
Yep, lots of uber resources in one house. Other house holds a bit of furniture, some deeds, power, and more resources. Why the need tomine? Because *better* resources than what I have will spawn, and I need them to continue to be effective. Once I get a full suite of millions of units of materials with 1000 in all important stats, THEN I might be able to worry a bit less about mining.
For storage, I think you come out better using the small naboo houses. Why don't you recalculate your lot usage if you were to use the small one-lot 100-item naboo houses instead of the more prestigious mediums. I think you will find that you could free up lot space by doing that.
Ooh.. I might be able to get 2 miners out that way. THAT's gonna make a difference... NOT.
And...can't you store things in your merchant tent? (I've never used a merchant tent, so I don't know....) I would think that you could get together with another crafter and one of you owns one tent one of you owns the other and you both have vendors in each one. Or maybe I'm full of it since I have never had master merchant.
I'm already storing stuff in both merchant tents. They're full.
Many crafters sell in association with a guilidhouse structure mall these days, so lots 1 and 2 might not be totally necessary. The 4 lot usage for storage could come down to 3. And I would allow use of other people's factories to a limited extent, so your guildmates or friends could help you out there....
The bigger malls in my galaxy limit the number of merchants you can have. I might be able to get up to FOUR harvesters if I do this. Still nowhere near enough. I buy MILLIONS (2-3) of good resources when they spawn, because that's how many I'll use before the *next* decent spawn comes around.
I think you'd do ok with mining too under that sort of proposal.
I don't 4 harvesters is the max I could get. If I stick with *only* what I'm making now - powerups and a handful of melee weapons - I need to mine about 20 different types of things, only when they're good quality, and get a LOT of them. Heaven forbid that a good Polysteel copper and high OQ chem spawns at the same time - I'll never get enough of either with four whole harvesters running.
StGabriel
Thu Jun 17, 2004 7:41 am
#26
Once I get a full suite of millions of units of materials with 1000 in all important stats, THEN I might be able to worry a bit less about mining.
This very notion is part of the problem.
People have expectations of being able to craft nonstop with near-perfect resources. With everyone doing that the bottom drops out of the crafting market and there is no room for anyone that has less than perfect stuff.
StGabe.
This very notion is part of the problem.
StGabe.