Artisan Archive
Thread: Proposed change to harvesters for 8/20 takes all the challenge and risk out of mining.
Rore, that's exactly the problem now though--there's no need to even be a smart miner anymore. Just dump in as much power and credits as you want, no need to actually pay any attention to it. No need to speculate on how long the resource will be there, put it down and juice it with 2 weeks maint/power and if the resource dries up, just move it somewhere else!
As someone who is new to harvesting, and is not an artisan but a combatant, I liked the idea of having to micromanage and watch the shifts and how much you put into the harvester and all that.
I find that since I don't craft that I am making about 585% return - cost me abour 1/2c per unit sell them for 3c/unit. I would usually loss about 15% to lost maintenance and power but still that was very acceptable.
Now I can get the full 600%return and not have to go get my resources every other day..... Kind of takes some of the fun away, but I do agree that the fun should be more in getting the rare resources more than the management. It's just that proper management should mean a higher profit - which it no longer does.
Oh well I am willing to live with this (sigh) if I have too..... ![]()
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Why would anyone have redeeded a harvester before?
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I am a artisan/novice weaponsmith and I usually re-deed my harvestors. Reason I do it is because I am in high grind mode + some crafting. It takes most of my harvestors to keep up with my grinding, so even something as simple as ore, is a valuable commodity to me (for my inventory). Re-manufacturing all my harvestors every 5-10 days uses resources I just don't have on tap.
Also, now that I have tech 4 and FA 3, I am now turning my attention to the rarer resources. So for example, all the aluminum that I am able to mine (with 10 lots) is link-steel. The copper, high conductivity and OQ, etc. Higher level weaponsmiths have to manage short supplies of MANY different types of ores, gems, steels, copper, aluminums to make different types of weapons. No way I'll but my link steel aluminum into a harvestor when it is precious to me for a certain type of gun. I no long can afford to mine or inventory any metals that aren't NECESSARY for a given type of weapon. If I had more lots, I could afford to open a few harvestors that just mine stuff to make more harvestors. Chances are I wouldn't though. So, I re-deed all my harvestors. Sometimes just a few hundred units of a given metal make the difference in me being able to make another batch of weapons.
Combine this with the need to grind and its even more ofa problem. It's sad to use a lot of steel that I know a month from now won't be available on my planet to grind out 100 proj rifle barrels. So my priority for my metals are GUNS>GRIND>Harvestors.
Cerion,
You make some good points. I am a big fan of the "game-inside-the-game" as well, but as a crafter I stuggle sometimes with the intesity of resource management. Right now as a artisan/novice weaponsmith, I only spend about 25% of my on-line time (I only get a few hours each evening) crafting. The rest is spent feeding and caring for harvestors, or running missions to support my harvestors and crafting. Resource costs are too high for me to buy the resources I need to craft on the open market. The rare metals are far beyond my reach financially, IF I could ever get them from miners that have relationships with the mega-master-weaponsmiths.
For the entry level and mid level crafter, re-deeding harvestors is a drain. I am halfway up the weaponsmith food chain and I still am in the red. I have to run missions to stay ahead. I dread resource turnover day because that's an extra few hours of missions to pay for all the re-deeding. Maybe the answer would have been to allow resource costs to stay in for personal harvestors, but not higher than that. I'm not sure.
It takes long enough to find some place to put them with everyone else's out there and the terrain. I enjoy chasing down the hot spots as much as the next guy. But when I spend 45 minutes following a wind current to find it ends near mountains with windmills as far as the eye can see is just discouraging.
Dex1138 wrote:
I enjoy chasing down the hot spots as much as the next guy. But when I spend 45 minutes following a wind current to find it ends near mountains with windmills as far as the eye can see is just discouraging.
You do realize that this change is only going to make this problem FAR FAR worse. Now, when resources shift, instead of leaving the harvester there and changing to a lower percentage resource, every single person will pick up their harvester and move it to the new high concentration area. End result: many more harvesters packed into the same area compared to before, when harvesters were costly to move and remained more spread out.
... just goes to show you, some people will complain about anything...
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I myself am glad to see this change go in. If Ire-deed a harvester of mine it makes perfect sense to me that the power stored within it would also be recoverable. Maintenance too -- if I've put 5000cr into keeping my medium harvester well-oiled and running smoothly, it will still be in excellent shape when re-deeded.
Mining is still a valid profession though. It now becomes a "get the harvesters to the best material" profession rather than a "guess when a server will randomly delete a vein" profession.
Big win for in-game realism IMHO. Good job Devs!
-Tann Tallon
Droid Engineer and sometimes Architect, Mos Eisley, Tatooine, Ahazi
Well, I haven't tested this out yet, but if you get ALL your money and power back, then this is not good. AT LEAST we should lose the 3000 creds for re-deeding a med harvestor, and get any extra money back. That wouldn't be too bad. But as it is, requiring 3000 credits of paid maintenence only to get it right back when you re-deed (i.e. build harvester, pay 3000, re-deed, right back to nowhere) makes mining risk free. Besides, couldn't this be some sort of loophole where architect have friends place and re-deed harvestors before selling them for free UXP?
I at least hope we lose the 3000 creds, and get whatever is left back. That isn't as bad.
BTW, instead of this, I'd much rather have the "Withdraw power/money" as submenus to "Deposit Power/Pay Maintenence" with a 10% fee on whatever you're withdrawing.
So, what the devs are working to remove is the "drudge" of running around to check your harvesters. Your really gonna hate the changes they are talking about to allow remote payment of power/credits/check status of harvesters
I was really looking fwd to having a vehicle to cruize out to my harvesters with. Now I have far less interest in vehicles.
The money/power for redeeding I think is fair, I really don't like the remote management of harversters. But, I'm willing to accept that the vast majority of players do want those and not whine about it.