Artisan Archive
Thread: Question of the Day 8-1-03
SpanishSnowman wrote:
I for one do not like the changes. After all, I'm not part a huge consoritium, guild or have my own business. I'm just trying to work my way up the skill tree. I don't have a lot of money so I don't build harvestors, but I have enough money that I can go wherever I please. The sampling macro is my way of getting resources so I can get my skills. It takes too long otherwise. I'm not looking forward to the change.
You dont need a lot of money to maintain harvesters. 720cr + 600 power a day is nothing. Two missions if you do that, a few sales if you sell items, 30 min knocking off meatlumps if you just want to graze outside of town. Maybe you should give harvesters a try. If you can afford to travel, you can afford harvesters.
Artuk
Just a thought.
I haven't done any real sampling in god knows how long.
Even as a noob I didn't do much.
You can buy a harvestor you know. In my galaxy they're about 1k on the bazaar. That's 2 or 3 decent delivery missions, or 1 destroy.
They don't cost that much to maintain, and if you just sell a fraction of what you get (assuming you have more than one) on the bazaar, you'll have more than enough money to run them.
Frankly in my opinion you don't NEED to sample ever anymore. Maybe in the beginning, when harvestors hadn't been built, but now, run a couple delivery missions, buy some harvestors sell off some excess and you're set.
You dont need a lot of money to maintain harvesters. 720cr + 600 power a day is nothing
If only that were a constant...
I've put in equal amounts of money to a few harvestors that were all experimented to the same quality, and have come back the next day only to see one have almost 24 hours less maintenance paid up then the other 3. I don't know why this bug persists, but it's a real pain in the butt. Having one shut down unexpectedly is a huge waste of time and resources, and furthers the frustration of resource merchants.
Hully wrote:
If only that were a constant...
I've put in equal amounts of money to a few harvestors that were all experimented to the same quality, and have come back the next day only to see one have almost 24 hours less maintenance paid up then the other 3. I don't know why this bug persists, but it's a real pain in the butt. Having one shut down unexpectedly is a huge waste of time and resources, and furthers the frustration of resource merchants.
I have read of this happening, but I dont think I have experienced it yet. However, its possible it happened and I didnt notice it. Usually I fault my memory of how much I put in. Now I am starting to keep records of "expiration dates" for my harvesters since I play less and less now. Too many bugs for me to do anything meaningful so I just run my harvesters and stare at the place where my house used to be ![]()
I digress.
I will keep an eye on this issue. I am better able to do so now then I was in the past.
Regards,
Artuk
I'm still wondering what the UXP is all about. The in development info says, "You now only get UXP on components that someone else made." I thought the idea of UXP was if you crafted something , a gerneric crafting tool for example, and sold it / traded it to another player; every time that player used your item you received UXP.
I'm confused, could someone enlighten me?
Tenchi_Tokugawa wrote:
I'm still wondering what the UXP is all about. The in development info says, "You now only get UXP on components that someone else made."
I'm confused, could someone enlighten me?
I think they're just saying you won't get UXP for something you make and then use yourself.