Chef Archive
Thread: Huge Harvestor Changes that will affect all of you...
check out this thread on swg discussion:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=630782&view=by_date_ascending&page=1
it looks like architect experimentation is effecting hopper size in the recent patch on TC. we're talking like a 10 fold decrease in hopper size here it looks like (check out this TC thread)
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=17944
if they go live and if they add the last one they are taking about
"making it so you can only redeed your harvester 10 times then its destroyed"
I am leaving SWG , I already can't stand using harvesters it takes me like 2 hours to walk to all the diferent planets empty them pay matnaince give them power yada yada yada.
If they dont add a terminal that I can just use to check all my harvesters from my house or a city soon I probibly will quit anyways. For chef its worse then anyone else because unlike most crafters chefs use alot of diferent resources in small amounts instead of a few resources in large amounts..
anyways if it goes live it gives me more of a reason to quit other then being a completly useless class that cant buff anyone beter then a notice artisan.
That means no dropping a harvestor down for a day only to get what you need and then going on to something else...if you drop a harvestor it better be for awhile and hopefully a saleable resource to other people.
I fear this will make it harder for Combat Medics to get the resources they need since there are few people mining stuff for them now as it is.
These harvestor changes, if they go in, will affect me.....they will free me completely from wanting to play this game.
Eddy
This change is total BS. Not only will we be forced to log every other day to check harvesters, the power and credit cost is DOUBLING. Yea, no one is forcing me to be my own miner, but who the h*ll is going to harvest our odd flora for us?? Chef is still borked now, and even when the stack bug is fixed, useless too. And with the factory "fix", cya to crates of anything.
Meanwhile, the combat system sucks imho, so is that how I'm supposed to earn a living? But I don't want to fight all the time and the weapons will be horribly expensive now too.
I was planning on sticking it out thru the chef's problems, but I am so deflated at this point I'm seriously considering flat out quitting.
Ah man, I didn't see the 10x redeeding also. Sigh, I'm a master artisan so I guess I'll be making my own personal harvesters only, forget anything larger. And if we charge more for food, who will buy it then? I already can't give away the stuff for free with docs running around.
Are resource shifts going to be less frequent? I just don't get it anymore...
Here is a direct quote from a developer:
Just to be EXTRA clear:
The harvester rate and capcity numbers on TC will not be on live and will not remain on TC.
TC is going to get weird stuff from time to time...that's why its the test center.
Also, the thing about the 2x power....that is a bug on the test center but it is not with power. It is what is reading power. They changed the way power reads. Instead of saying something like 4:1 power, it will say: 2 Days 6 Hours and 2 Minutes. The display is messed up right now and it says: 1 Day 3 Hours and 1 Minute.
So it is not that power requirements have been increased 2 times, it is just that the timer is running at half the speed that it should be. This is something else that will be fixed before release.
Actually this harvester change was one that has been discussed by architects for some time now. It seems that architects realized that after selling harvesters and houses, and fusion generators for tens of thousands of credits, people have no reason to buy harvesters and houses anymore for such outrageous prices. Well that angered a few architects who now aren't the richest artisans anymore, and they are calling for a way to continue making mega bucks off the populace. So you can pin some of the blame on architects themselves for this problem, who now know, hmmmm.... mr smith will have to buy a new harvester from me every 10 uses... but I on the other hand, still don't have to output so much money since I can make them myself.
I agree there needs to be a decay of these items, but maybe just an OQ decay that an architect can repair like a weaponsmith can with guns. Then we wouldn't have to hear all this bull about redeeding being lost after 10 times. What a waste. Doesn't justify the money architects are charging for harvesters if they have 10 charges. ![]()
ReblSoldier wrote:
if they go live and if they add the last one they are taking about
"making it so you can only redeed your harvester 10 times then its destroyed"
...
Oh crap, please tell me you're joking, or that this was a comment from some clueless novice artisan? I caught the beginning of the thread in the original post, but haven't kept up with it. I suppose it might be bearable (but annoying) with a personal, since those are usually only going for 5-800 credits. But if I buy a 100k+ heavy harvester (which I've been saving up for, but put off until this whole harvester experimentation thing goes live), it better last me as long as I'm willing to pump maintenance credits into it.
The only thing a limited lifespan harvester would do is to increase the number of AFK samplers.
If the devs are going to adjust the harvester hoppers and (if I've read right) the extraction rate, the middle-to-low-end ones should be able to run for two days on a 75% spot without filling up. That would probably be good enough for most casual players (at least it would for me, and I'm pretty casual about harvesting), and people who want more of a "place and forget" can buy ones with higher hopper sizes, and people with more time to check harvesters can get ones with higher extraction rates.