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Thread: Mining
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HALVET
Thu Oct 02, 2003 3:13 am
#1
Is there a limit on an mining point ? I settled four harvester on %83,%83,%81,%71 carbon steel paint and. They all exhausted in 2 days,and I cant harvest carbon steel anymore,Are u suggest to waiting there for carbon steel spawn or settle on another point and an important question:Can ı settle a settled harvesteron another point.Thanku for your infos...
MSenli
Thu Oct 02, 2003 3:21 am
#2
You can just change recourses, so they will mine something else. On the other hand, did you check if you got enough power left ?
khslammer
Thu Oct 02, 2003 5:02 am
#3
You can pull your harvestor. Put enought money in to redeed or just destroy it. The problem if you pull it is finding the resource that you want to make the harvestor pay. I am on Kaadra and Mon. afternoon the ore dissapeared. Last night around 8:00 CDT it appeared. I searched an area within 3000m of the city and could not find a spot with a concentration greater than 44%. I finally got a client base that I can sell harvestors, factories and houses to but now I can not generate enough ore to make and sell a heavy harvestor until Sat. Hopefully you will do better and enjoy harvesting.
Tarnak_Archvold
Sun Feb 15, 2004 3:31 am
#4
The simple solution... choose a server in an earlier time zone. Or stay online until the server comes back up and check for resource move then.
Gooney
Sun Feb 15, 2004 3:33 am
#5
I like all the rest of us miners are in exactly the same position. Only students and unemployed have a chance to keep a closer eye on thier harvesters.
Sadly this means that we have to simply include this "loss" cost in our final products.
It would be nice to see how much time is left on a resource though.
-Prev
cronus00
Sun Feb 15, 2004 3:42 am
#6
Actually.. From my perspective this is one of the game breaking issues to casual players.. A true casual player that doesn't spend hours surfing crafting resources sites, or logs on daily to check their harvesters is at a great costly disadvantage.. There needs to be MORE control by the player, and less by Sony..
Allowing a profession such a Miner that uses raw resources to combine and make new ones would help the resources problem.. Futher, no resource in the world just disappears overnight.. It depletes.. What SOE should do is have any resource work on a depletion rate.. Resource comes in at 90% for example and it depletes to Zero in 2 weeks.. This isn't fullproof, but would help.. I would set it up that the resource stats active for a week, then set up the next week for a 7 day depletion.. I would even go as far to say that all resources should have a depletion rating so you know at what state the resources is in..
SONY better start making this game casual friendly or you'll see a huge decline in subscriptions.. OOPS nevermind.. that has already occured since Oct, and continues.. As I know of more that are quitting this month..
cronus00
Sun Feb 15, 2004 4:05 am
#7
Furthermore.. I"m tired of the shifting resourse BS in general as I hinted to above.. How long has Oil been where it is.. or gold, or silver, or coal, or etc etc.. Why not completely whipe out the total BS of resource shifting and replace it with casual friendly resourcing (mining)..
We all have 10 lots to work with.. What I would suggest as a start is to change the BER's of the current havesters.. Instead of the top BER's being 4, 10, 13, make them 3, 7, 10.. Resources are fixed in the galaxy and NO shifting.. Increase the lot requirement for each harvy by 1.. Sothat small harvies will take 2 lots to place one.. If the resources are placed adiquately there will be plenty of "great" spots to place one, so there is no reason or excuse to say, "all the hot spots are taken".. With the increased lot requirement, it's would be almost virtually impossible for that many harvesters to occupy all the "hot spots".. This promotes casual friendly play and less problems in general..
You might ask one, "well if resources are fixed, why even survey then"? True, IF you don't add something in the game that adds a bonus.. I would leave the core resourcing 90% fixed.. To make surveying fun and something worthwhile, I would add in an extra perk for those that like trying to FIND something special.. Maybe on a weekly basis (always being monday) so that casual players don't get screwed over, a handful of selected resources shift in for one week that will have exorborant numbers.. Such as: A current planetary fixed resource is found to be at 120% concentration.. You can still change the quality of the resources, but leave the concentrations alone..
Give more control back to the players.. If one wants to harvest for Talus Water, or Lok Wheat used in medic, they are going to do it reguardless of the stats.. It's a required resource.. But now they have an option, keep the harvester which might be at 70%, or survey and look for the 120% hot spot..Again, another change that would help to promote harvester distribution is to change the maintenance cost, so that you only pay according to the amout of resource being pulled daily.. A person content with a 40% concentration, will pay 1/2 the maintenance cost of a harvester at a 80% concentration..
Just food for thought..
SupaPook
Sun Feb 15, 2004 6:56 am
#8
That would destroy the economy.
The casual player would get FREAKING PWNED by hard core crafters with a billion harvies going.
There are crafters who have entire guilds of people placing harvestors for them.
I know a guy that pulls in 2 mil worth of resources per DAY.
The casual player would get FREAKING PWNED by hard core crafters with a billion harvies going.
There are crafters who have entire guilds of people placing harvestors for them.
I know a guy that pulls in 2 mil worth of resources per DAY.
EpiFett
Sun Feb 15, 2004 7:01 am
#9
2mil a day?
damn thats sick lol...
That would take over 160 ber-13 heavies to do...
damn thats sick lol...
That would take over 160 ber-13 heavies to do...
cronus00
Sun Feb 15, 2004 7:29 am
#10
SupaPook wrote:
That would destroy the economy.
The casual player would get FREAKING PWNED by hard core crafters with a billion harvies going.
There are crafters who have entire guilds of people placing harvestors for them.
I know a guy that pulls in 2 mil worth of resources per DAY.
This is exactly the STUPIDITY we don't need in the game.. How is a hard core crafter going to have a billion harvies going? What part of 10 lot max don't you understand.. If what I suggest you make small harvies 2 lots, it's impossible to have more then 5 harvies going per account.. As for your comment about guilds and harvies.. They do that NOW already you dumbArse..
It would not destroy the economy and the only people that would **edit** about this are those power gamers that already have an advantage over the casual gamer because of the amount of time they can devote to keeping up with harvies..
SupaPook
Sun Feb 15, 2004 7:36 am
#11
Dude, read my posts before you say anything next time.
There are guilds on my server, and on other servers im sure, where the combat players drop harvestors for the crafters, and admin them.
The guy im talking about, is adminned on 250 harvestors that i know about. He also has the passwords to their accounts so he can move the harvestors.
There are guilds on my server, and on other servers im sure, where the combat players drop harvestors for the crafters, and admin them.
The guy im talking about, is adminned on 250 harvestors that i know about. He also has the passwords to their accounts so he can move the harvestors.
Holgerjr
Sun Feb 15, 2004 1:36 pm
#12
OK, I cannot find the proper place to post this, maybe it should be in the artisan profession forum.
In any event, the issue is mining and relocation of resources. Seems that about every 5-7 days resources change and/or move. This can be costly, as if you, like me, log out when the server goes down and get back on at 1 am PST, then you lose 19 hours of mining and this can run 2000 credits. Now with 10 mines running you lose 20000 credits everytime the resources shift.
What I am suggesting in the next patch, is some sort of way to survey a resource and get a time to live or time to die reading. This reading would inform you as to how many days the resource you are surveying will be around, and you can plan accordingly. This would allow those of us that play at night to be on a better standing with those that play in the morning.
Any ideas on this or suggestions on how I can bring this idea/problem to the attention of the developers?
Thanks
Holgerjr
Sun Feb 15, 2004 1:37 pm
#13
OK, I cannot find the proper place to post this, maybe it should be in the artisan profession forum. Maybe it should be somewhere else I do not know.
In any event, the issue is mining and relocation of resources. Seems that about every 5-7 days resources change and/or move. This can be costly, as if you, like me, log out when the server goes down and get back on at 1 am PST, then you lose 19 hours of mining and this can run 2000 credits. Now with 10 mines running you lose 20000 credits everytime the resources shift.
What I am suggesting in the next patch, is some sort of way to survey a resource and get a time to live or time to die reading. This reading would inform you as to how many days the resource you are surveying will be around, and you can plan accordingly. This would allow those of us that play at night to be on a better standing with those that play in the morning.
Any ideas on this or suggestions on how I can bring this idea/problem to the attention of the developers?
Thanks
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