Doctor Archive
Thread: Huge Harvester changes effecting every crafter like 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, nor will I buff anyone else ever and will only heal guildmates wounds. my resources will become too valuable to sell them. i may even quit medic completely, we'll see...
--if this goes into effect i'm done harvesting minerals and i'll never make a pack for sale ever ever again, nor will I buff anyone else ever and will only heal guildmates wounds. my resources will become too valuable to sell them. i may even quit medic completely, we'll see...--
Yup I agree here.
5 pages of people saying hey devs, we need an answer as to whether or not this is inetentional without ever getting a dev (or correspondent for that matter) answer.
The summary of what I skimmed is that unexperimented harvesters (like we all have) have had their capacity reduced to 1/20th of its previous level. so instead of holding 125,000 units, it holds around 6,000 which can fill up in less than a day on a large harvester.
I can't see how the obscenely low number is correct, even IF this is intentional to put use into experimentation for architects. I don't see any reason why a harvester hopper could hold less than 100,000 which is the maximum size of a single stack of resources on a character.
On the flip side, I find the idea of architects scrambling around like doctors trying to find all the high quality resources they need to make a decent harvester amusing in a vindictive watching Rome burn kind of way.
The last thing the new players economy needs is for harvesters to be more expensive. If this goes into effect, and I ever see a starting medic spawn, I'll do them a favor and shoot them. then tell them to be a scout, pick up marksmana and be a bounty hunter if they want to heal.
/cry
A correspondent can't do anything about answering that thread. The most they can do is bring things up ont he Correspondent forum and HOPE they get a response. And if they do get a response they have to HOPE they are allowed to pass any of the information along.
HoTron-rex wrote:
if this goes into effect i'm done harvesting minerals and i'll never make a pack for sale ever ever again, nor will I buff anyone else ever and will only heal guildmates wounds. my resources will become too valuable to sell them. i may even quit medic completely, we'll see...
Itmeans pretty much going back to carrying loose hand made stimps in your back pack instead of neat crate of each.
6 wound pack, 1 heal, 1 revive, 6 buff, 2 cure, 4 cure stat. food, drink.
My backpack used to be packed with 2-3 of this. Especially heal, food, drink took up creazy amount of space.
Now my backpack have crate of each. VERY neat.
Since if you can only play 2-3 hrs a day, everyday, then it will take you about 3 months(I was gonna write down complete calculation on how and why it take so long but after 3rd month I just said forget it) to get a set of crate of these. And since I add making 100 Stimp-B a week to sell, that just turn it to 6 months.
There is not much chance casual player will carry around crate of anything.
I too will stop selling for while (maybe month or two) since I don't really need the credit. Maybe after that time the price of stim will skyrocket and I might tempted to sell it again (nothing less than 3k for 1 stimp-B)
Frankly I think the change will stick. I think dev ask what we think just as formality and don't really intend on listening. I think they will say testers in TC aren't seem to be having hard time with it but they will change it back, and it will some how make it's way into release, and Dev will say *oops* they will change it on NEXT big patch and see if it really hurt their pocket.
I hate this web editor thing.
Anyway, as for harvester, it is given. They will DEFINATELY put this one thru for sure.
After all this is something they are doing FOR Architect and not a real nurf even if it will affect virtually everybody negatively and not really help architect in the long run.(so they get to sell another set of harvesters to some of their unhappy customers. New one still don't decay.)
Well..
Do we know how much experimentation is going to be able to alter a harvester from the 6,000 unit max? I mean, we experiment on stipacks and other items all the time and see vast improvements, don't we?
I'm just thinking that this will make it so some master crafters will be able to "shine" just as people get good reputations as master weaponsmiths or great stimpack crafters. As it is right now, anymaster crafter can just pop out harvesters without any problems or variance in quality. Now, however, there may be some competition for getting harvesters from X person because X makes great harvesters because they spend more time getting better materials.
I thik there are some definite positives, primarily for Archi's, in this situation. It does create some competetiveness and get's them involved more in the selection of resources game other artisans usually play in. (Whether you consider that particular game "fun" or not, is a whole different issue, though.)
I think what really needs to be considered is where the range comes out. I think if the minimum is enough to hold 2 days worth of resources from a 99% spot, then it would probably be more acceptable. If it scales up from there, theny you might be able to get a personal harvestor that hold a weeks worth. AndI don't think that is unreasonable. It also adds an extra level of scale to the larger harvestors is we assume that the scale is doubled for mediums and tripled for large harvestors.
Just my thoughts on it, though.
Laeren wrote:
Well..
Do we know how much experimentation is going to be able to alter a harvester from the 6,000 unit max? I mean, we experiment on stipacks and other items all the time and see vast improvements, don't we?
I'm just thinking that this will make it so some master crafters will be able to "shine" just as people get good reputations as master weaponsmiths or great stimpack crafters. As it is right now, anymaster crafter can just pop out harvesters without any problems or variance in quality. Now, however, there may be some competition for getting harvesters from X person because X makes great harvesters because they spend more time getting better materials.
Well Architect need help. No argument there, but this is half measure that will not really help architect and just annoy everyone.
First, people buy "better" weapon and "better" stimps because of disposability, they HAVE to buy more, so why not go with better?
Look at tailoring. TONS of choices, yet tailor are not exactly flurishing.
Architect will be more extreme case of this.
Two months into the game. Anyone who needed harvesters already got one.
Now they make half the existing harvester useless and force em to buy new one.
In another two months, what? This time change the other half of harvester's harvest rate? Are they gonna selectively make half the existing harvester useless every few months and force them to buy whole new one?
If they fix so that all the experiments in architect are relevant (hopper size, decay, harvest rate) AND make it so that harvesters decay every month or so, then architect will benifit IF they lower the rediculous resource requirement to make anything. Weapon/Armor takes about 70 - 300 resource. They last about a week. If I need to buy harvester every 4 weeks, then it should only take 300 - 1200 resource, not 20k resource.
I think this small step fix and let see what happen kind of thing will just annoy the heck out of everyone including architects.