Artisan Archive

Thread: One harvester breaks they all break?

LeviathanAK
Tue Jul 08, 2003 9:48 am
#1

My harvesters this morning all had between 50% and 97% condition, and every single one had a hopper mechanism jam. They were all spread thousands of meters apart, so it wasn't a localized thing. The resource levels they all had indicate that they all broke at exactly the same time. Weird eh.

Jarnis
Tue Jul 08, 2003 11:33 am
#2

Pay maintenance like non-exploiters do.



Jarnis McPieksu - Master Weaponsmith and Master Merchant
JTech Industries - Store located somewhere in the deserts of Tatooine. Quality Guns. Period.
speardancer
Tue Jul 08, 2003 1:48 pm
#3

And read the patch notes too....

any harvester below 100% will now stop working, as of today's patch..



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
LeviathanAK
Tue Jul 08, 2003 3:22 pm
#4

Letting a harvester break down over time and replacing it instead of paying maintenance is an exploit? Give me a break! I'm making a choice on how to use my resources... my car runs fine without changing the oil ever few hours, it's absurd that harvesters aren't the same.


As far as reading the patch notes, I posted that right as the servers came up and I started sampling. The patch notes hadn't been updated at that point... I looked right before posting, but yes, if there actually had been patch notes up, reading them woul have been a good idea.

Junks
Tue Jul 08, 2003 3:39 pm
#5

Good point with the car&oil analogy.
Keterys
Tue Jul 08, 2003 4:39 pm
#6

The car and oil analogy has one flaw. A car costs X thousand to buy and Y hundred to maintain. A harvester costs Y hundred to buy and X thousand to maintain.


So logically enough, people were just letting them rot. This was totally different from what was intended (and thusly a minor exploit of the system).


The other option they have is to make harvesters cost an unholy ton to make. For example, if it took 20,000 resources to make a harvester, then cost what it does now, things would stabilize. But no newbies could get harvesters.

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