Business And Economy Archive

Thread: Resource spawns need some tuning

NomadicCommentator
Wed Feb 02, 2005 4:54 pm
#14






LukeBorgman wrote:

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


Is this worth having the Correspondent ask them?






* crickets chirp *



...must... ...resist... ...reading forums.!.
...must... ...resist... ...posting to forums...
ah hell! I guess I just care too much.
Wyeth-SB
Sat Feb 05, 2005 1:38 am
#15

I have noticed this as well and have /bug 'ed it a couple of times now. I, mostly, maintain www.swgcraft.com resourcedatabase for Chilastra and the spawns have been lopsided/broken for about 5 weeks now. Many planets don't spawngas at all and other planets will have up to 8 different irons and 1 copper and 1 aluminium spawn.


I hope that this gets looked at soon.



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

R.I.P
- Wyeth (8/30/03-06/3/05) Master CorSec Pilot / Master Shipwright / Master Artisan / Master Merchant (ex-Master Weaponsmith)
Tombstone - Was one-shot incapped one time too many and never rose again.

R.I.P - Zadox (12/8/03-06/1/05) - Master Rifleman, Master Ranger, Master Scout (ex-Master Commando)
All accounts have been cancelled. Good luck to all that remain.

bluejanus
Sat Feb 05, 2005 11:31 am
#16

Shrug this does happen on occasion and prior to the recent patches. Kettemoor has had a LWW, architect steel and reactive gas as examples of long droughts without good quality resources. So what. While I appreciate that the spawn times are varied for the resources as opposed to all changes updating sunday night, i don't think it's necessarily better that spawns last a specific amount of time either. I think it would increase the opportunity cost if spawn lengths varied occasionally.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
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Lunariel
Fri Feb 11, 2005 12:55 pm
#17


It seems like nothing changed in Publish 13.


The first shift on Tempest after the publish expired 1 Duralloy Steel, 1 Class 6 Liquid Petro, 3 Iron and one JTL resource. And it was replaced by 1 Quadranium Steel, 1 Class 7 Liquid Petro, 3 new Iron and the same JTL resource. Which is no surprise since it was the only non-JTL Steel and the only Known Liquid Petro left. But since we didn't get any extra resources and it kept Iron at 14, we seem to be stuck with fewer resources and tons of Iron. Time will tell if they managed to fix the Gas distribution.


If you subtract Iron, JTL resources andnative resourcesthereare only 23 resources at any time. Of these 15 slots seems to be reserved as minimum for various types. The reserved slots now looks like 1 each of Crystalline, Armophous, Extrusive, Intrusive, Carbonate, Steel, Copper, Aluminium, Known Radioactive, Known Solid Petro and Known Liquid Petro. And 2 each of Polymer and Lubricating Oil.


This only leaves 8 slots for random spawns beyond that. Which selects from any inorganic except Fiberplast and JTL resources. And bonus water beyond the first one is also taken from this pool. If they put a minimum of one to each gas type we will get at least a little gas, but that will reduce it to only 6 trulyrandom spawns. (We already had 1 each of Inert and Reactive when Publish 13 went live so they may have implemented it already.)


Lunariel


Wyeth-SB
Sat Feb 12, 2005 11:38 pm
#18

This is still a big problem on Chilastra.



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

R.I.P
- Wyeth (8/30/03-06/3/05) Master CorSec Pilot / Master Shipwright / Master Artisan / Master Merchant (ex-Master Weaponsmith)
Tombstone - Was one-shot incapped one time too many and never rose again.

R.I.P - Zadox (12/8/03-06/1/05) - Master Rifleman, Master Ranger, Master Scout (ex-Master Commando)
All accounts have been cancelled. Good luck to all that remain.

FishyDude
Mon Feb 14, 2005 12:07 am
#19

Not only are we on Flurry havung the same spawning problems, what I have a problem with is some resources spawning with stats like oq, ut, and sr being spawned with under 100. I am waiting for a resource and i see something that I need for armorsmith that dont spawn alot like colat iron. The sr and ut are mid 600's but the OQ is only like 35. Thats what I can not stand. if they decrease the spawn rates at least make the stats better.



Atos Reshi: Master Armorsmith

Wyeth-SB
Mon Feb 14, 2005 10:33 am
#20

I'm going to post Lunariel's summary information on the Daily Bug Thread, everyday, until we get some help with this problem.


Hopefully it makes a difference.



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

R.I.P
- Wyeth (8/30/03-06/3/05) Master CorSec Pilot / Master Shipwright / Master Artisan / Master Merchant (ex-Master Weaponsmith)
Tombstone - Was one-shot incapped one time too many and never rose again.

R.I.P - Zadox (12/8/03-06/1/05) - Master Rifleman, Master Ranger, Master Scout (ex-Master Commando)
All accounts have been cancelled. Good luck to all that remain.

OldManDog
Mon Feb 14, 2005 5:18 pm
#21







LukeBorgman wrote:
...especially to new crafters who don't have huge stocks from many months of previous spawns.





There indeed might be something wrong with the system.


However the "New Crafters"ting doesn't"flow" with me, Sure they're new but"I" still had to start somewhere and "I" had to waitmonths to get spawns of specific resorces or pay 10-100 CPU for them. How would you justify a change now?What do "we" get? Will there be conpensation for the time "we" invested to get these stockpiles?


Just lookat Rhodium Steel, It spawns, It has spawned twice in the past two months.After it spawned maybe twice, three timesin the previous year. (it's always the same, 12 CD - 200 OQbecause it's the foundation for weaponsmith, "Do I use adv or non-adv barrles for this one?")



Where's the Challenge?

If they all spawned all the time it would get boring pretty fast.

Message Edited by OldManDog on 02-14-2005 04:21 PM

Message Edited by OldManDog on 02-14-2005 04:24 PM




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Lunariel
Mon Feb 14, 2005 7:14 pm
#22






OldManDog wrote:





However the "New Crafters"ting doesn't"flow" with me, Sure they're new but"I" still had to start somewhere and "I" had to waitmonths to get spawns of specific resorces or pay 10-100 CPU for them. How would you justify a change now?What do "we" get? Will there be conpensation for the time "we" invested to get these stockpiles?


Just lookat Rhodium Steel, It spawns, It has spawned twice in the past two months.After it spawned maybe twice, three timesin the previous year. (it's always the same, 12 CD - 200 OQbecause it's the foundation for weaponsmith, "Do I use adv or non-adv barrles for this one?")



Where's the Challenge?

If they all spawned all the time it would get boring pretty fast.




The problem is that rare minerals types will now take twice as longbetween spawns as they used to. And it will probably take a year to cycle through all 13Inert Gas typeson a galaxy under the current system.


Most craftershave always had to wait a few months to gather the necessary rare resources for a craft. New crafterswill have to wait far longer. Especially those who need a lot of rare Minerals and Gases.


Lunariel


Wyeth-SB
Tue Feb 15, 2005 6:47 pm
#23


Hurray, maybe a fix ?!?


Currently on the test center:


Increased the amount of resources spawned, so that rare resources will be slightly more common.

Message Edited by Wyeth-SB on 02-15-2005 08:48 PM



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

R.I.P
- Wyeth (8/30/03-06/3/05) Master CorSec Pilot / Master Shipwright / Master Artisan / Master Merchant (ex-Master Weaponsmith)
Tombstone - Was one-shot incapped one time too many and never rose again.

R.I.P - Zadox (12/8/03-06/1/05) - Master Rifleman, Master Ranger, Master Scout (ex-Master Commando)
All accounts have been cancelled. Good luck to all that remain.

Lunariel
Fri Feb 18, 2005 1:52 am
#24


I checked the Test Center today and the total number of spawns were increased by 19. This is 4 more than we lost in Publish 12 and is very good news.


The number of Iron was still 14. If they reduced Iron, it won't show up until the existing Iron expire. There's a small chance none of those 14 have beendue to expire since the patch.


Assuming the Iron is still at 14 we get these changes for the Inorganics:


Pre-Publish 12: 4 Iron on average, 21reserved non-Iron spawns.27 random spawns. 52 Total.

Publish 12: 14 Iron, 15 reserved non-Iron spawns. 8 random spawns. 37 Total.

On Test: 14 Iron, 15 reserved non-Iron spawns. 27 random spawns. 56 Total.


The reserved typesafter Pub 12 now seems to be:One each of Steel, Aluminium, Copper, Armophous, Crystalline, Extrusive, Carbonate, Intrusive, Known Radioactive, Known Solid Petro, Known Liquid Petro. Andtwo each of Polymer and Lube. The random spawns can be any of these types plus Siliclastic, Inert Gas, Reactive Gas , any 'Unknown' types and bonus Water.


JTL resources, Fiber, Solar, Windand Water are handled separately and are not included in the summaries above. But extra Water resources beyond the first one on a planetused to betaken from the random resource pool. Currently Test has no extra Water so they may have changed it.


The reduction in the reserved list in Publish 12 reduced the minimum Steel, Aluminium and Copper from 2 to 1. And also removed the minimum of 1 for Siliclastic Ore, Known Inert Gas and Known Reactive Gas. So in comparison to before Pub 12, we will now trade away those 6 for 6 Iron. And we get an additional 4 more Iron as bonus.


I don't think they changed the reserved list on Test since it still lacksnon-JTL Siliclastic and non-JTL Known Reactive Gas. It has2 Unknown Reactive though.


I suspect the Pub 12 reduction in the reserved pool was because of the matching JTL resources. But I have no clue why they removed Inert Gas as well. Inert Gas may have been put back on the reserved list, but it will be very hard toverify any such changes. Test now has 4 Known and 2 Unknown Inert Gases. The only good thing about thecurrent reducedrandom pool on Live is that it has beenso much easier to identify the reserved pool.


Siliclastic Ore and Gas will not be guaranteed as before Pub 12.But with arestored random pool, they will get almost back to normal levels. The Test Center now has 8 of those 27 random spawns as Gas. Overall the biggest loser from pre-Pub 12 is Siliclastic since it had the lowest chance to spawn of those 6. But there are only 6 types of it. Reactive Gas also seemed to have a lower chance than Inert Gas to spawn in the old days. So Reactive Gas probably takes second place on the loser list. Still the difference won't be that noticeable.


We will get almost back to normal and get to keep the extra Iron. So I believe this is a good change and I hope it goes live.


Lunariel
Wirebiter
Fri Feb 18, 2005 12:59 pm
#25






Lunariel wrote:






OldManDog wrote:





However the "New Crafters"ting doesn't"flow" with me, Sure they're new but"I" still had to start somewhere and "I" had to waitmonths to get spawns of specific resorces or pay 10-100 CPU for them. How would you justify a change now?What do "we" get? Will there be conpensation for the time "we" invested to get these stockpiles?


Just lookat Rhodium Steel, It spawns, It has spawned twice in the past two months.After it spawned maybe twice, three timesin the previous year. (it's always the same, 12 CD - 200 OQbecause it's the foundation for weaponsmith, "Do I use adv or non-adv barrles for this one?")



Where's the Challenge?

If they all spawned all the time it would get boring pretty fast.




The problem is that rare minerals types will now take twice as longbetween spawns as they used to. And it will probably take a year to cycle through all 13Inert Gas typeson a galaxy under the current system.


Most craftershave always had to wait a few months to gather the necessary rare resources for a craft. New crafterswill have to wait far longer. Especially those who need a lot of rare Minerals and Gases.


Lunariel









This makes perfect economic sense from SOE's standpoint. Why would you want a new player to be able to get their needed resources within 1-3 months, therebye generating only 1-3 months worth of subscription sales? Not being an A-hole or anything, but this game rewards those who play longer (read paid more $ to SOE). Its the real life aspect of an online game that we all have to deal with.


I do agree though that half the fun is waiting for that next resource shift to see if I can finally get that last needed resource to make "X" componant.




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Lunariel
Fri Feb 18, 2005 8:13 pm
#26






Wirebiter wrote:


This makes perfect economic sense from SOE's standpoint. Why would you want a new player to be able to get their needed resources within 1-3 months, therebye generating only 1-3 months worth of subscription sales? Not being an A-hole or anything, but this game rewards those who play longer (read paid more $ to SOE). Its the real life aspect of an online game that we all have to deal with.


I do agree though that half the fun is waiting for that next resource shift to see if I can finally get that last needed resource to make "X" componant.





I'm all for more challenges. But reducing the number of spawns alone will put the burden too much on newer players. There's too much stockpiled already for that to be fair. A better solution would be to create new resource types whichmay be evenrarer than traditional rare resource. Then these could be gradually be introduced into new schematics and we would really have something to wait for.


The current crafting system has several flaws. I believe the reduction was an attempt to fix some of them. If they really wanted people to wait for rare resources they would have gradually added new schematics using previously unused resource types.Thencrafters would constantly have to look for more types which had beenrarely mined.


Even with the latest improvements on the Test Center, rare resources will still be less common than they were in the old days. I remember waiting over 6 months for a specific Intrusive back then...


Lunariel

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