Combat Medic Archive
Thread: Bad news for any crafter including us
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 this goes into effect i'm done harvesting minerals and i'll never make a pack for sale ever ever again. my resources will become too valuable to sell them. i may even quit medic completely, we'll see...
I think this thread is not something to watch very closely.
I would really like to see a Development Thread on this. Combat medics will chase 12 advanced components between healing and offensives. If you find good concentrations and are forced to visit them every day, it would be vera bad. I'm not up in arms right now, but I'd like more info.
Kave, any insights you can get would be appreciated, but I know no one really knows on TC right now. I think there is a massive underappreciation for how bad thsi would affect CMs though.
We can't travel the galaxy that often.
Money sinks i can see if it's controlling item count or the economy. But hopper size I don't get. Double the maintenance rate on heavies, I can see (they should be less efficient on maintenance per output...they flail to get the volume), but lowering the hopper size I don't.
Jacore
/knock
hello? this has huge ramifications... i dont see how you people dont find this worthy of posting your oppinon on
There will be one less MD/CM on Chil.
I'll hate finding new resources....
I'll love selling the packs i make with my existing stockpile for 20k each...LOL
I'm really not sure crafting stimB would be worthwhile if you had to chase harvesters every day. Between that and the factory runs required to make them, I'm not sure what the new market price would be.
I think we as CMs have to walk a fine line here. This has grave implications to us...greater I would argue than the 100 schematic limit, but we must remain constructive.
Architect need some changes, and the resoruce issues in general need some changes. But I firmly believe that the devs dont' realize what this does to MCMs or MD/MCMs. We chase too many ingredients on too many planets. We're somewhat gimped on income potential. I know that architects need more quantity resources, but without some modifications this will grievously injure us.
Experimentation should exist. I should have to choose between a high yield experimented harvester and a high capacity experimented harvester. I'm all for that, but the high capacities must handle more than 1-2 days pull on a 90% concentration. We need a 4 day rotation, and I don't think we completely gimp the pull rate (which is also down). I'm all for some. I'm all for jacking up the maintenance fees..especially on meduims to large.
But 1-day hoppers on personals on 90% sites is bad, bad, bad. We have real lives, business trips and the rest. The last thing the game wants to do is force a decision between families/careers and the game. I'm on every day because I want to be. The moment I'm on because I'm forced to be (to keep from losing resources on a full harvester) much of the fun goes away.
Oddly enough in its current form, this change hits casual players much harder than powergaming PAs, who hold the lion's share of the resource market/ heavey harvesters anyway. It has completely the wrong alignment. This issue for CMs is tightly coupled with not only our income rates but the number and quantity of resources per advanced components. There are certainly other constructive arguments I'm missing here, and I hope that as a community we can make them in a calm voice that get Holo's attention.
A Development thread is what we desperately need on this...
Jacore
What a load of crap!
Q-3PO - "hmmm, the game isnt boring enough yet, how can we increas the tedium of this thing?"
Blair - "I know! lets take the most boring and tedious part of the game and quintuple its time sink!"
Q-3PO - "Brilliant! We will make resource gathering so difficult and boring, that no one will want to do it, and everyone will quit their crafting charachters!"
FYI... Q3PO just posted about this...
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=636075#M636075
Basically From what I've been gathering, they are going to introduce this for the hoppers, but there may be a bug in there that's causing them to be smaller then intended.
Hopefully we'll get some kind of answer today.
Q-3PO wrote:
Here is the official answer from GreenMarine:
The way things are working on TC is how they should have worked from the beginning. Something was changed, and now the harvester values are coming from the RIGHT source. (From a technical and a design point of view).
However, since the game has run for several months with the wrong numbers, we will continue to go with those values. So the TC structure changes you are seeing are a side effect of another change and will be restored to their old values soon.
So just to be clear: Ignore the current rates and capacities on TC. They are not going to stay like that and they will not be pushed to live.
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.
This is Harvester specific. No other systems were affected. Note that there will be no change to harvesting once we "undo" this problem, except that you will get some leeway in your experimentation of the harvester's capacity. You won't be able to experiment on the extract rate...mainly because that is game breakingly powerful. Any experimentation you do on the rate right now on TC has no meaning (the result is always the same).
I'm also making a change right now so that your harvester deeds will show their capacity. That's so you can sell your highly experimented structures for a better price and prove it.
This is really why experimentation is hard to work with:
- We have to set up the experimentable data on the schematics and make sure its all correct.
- We have to write a script that properly weights that data and assigns it properly.
- We have to then give those result values meaning in some system.
- Then we have to expose that data to the player in a meaningful way.
We aren't really skilled at doing all of that right now, but we are getting better. More systems will get more meaningful and fun experimentation as we go along. (And we'll revamp old ones to be better...)
BTW, all of this is free to cover on the main boards to quell rumors and discontent. We aren't going to hand down a huge nerf on crafting. If we make mistakes like this, its good that you call us on it and make noise. We'd like crafting to be harder, but that is best solved by adding new stuff to the game that ishard to craft (vehicles, cities?) and NOT by nerfing the core system in some weird way.
Brandon Reinhart / GreenMarine
SOE Designer, Star Wars Galaxies