Artisan Archive
Thread: Harvestor petition
Alright, I'm a casual gamer and a newb and while I haven't had to deal with harvestors yet, I can admit that I am scared of them.
Let's look at this logically, does paying a 600cr/day fee for the privledge to use something you built make any sense? I can see 600/mo but it is hardly worth it early in the game. I mean what if I only play once a week? do I need to pay 4200 a week just to keep them from falling apart while I'm actually at work or out with friends? Come on Sony/Lucasarts, don't penalize us for not playing this game every day. I totally understand needing to build generators to power them and I have no problem with that, but the once a week gamer shouldn't have to spend their whole time online running errands just so they can pay for their harvestors which they will never have to use since they are too busy raising money.
So please Devs, either lower the maintence fee or make it so when it breaks you must pay a repair man or build a repair kit to make it funcitonal again.
So what do you say guys? Am I being unreasonable?
I think it's worse than that, lets see how I would have to make that much money:
<rant>
I am a marksman, but I'm also a loner and pretty new, so i don't do so well with destroy missions.
So that leaves deliver. Now deliver missions are normally LONG distance, so I need to take 2 or 3 to cover transportation fee and actually pull a profit. Now add to that the fact that doing 2 or 3 will take AT LEAST 15-20 minutes. Now that must be done EVERY DAY, and while I am playing at least a little every day, I know I will be slowing down when I start my new job. I feel like I'm being punished for having a life outside SWG. I hate to pull this, but I'm paying my $14/month to play this game, Devs, please don't make my character suffer ingame to meet some unrealistic maintence fee on something that I BUILT!
</rant>
I appologize, I'm a little worked up I will stop replying to my own post restating the same points.
If this post needs to die on account of lack of support I will accept that. And I truly hope that DEVS read this, but I've never seen them post on these forms.
MorpheusSMW wrote:
Alright, I'm a casual gamer and a newb and while I haven't had to deal with harvestors yet, I can admit that I am scared of them.
Let's look at this logically, does paying a 600cr/day fee for the privledge to use something you built make any sense? I can see 600/mo but it is hardly worth it early in the game. I mean what if I only play once a week? do I need to pay 4200 a week just to keep them from falling apart while I'm actually at work or out with friends? Come on Sony/Lucasarts, don't penalize us for not playing this game every day. I totally understand needing to build generators to power them and I have no problem with that, but the once a week gamer shouldn't have to spend their whole time online running errands just so they can pay for their harvestors which they will never have to use since they are too busy raising money.
You say you haven't even tried it, yet you've got complaints about it? What is this? A pre-emptive strike? If you look at it logically like you said you were doing, you'd realize that with one days' take on the resources pulled, you can make well over 4200 credits to keep it running for the next week. Then you come back in 1 week after you're done doing other stuff and you've got a stockpile to play with.
I suggest you try things before complaining how they work because I'm having no problems and I've got 2 wind generators and 6 harvesters. On top of that, I put maintenance fees in on 2 other windpower generators of some friends of mine (but I also take their wind when it's stocked). I don't have to run out there once a day to check on them as long as I make sure I fill them up with energy and maintenance.
I don't see a problem with the current set-up. That is, if people like somewhat of a challenge.
Seriously - you mention 600 cr/month, but do you know how much money you could make in one month if you were to sell even 1/2 of the resources harvested in that time? Where's the challenge in that? Everyone would have harvesters.
The Developers are not penalizing us. The reason for Matienance cost is because the developers want to make the economic factors in building things realistic, it's also to keep the harvester population from becoming way too big where new harvester builders (such as youmy friend) will have a chance at building harvesters when others don't want to keep up with theirs and trust me, i've been in the field checking my harvesters only to hear a loud BOOM of anothers harvester going down in history. The changing of resources add to the madness to force some players to move harvesters to another location. This is to keep down havester crowd control.
I've seen installations and harvesters so sloppily put down that I can't see the developers giving players the ability to incorporate a player run city. They can barly keep their harvestes organized. So the developers could not be penalizing us to play the game everyday, they just want us to engage it more and not be one dimensional. GOD NO DON'T TAKE AWAY HARVESTERS!!!! They actually make our lives easier and it's not hard to keep up, especially if you got a good one. I did some serious math and 1450 credits in the maintencance pool will give you exactly 1 day and maybe an hour or 40 minute. If your running 4 harvesters and assuming you have enough power (Also assuming the power was retrieved by wind generators that uses NO power supply) you would only need to pay about a little less than 6000 credits.
Now to produce a decent amount of resources per hour, you have some waiting, so why not go do some missions. If you were smart like most of us, I assume you have adopted some marksmans skills and invested in a kick ass gun. Then do some destroy missions that pay out about 1500 with a difficulty of 6. do a few of those until you have 6000 Credits then mentally keep your spendings not passed 6000 credits. By the next day, you have the money to pay for cost AND your resources to SELL for profit. I recommend all crafters to sell resources asFirstincome cus if you concentrate on crafting or just getting a resource to craft, you won't be able to keep up with that pace. Once you have the money to afford lets say uber weapons at your will (Have patience, it may take you a week to accumulate the 100,000 credit ranges and up.) In addition, find out what resource is in DEMAND (Check my post in others and look up supply and demand.) and try to make it yoru goal to pacify that. I do that with power and steel and im making a lot of money. just devote some time and you will see yourincome rise
Day:Don't kick the little guy down, you may need him one day. ![]()
Hmmm what if the more remote it is the lesss upkeep you pay.
Saying that it's like a tax makes me think thats what it is. Its an Imp tax.
We are stuck to a certain amount of lots I think artisans should at least get a discount through merchant on the cost of upkeep. 50% off is what id like to see.
Houses though should have a very low upkeep. Maybe they could add in buying a plot of land (with a steep price) as well as buying the deed so that getting it all set up is a big deal but once you have it its yours. YOu could still set up a house elsewhere but the upkeep tax would come in to play.
Boy i hope starships wont have this upkeep cost.
OctopusSoup wrote:
Hmmm what if the more remote it is the lesss upkeep you pay.
Saying that it's like a tax makes me think thats what it is. Its an Imp tax.
How is that like an imperial tax? Do you think that companies in real life build machines and just set them up and let them go? No, they have mechanics's labor, parts and general maintenance fee.
This game cuts it down to just maintenance fees.
I think the main problem with things is that some people feel the game should be so simple that they can master EVERY profession with very little time. It doesn't work that way and I hope they never make the game so that it does...
It's not a tax, you have to pay for what you get. If you don't want to pay, or it's not worth it toyou,don't use them. It's a balancing game. Not everybody is supposed to be using them all the time. If they were, resources would be worthless. MANY people find it both worthwhile and profitable.
Personally, I think they should require oil and power to operate, not credits. I also think that if you can make them, you should be able to repair them usingrepair kits, HAM damage, andspare parts. That might be actually a lot of fun if harvesters had certain parts that broke down or wore out(not very often) and had to be repaired by crafting a new part. The parts would be great spec additions, especially for the Master Artisan.
Lund, you are my new best friend. :-)
That's exactly what I was thinking, paying a daily fee to use your own product doesn't make sence, but needing to spend time/effort in keeping them working make sense. So rather then paying money you are actually using some of the resources you collect to fix it. At a newbie level, you must use MORE time/effort/materials than you would at a master level. Or Harvestors build by master artisans should need less repair because they are built better.
I'm not asking to haveharvestors be free to use, I'm just asking to use my collected resources to repair it rather than collecting, going back to city, praying I can sell at a good price, then going back to the harvestor to put the money it. Eliminate the middle man of needing to go sell and I'm be in heaven.
Hell, you want to charge me 600cr/day worth of materials I got no problem.
The fee has everything to do with trying to keep control of the economy.
Without the notion of item fatigue, you have a horrible inflation problem. Especially with an automated resource gathering system. I can't say I enjoy paying as much maintenence as I do. I'd love for it to be less/day. I'm not sure that would be the best thing for the game.
In the end it helps us justify the prices for our goods. Charging upkeep fees makes it so that resources have worth. Customers generally don't value the time spent making things (or training up to be able to make cool things). So as long as people understand that thousands of credits are needed to gather enough resources to make stuff, there's a chance of the Artisan classes working out.
This will be interesting to watch. If~1200 credits/day continues to feel a little tight to us in a month or so, then the team will have done a good job keeping inflation under control. If that amount seems trivial, it means that inflation is upon us.
With all that said, I wouldn't mind a 10% tax break right now. I'm stretched pretty thin. Maybe I'll try selling off some resources. :^)