Doctor Archive

Thread: Resource Timer and Deed Levels

Zarlor
Tue Sep 23, 2003 6:04 am
#1

I just had a couple of ideas from some minor additions I wanted to throw out and see what folks thought.



  1. Resource Time Indicator: I'm thinking it would be very helpful to have a time listed after a resource in the survey tool just to state how many days it has been around from Day 1 to Day 10. At least folks would then have some idea to decide if they want to risk dropping a harvester on a resource based on the odds of it shifting in the very near future.

  2. Maint & Power Levels on Deeds: Since harvesters and such can now carry-over maintenance (minus the redeed cost) and power in the deed with them, I keep thinking it would be very helpful to be able to see what those levels are on any particular deed I examine in my inventory.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
vortexala
Tue Sep 23, 2003 6:13 am
#2

Both are more of a unviersal crafter issue, but are still useful



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Duckbill
Tue Sep 23, 2003 6:48 am
#3

Would be very neat and usefull both of them



Duckbill Platypus
Master Doctor / Master Swordsman, Chilastra
Proud Member and Officer of Hidden Agenda
Zarlor
Tue Sep 23, 2003 7:08 am
#4

Well, yeah, Texxie, but we are crafters. Heck our last #1 issue was Factories. Hasn't stopped folks from listing their crafting issues here before, so I though I'd toss it out there.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Elanae
Tue Sep 23, 2003 7:18 am
#5

I like those ideas but agree they apply to all crafters as well. Have these ideas been discuss with the Artisan coorespondent or any other crafting profs? The more people backing the idea the better.




Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
Med Supplies -- 6968, 6845 E of Kaadara

"Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


Where's the beef?! Buying Herb/Avian meat!
IlyaMasool
Tue Sep 23, 2003 7:20 am
#6


I am not sure how much help this would be but


http://swgcraft.crystal-star.net/currentresources.php


Keep track of all the resources across all servers.


The site been down for while so the information isn't uptodate yet, but as soon as word get around that the site is back, the information will keep up and we can know when and where we can find the stuff we need. So you can help yourself and others by updating this whenever you can

Zarlor
Tue Sep 23, 2003 8:15 am
#7

Artisans are without a correspondent right now. (Another resignation). Although I think the DE correspondent is helping out a bit in that respect. I did just post this over there, though, to see what other artisans might think.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
vortexala
Tue Sep 23, 2003 8:15 am
#8



Zarlor wrote:
Well, yeah, Texxie, but we are crafters. Heck our last #1 issue was Factories. Hasn't stopped folks from listing their crafting issues here before, so I though I'd toss it out there.




Oh believe me, I know we're crafters

Was just saying that this particular issue is probably shared by the other crafting professions as well and isn't just a Doctor specific one. But, just like the factory issues, it's still a good addition to the list



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Sullust187
Tue Sep 23, 2003 9:33 am
#9

I don't like #1 as it dumbs down the system even more. Placing a harvestor is an investment and should be treated as such. Do your own research and find out when the shifts happen and place it then, or take your chances and throw it out for a few days or even hours if you are not careful.




Haldaar {Dread} | Ominara {Dread}
Swordsman/Doctor | Jedi x/x/x/x
DrKaldar
Tue Sep 23, 2003 9:39 am
#10

The idea for identifying how much maint and power is within a deed is good, but the number of days a resource has been around really has no bearing on how quickly it will disappear. So the benefit would be minimal at best.



Master Doctor, Teras Kasi Master
Migosh
Tue Sep 23, 2003 1:30 pm
#11

I like the date thing, it'd greatly reduce my paperwork, and save a world of hurt on their email system (currently used by many of us as the ingame palmpilot). I think its kind of funny that I have to rely on a bug to know when I'm getting in on a fresh resource pop (the 'density too low' bug).



The money and power on deed thing is probably more of a hit on the database load than its worth, at least for me. Since SOE instituted the storage ability in the firstplace I normally keep all my harvesters 'gassed up' with a 6.5 day supply whenever I check them. Now if I could see that information by clicking on my structure instead of having to use the radial (oh keepers of the secret /command list, please enlighten me at this time!), that would be very nice. I currently just use the /pay and /addpower commands, much faster and safer than using the radial.


GPF_Lith
Tue Sep 23, 2003 3:06 pm
#12

>> re: Resource Time Indicator


I'm going to get horribly flamed here but I think this is a bad idea. Take away the unknown on resources and where would the risk be? Where would the fun be? (okay, fun being relative) - Seriously. I like the fact that I stumble ona resources and it might be 1 day after it shifted in, or14. You never know and that adds to the unknowns of the game.


Sure it would make things a little more convenient, but I'd much rather be able to pull maintenance & power from harvesters than I would want a resource timer. And beyond that, I'd much rather be able to experiment the med use of Enhance kits -- and beyond that, I'd much rather not have to click on my droid4 times in order to get the "call" option to show up! And has anyone else seen the chat window bug where the bottom-half of the bottom-line oftext gets cut off? MAN that's bad.


[/rant]



Maniweh.

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