Artisan Archive

Thread: Resource Turnover Already!?

JaegerSf
Sat Jul 05, 2003 6:27 pm
#14

Before 'the switch' Starsider had none of the Crystaline Gemstones. Now we do. I didn't check the existing waypoints for pre-switch resoures, I am going to do that if I can ever get in tonight.

I sure hope the POOF! they're gone idea is not true. I can see an area becoming lower and lower %, as stuff is extracted. But have them all just dissapear at once? Come on!
DarthEditor
Sun Jul 06, 2003 1:17 am
#15

http://www.swgcenter.com/resource_tree/resources.asp

With the help of the community, I have been tracking the varying resources and their statistics. The next feature I planned on implementing was a way to track by planet/server. But, from what I am hearing, this may not be viable. Are you saying that some resources like minerals etc can simply leave one planet and jump over to another? Also, it is starting to seem that resources may not be different form server to server, they are just not all appearing at the same times. With that being said, do you think I should continue to add the feature of planet/server for the surveyable resources?



Darth Editor
Editor, www.swgcenter.com
Weapons, Armor, Bestiary and Crafting Databases
Skedoozy
Sun Jul 06, 2003 4:40 am
#16

Just a few hours ago the type of wind power that I was gathering on Tatooine(Chilastra) totally change not only value of the resourse, but what that resource was as well.


So yer telling me that not only will I lose my 92% supply of Quadraverism on Tatooine but that it will just randomly change to a totally different kind? That seems assanine at best.


The Devs sure are doing their best to make sure people don't want to be Artisans.




U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
Skedoozy Mart - Weapons, Architectual Items, Smuggler Goods
Juganoth Valley, Tatooine
- Chilastra. Waypoint -6615 -4790

++ Krusos Darksun - Master Smuggler/Master TK/Pirate ++

Alphatraz
Sun Jul 06, 2003 5:13 am
#17

I'm quite sure the resource cycle system got screwed up as soon as it triggered, there's no way they intended it to cycle every few hours (Though I just finished a 2.5 sampling job for a polymer that moved from Corellia to Talus and didn't have any problems... even checked the chemical surveyor afterwards and it was still there. This is on Bria, though I've heard it's happening here too. /shrug). It's been fine for the past week, the only ways to explain it are: A, it was started at launch and is supposed to trigger every week, but there was a bug in the trigger that cause it to puke all over itself; or B, they just started it this morning and it puked all over itself.

But you're going to have to be patient, the devs have plenty of (arguably) more important bugs on their plates.
Bitz
Sun Jul 06, 2003 12:39 pm
#18

Much better now than what was happening in Beta. Before they had mineral x on the planet and set it to 2 million resources. Gues what? The planet was depleted within 2 days. Talk about screaming....



The fact that a mineral type can disappear entirely from a planet is by design. Corellia did not have Iron, but Naboo does on our server. Our Polymers/Fiberplast sucks, but is amazing on Tattooine.


So yes, that Carbonate Ore may disappear for awhile and slow down development on that planet.... Or will the adventurous leave to find the best out there, build build build, and bring it home to take advantage of the shortage?


I've made a killing selling resources to the right people. They have come from other planets to get the 'good stuff' I've been able to find and pay a premium for it. (Made 40k credits in one transaction.)


Thank goodness there is SOMETHING challenging about harvesting. Just like farming, sometimes you have a good year and sometimes you don't. Thats part of the strategy and fun.


Skedoozy
Sun Jul 06, 2003 12:48 pm
#19

Just another reason this game is made to be easier for those in the Marksman professions. No matter where you go somethings gonna pop up that you can kill. But I have to search 3 days for some freaking radioactive gas that I positively must have to make weapons. I'm beginning to think it's not even worth being any kind of 'Smith'.



U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
Skedoozy Mart - Weapons, Architectual Items, Smuggler Goods
Juganoth Valley, Tatooine
- Chilastra. Waypoint -6615 -4790

++ Krusos Darksun - Master Smuggler/Master TK/Pirate ++

Saiyuki
Sun Jul 06, 2003 7:19 pm
#20

( OK, the resource shift is pretty annoying - but I can live with that - what's really bugging me is that when I try to mine the new resources - it doesn't matter how high the density is - I just can't mine it "too low to sample"


The materials that were around before the shift like Penig, are no problem - but the new ones are just not working.


I'm on the Naritus server and have reported it as a bug - but is anyone else experencing it? )




I am having the same problom on Kettlemoor, I found Fiberplast at 99% and it told me that it was too low, 99% is too low?

ArtisanOb-ski
Sun Jul 06, 2003 7:57 pm
#21

Same thing happening on Rori...But my question is: Why can't you still search for it? Maybe it has dried up on your planet, but another planet, or region of your planet still has it. The Dev's should have left all options open and just shut down the resource after an amount had been sampled from a certain point.


Also, Does the old stuff go up in value at all. Reason suggests it would, or perhaps the Dev's can create a differentuse for the "no longer available" resources.....Exotic weapons, light sabers, etc.


ArtisanOb-ski
Sun Jul 06, 2003 8:00 pm
#22

I am having the same problem, same server as well. I was surveying and recieved a 84%. I am thinking payday and I get the same stupid message. Very frustrating.
yladar
Sun Jul 06, 2003 8:25 pm
#23

ArtisanOb-ski wrote:
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Also, Does the old stuff go up in value at all. Reason suggests it would, or perhaps the Dev's can create a differentuse for the "no longer available" resources.....Exotic weapons, light sabers, etc.


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


If the resource type (ie. fiberplast)completely disappeared from an area or planet then yes the price would probably go up. Besides that I think whichever source had a higher quality would fetch the higher price. The idea about "no longer available" resources being used for unique things is interesting.




Ekiedre Wiosowovi
Kauri Server - Architect
---------------------------------------------------------------------------------------------------------------------
"If you define cowardice as running at the first sign of danger, screaming and tripping and begging for mercy, then yes, Mr. Brave man, I guess I'm a coward."
Jirikai
Mon Jul 07, 2003 3:57 am
#24

I cant believe this is happening EVERY NIGHT and ALL AT ONCE. What's the point of putting down harvesters when the metal will be gone the next day? *sighs in frustration*
Viscenti
Mon Jul 07, 2003 9:24 am
#25

[quote]OK, the resource shift is pretty annoying - but I can live with that - what's really bugging me is that when I try to mine the new resources - it doesn't matter how high the density is - I just can't mine it "too low to sample" [/quote]

I had the same problem on Saturday with certain items even when standing on 94% concentration. By Sunday it was working fine.
Pyrocantha
Mon Jul 07, 2003 5:32 pm
#26

I'm not sure why you people are complaining.


Am I the only one who heard that the various ore bodies would run out? Am I the only one who noticed that the readings for any ore you were sampling were XXX/100,000? This definitely implies that there's only 100,000 units of the given ore available, and when it's gone, it's gone.


When I found a nice body of aluminum, I immediately started harvesting en masse. I've got over 8K units saved up of 981-quality Al, because I wasn't certain that the next Al would be that good.


Last night just before going to bed I set up to harvest Fibreplast. Checked this morning and found that the ore had played out (no more resource). So, started hunting around for the new body and found it. Only problem was that I kept on getting the "cannot sample" message. Followed the body to the motherlode, 94%, and just as I got there, the "cannot sample" message stopped happening. I'm assuming that they were still in the process of positioning the new ore bodies. Spent the day macro-harvesting while at work. Got almost 2K of new (better!) Fibreplast in about 6.5 hours.


As for the harvesters, I put mine up, powered it and gave it maintenance cash, but I don't give it more than a day or 2 of power at a time. Plus, I make sure I've got the money to disassemble it as needed. It's unfortunate that I can't make a chemical harvester yet.


Dunno about you lot, but I'm expecting the ore bodies to disappear every couple of weeks. I see no problem with it.



On Bria / Tatooine.

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