Artisan Archive

Thread: 70 more points off action for sampling now?

LeviathanAK
Tue Jul 08, 2003 9:04 am
#1

When I finally managed to get in to the program today I discovered that, instead of the 160 points a pop I was using per sampling attempt, all of a sudden it was 231 every time. The only thing that is different on the character is that I dropped novice medic. Did dropping medic screw me up that much, or has something changed?
Qworg
Tue Jul 08, 2003 9:21 am
#2

It changed in the newest patch.





Miram Da'quik - Akalabeth Trading Company

Gorath - Naboo - Moenia
(4156 -4372)

www.lostorder.com
LeviathanAK
Tue Jul 08, 2003 9:44 am
#3

They trying to slow down the rate we are gathering resources or something?
Thekhayos
Tue Jul 08, 2003 9:50 am
#4

Yeah, talk about adding insult to injury. I went from -180, to -256 today. As if it wasn't hard enough to sample when the minerals change every 24 hours. Can we get some artisan love here devs? This stinks of that other big game, you know, the one with the giant nerf bat constantly swinging???



Aorx Redux


Kettemoor


Disgruntled Engineer


LLJK_Griz
Tue Jul 08, 2003 10:11 am
#5

Also - sampling is once every 30 seconds now, compared to every 18 seconds pre-nerf. This, combined with harvester power requirements, will MASSIVELY slow down all resource collection and advanced crafting.




POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
MetalKid
Tue Jul 08, 2003 10:12 am
#6

That's not the worst of it. They changed the /sample cooldown from 15 seconds to 25 seconds. Thats why they needed to take off more action or ppl could use /sample forever. They are obviously trying to kill this game by doing this. Resources are hard enuf to get the way it is. Without resources there is no economy. Without an economy there are no artisans. Without artisans,everyone one has crap and everyone will stop playing. This is a dumb move.



----------------------------------------------------------------------------

~Gorath - Naboo~
~Master Artisan, Master Weaponsmith, Master Merchant, Novice Armorsmith~
~In game name: MetalKid~
Kissalicious
Tue Jul 08, 2003 10:12 am
#7

Yes. Instead of nerfing the macros (by say letting them run only a certain amount of time)...

They nerfed sampling altogehter and hurt everyone who samples, afk or not.

This just sucks. I chose my initial character based on the the attributes the species had..now I know I did that for nothing. It has taken me the entire time since release to tweak my stats to be JUST right for sampling..and I was now just beginning to tweak them for combat as well--all for nothing.

Instead of having a well-rounded character, I'm going to have an action bar all the way to the right. I'm just a TAD unhappy about this, sorry for my grumpiness.



______________________________________
In reference to the Bio-Engineering profession:

This sounds too much like religion. Just stay - suffer - you'll get your reward...eventually...I don't know what it is will be but it will be great...and all the non-believers will suffer an eternity of screaming and gnashing of teeth. (InsomniaRado )
Zakane
Tue Jul 08, 2003 11:29 am
#8

I am upset about this to since I recently change my char to go fro Droud/pistol user but now its harder to get rescourse and I can't even affrod the deeds yet for the personal extractors
Philomorph
Tue Jul 08, 2003 11:33 am
#9









MetalKid wrote:


They are obviously trying to kill this game by doing this.








Yes, that's right, the devs are purposely trying to destroy the game they just spent 5 years creating. Try not to be so dramatic.


Anyway, I'm not in-game now, so I can't see the changes first hand. Could someone tell me exactly what changed? I see the patch notes, and they mention more criticals (should be a good thing, since so far critical means rich sample). They also mention the sample attempt delay, which I take to mean the delay between the times you can actually type in "/sample". This doesn't affect macro sampling, because any good macro waits awhile while recovering action pool before starting again anyway.


But has the time between each sample "pull" actually increased, thereby reducing the overall rate? That would suck.


As it is, this increase to action cost is going to force more people to macro! If it takes me twice as long to get the materials I need, I'm definitely going to use a macro instead of sitting there manually working it for that long.




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Philomorph
Tue Jul 08, 2003 1:07 pm
#10




SickSigma wrote:

That's exactly what they did. They basically forced my hand. I'm going to pursue macros now, heavily. Until I'm high enough to make harvesters.


Anybody know how to make a macro repeat itself? Or link a macro to another macro? Is there a command to manually engage a macro like "/macro" or something?






Just as I said would happen. Ah well. Thank god I can make harvesters! Sorry to all you artisans who haven't made it yet. Run a couple missions so you can pay me 2000 for a harvester and then run two missions a day to pay for it. Sorry if you're a casual player. You're pretty much screwed out of being an artisan now.


Sick, you can't call a macro from a macro, but, you can use cut/paste to make your macro repeat itself a few times. I did that, so my sampling macro now runs three times as long.




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Philomorph
Tue Jul 08, 2003 1:08 pm
#11

DOH! Sorry for the multiple posts. The servers are so busy today that they kept saying I didn't post. Ahh well.



----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Qworg
Tue Jul 08, 2003 1:59 pm
#12

The burning harvesters was a bug. The no power running was an exploit. Both were fixed. Now, resource sampling rates have gone down. Therefore, there will be more of a market for resources that people mine. The velocity of money increases as people have to buy more to make more to sell more. Money changing hands is probably the most important issue in a player-run economy. More sinks, higher prices, and equipment that remains worthwhile longer because you can't afford the pricier stuff. I've heard of people with large house deeds that they bought for 400k. That's 400,000 disposable income less than 2 weeks into the game. Not a good idea. This will offset deflation, and regulate prices. Good move Devs.




Miram Da'quik - Akalabeth Trading Company

Gorath - Naboo - Moenia
(4156 -4372)

www.lostorder.com
SickSigma
Wed Jul 09, 2003 12:45 am
#13

That's exactly what they did. They basically forced my hand. I'm going to pursue macros now, heavily. Until I'm high enough to make harvesters.



Then again, harvesters don't seem to be much fun either. What with having to keep them at 100% ALL THE TIME... and with the resources depleting in 48 hour periods.



*shrug*



Maybe I should just become a Brawler and whack things with sticks... seems almost more rewarding that building stuff. Which is why I bought SWG in the first place, I thought it would be more than another hack and slash and/or GRIND! *sigh*



Anybody know how to make a macro repeat itself? Or link a macro to another macro? Is there a command to manually engage a macro like "/macro" or something?

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