Artisan Archive
Thread: Shifting resources stopping harvestors? Could we get a message?
Ran into this problem several times now where i make a trip to yavin 4 check my haversters and they are working fine. I leave and check 2 days later and the resource shift has stopped my harvesters maybe 4 hours after I had checked them the 2 days before. With a 6000+ round trip to yavin would it be to much for at least a email notifiying me whe the shift stops the harvestors? This is is huge waste not only for the decay on the harvestors but am I expected t check back every couple hours to make sure thier still working?
Wondering if there is anything in the works for a email like when your harvestors run out of upkeep noticifying you of a resource shift that stops your harvestors? Anyone know or ran into similar problems?
Well theres another way to look at this.
If you caught the resource at the begining of its 'life' you know you have 5 days minimum. Anything after than and you have to expect it to have gone. Of course this is a problem if you dont know when the resource arrived.
However I can see some use in emails telling you when the harvester switches off (for whatever reason)
Not always the case, sadly. I put some harvs down on Yavin last week. Checked on them 2 days later, there was a shift. No big deal.
Check them two days later, resourcer shifted again the day before! So now I have two groups of under 300 units
I would kill for a msg to let us know there has been a shift. Or anytime a harv stops working for any reason!
What would be nice if say therewas a communication module to attach to the harvestors/homes/etc that you could actually get realtime status on your harvestors. Say communicate through datapad or something...
Madis Lylen
Scylla
Bog
The game is easy enough as is... resource hunting makes it a little more challenging - including the funny part of resource shifting 2 hours after visiting the harvesters. ![]()
It happened to me countless times, I am not disciplined enough to write downthe resource spawn dates. But I am amused instead of angry.
More or less as I stated in another thread:
I like resource shifts. It keeps things dynamic, and makes hunting for resources all the more interesting. What I don't like is the double penalty that us crafties incur with each resource shift:
- Your harvesters stop working. If you check your harvesters every night, you'll find very few resources the next day, which can really mess up your plans;
- You will have to move harvesters. This is rather pricey since (for example) medium harvesters must have 3000 credits on them before you can redeed them, and the 3000 disappears off the deed. This can get expensive...
I can understand and live with one of these penalties, but not both. I would like to see one of them go:
- Remove the redeeding cost on harvesters; the requirement should just be 100% condition.
- Or... make it so that harvesters continue to harvest a particular defunct resource for one more day after a resource shift, at a diminished rate. That way you will still have a good supply when you next log on, and you will have warning that the resource is going to be depleted soon, because of the diminished rate
Aye, I wish we could get a message when the harvestor stops running, too. _However_, it just will never happen because of one little problem...our harvestors don't exist. At least they don't exist until someone comes within range of one, only then does the infamous database pull our harvestors from its overtaxed and overheated memory and place them in the game.So here's the rundown:
1) You put theharvestors in a remote location (more likely than not that's where the highest resource concentration is...unless its directly under a city
)
2) You leave, the database removes the harvestor from the game.
3) BOOM. Resources shift but with no one at the harvestor's location, the harvestor isn't there to record the shift because the harvestor isn't really in the game.
4) You come back two days later and then thegame puts up the harvestor.But with no resource to harvest for the past two days, the programcalculates that you had yourharvestor digging up a non-existant ore and only then records that your harvestor shut down a day and a half ago.
Hope that explains why we'll not get a message when the harvestors shut down upon resource shifts. At least not until SOE delivers a harder working database and servers.