Business And Economy Archive

Thread: Resource spawns need some tuning

LukeBorgman
Wed Jan 26, 2005 9:33 am
#1

Here's hoping that someone at SOE will take a look at the resource spawn situation. See http://www.swgcraft.com/forum/showthread.php?t=15848 for observations of other players.

Scarcity benefits some, so I imagine there are folks who like it the way it is, but resource spawns a vital to crafting. ...especially to new crafters who don't have huge stocks from many months of previous spawns.

I just think it's a bit thin for non-JTL specific resources like those named resources needed for Weaponsmith and Armorsmith. JTL should have caused additional spawn slots to be added, not have JTL resources squeeze the others out.



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testing SWG again
Cafa
Wed Jan 26, 2005 10:57 am
#2

What do you want them to change about the spawns, exactly? Frequency of types appearing or stats weighted higher?


Fivo Asia



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LukeBorgman
Wed Jan 26, 2005 2:11 pm
#3






Cafa wrote:

What do you want them to change about the spawns, exactly? Frequency of types appearing or stats weighted higher?


Fivo Asia







I think there should be increased frequency of types appearing as a start. Stats are irrelevant if they don't spawn at all.


A spawn system design question should be asked, and I'd love to see an Astromech study done on it for each server and each crafting profession:


Q) How many months back into the past would you have to go to have had the opportunity to harvest any quality of all the resources types in your draft schematics? (A follow-up might take that up a notch to count resources only if significant stats are above half the cap.)


Without new spawns of those resources, new crafters are locked out. Perhaps that pleases current long-time crafters, but the economic well-being of the player consumers would be promoted by reducing barriers to entering the market.




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testing SWG again
Lunariel
Wed Jan 26, 2005 2:43 pm
#4


Here's a summary of what has happened:


- Prior to publish 10 the total number of resources varied within a fixed range.


- Publish 10: The total number of resources was set to a fixed number which seemed to be 2 less than the previous average. Also 15 slots were reserved for Iron reducing the random pool correspondingly.


- Just prior to Publish 11 (JTL): 8 new fixed JTL resources were added, but the total only increased by 7. Which meant we lost one more random resources.


- Patch 11.3: The 15 reserved slots for Iron were removed and Iron was behaving just like before Pub 10. Status was 3 less random resources than before Pub 10, but with the extra JTL resources it seemed like a decent trade. Without the massive Iron spawns everything seemed fixed and back to normal.


- Publish 12: The total number spawns were reduced further by 15 slots. And Iron was reintroduced as reserved this time with 14 slots. Effectively reducing the number of random spawns by 29.


So Publish 12 reduced the number of random spawns by more than half. In addition the algorithm for distributing between the resource types have trouble handling the fewer spawns. It used to split about a third of them evenly between Chemicals and Gases. After Pub 12 the number of Chemicals have barely decreased leaving almost nothing for Gases. Gases are almost extinct now and several galaxies don't have a single non-JTL gas.


- Non-JTL Minerals except Iron lost around 55% in Pub 12.
- Non-Fiber Chemicals barely lost anything.
- Non-JTL Gases lost more than 90%.


Lunariel
TomoRainer
Wed Jan 26, 2005 8:16 pm
#5

Which is a very bizarre thing to do. End solo groups (which I liked), cutting down on fighters' incomes, then vastly reduce the available resources for crafters, resulting in higher prices for our consumers as we have to pay more for the even rarer appearances of great resources? That's a recipe for a very large group of poor players--and it's not going to be those of us who already have our own personal vault in the bank.

Also.. why in the world do we need more iron types than there are all other metals combined? If we had a Railroad Baron profession, then I could understand it, but who exactly is using all this iron?







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PythonIakade
Thu Jan 27, 2005 7:11 am
#6

not only have good resources not shifted in when and if they actually do shift in they only last less than a week and they shift out again. The useless low quality ones seem to stay around forever tho. Maybe its just in my galaxy tho.



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Dawgypoo
Thu Jan 27, 2005 7:20 am
#7

No, it's not just your galaxy. I've seen spawns only last 3 days, when you only have enough skill points for 0-0-0-1 artisian, it may take 3 days to find it!



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Reza95
Thu Jan 27, 2005 8:59 am
#8

perhaps change fambaa meat to avian? heehee



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GangaWolf
Thu Jan 27, 2005 9:05 am
#9

On Kauri there hasn't been a new spawn of any Gas (other than the JTL gas) for almost 5 days now. Seriously - except for the JTL gas, there is absolutely no gas to be found anywhere on any planet.


Never seen *that* before....



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Diorchas
Thu Jan 27, 2005 11:14 am
#10

I've got to believe that this is some kind of bug and will be addressed.


If it's not it's got to be the worst design decision since the Holocron Jedi system.


No good can come of this if it is "working as intended."
Lunariel
Thu Jan 27, 2005 5:56 pm
#11


So far the number of Iron and the total number seems unchanged in patch 12.1.


Prior to Pub 12 Non-JTL Inorganics stayed evenly spread between 7 and 10 days on Tempest. After Pub 12 none of the resources on Tempest have been outside this range yet. With the fewer spawns the statistical sample is still too low to make any conclusion.


Lunariel
ChumpLegacy
Fri Jan 28, 2005 1:37 am
#12



Dawgypoo wrote:
No, it's not just your galaxy. I've seen spawns only last 3 days, when you only have enough skill points for 0-0-0-1 artisian, it may take 3 days to find it!






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"Its the Dev's...Its a Conspiracy"



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LukeBorgman
Mon Jan 31, 2005 10:39 am
#13

Could we get a dev to say if this is design or bug?


Is this worth having the Correspondent ask them?



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