Artisan Archive
Thread: Post-CU Harvester Runs (real test data)
Test Location: Dathomir, Dath Outpost
Number of simulated harvester waypoints: 4 (each point 1000 m from start in each of the cardinal directions)
Number of harvester runs: 8
Method of travel: X34 land speeder
Number of times damaged: 5
Number times damaged with energy: 4 (meaning a PSG would help)
Number of times damaged for over 1000 HAM: 1
Number of time incapped: 1
Number of times DBed: 0
Spend the points to get Scout 4-x-x-x, I could cut the number of times aggroed down by a third if I was using maskscent.
Do NOT speed across the landscape for no regard for what you’re running over, if you drive over a Rancor they will kill you. Have the proper respect for the dangers you can run into in the wild.
With that in mind, use a slower vehicle. I use an X34 or Flash, because you need to slow down on these sometimes to make sure all the creatures in front of you are loaded. You will almost certainly get killed by something that lag-spawns on top of you if you’re riding a swoop or speeder at full throttle.
Do use a PSG. Your worst enemy is ranged attacks when you are on a vehicle, and many mobs’ ranged attacks have a damage type of energy.
Be timid, take the long way around. Do some real life scouting for the best way through that sea of red on your radar.
Test Location: Yavin IV, Mining Outpost
Number of simulated harvester waypoints: 4 (each point 1000 m from start to W,E,SE, and SW)
Number of harvester runs: 8
Method of travel: X34 land speeder
Number of times damaged: 19
Number times damaged with energy:14 (meaning a PSG would help)
Number of times damaged for over900 HAM: 2
Number of time incapped:10
Number of times DBed: 2
Message Edited by Egna_Dragonn on 04-25-2005 10:02 PM
Egna_Dragonn wrote:
Coming Tommorrow, same test with a combat level 1 pure crafter on Yavin IV.
-Egna Dragonn
This will be interesting as I have a pure crafter and will not give up a Master crafting profession to pick up combat skills. I know it's going to be tough, but I have a charactor for combat. Prices just might get higher if resources are harder to get.
And no, I done think I should have body guards around to do harvestor runs. It will be interesting to say the least.
SmokingFrog wrote:
One thing that many may not realize is that a creature will typically not deathblow you unless you attack it. I've been smacked down by Rancor who just looked at my incapped body and then wandered away - because I never took a swing at it. Don't think like a combatant and you'll typically find that you don't need to have any combat skills.
Excellent point that should be added to the hints on living a long life as a pure crafter. In the CU system, you have a choice over wether you want to auto-attack, no more spamming /peace. If you are running harvesters on a dangerous planet, make sure you use cntrl-mouseclick toturn off the auto-special on your toolbar. Thanks for pointing that out Mashabak.
-Egna
The problem with this is I'm worried the market might not bear higher prices. If the goods that are made are not as valuable to the combatants who buy them (weapons not as powerful, armor less necessary, food doesn't work as well, etc. etc.) if we raise prices they will just pass on the item. This is my biggest concern over the CURB.
OiBan00b wrote:
This will be interesting as I have a pure crafter and will not give up a Master crafting profession to pick up combat skills. I know it's going to be tough, but I have a charactor for combat. Prices just might get higher if resources are harder to get.
And no, I done think I should have body guards around to do harvestor runs. It will be interesting to say the least.
Not just survey, you can sample from your vehicle as well now.
JohnAdams wrote:
Finally, I noticed yesterday that I can survey while driving. I was out of the game 6 months, so I don't know when they made that change. But that really makes things a lot easier.
Gyopi wrote:
I am curious how long it took to do a harvester run in your tests. I am pretty sure that any of us can get around being killed. Just ride in a vehicle with the shift key down, creep along, stop, wait for new spawns to pop, creep farther, stop, wait for spawns, go around anything in the way, etc. Where I see the problem is that a 20 minute boring harvester run could easily become a 2 hour boring harvester run.
Fair question Gyopi. On dathomir, where all mobs are red, and there are very dense spawns, I was making the 1K run in about 12 mins if I wasn't knocked off my vehicle. On Yavin, where you've got more manueverability, I was able to make the 1K dash in about 4-6mins, assuming I didn't get knocked off my vehicle. I wasn't confident enough in the spawning lag to just set the X34 on autopilot(numlock), but unless I had to make a tricky decision about which way to go around a spawn, I could keep my speed up.
If your harvesters are miles away from the starport on a non-shuttle planet, it could be a grind to get out there. However, unless you're a combat-miner anyway, I doubt you'll have the paitence to find decent spots that are out in the boonies on the high-end planets. For the average crafter, I doubt it's going to increase the time spent on harvester runs over the long run enough to really cause complaints.
If you still have doubts let me know, and I can run some test specifically to look at average time for 1K runs across the various planets.
-Egna Dragonn