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heh death of crafting and no one sees it

GorairGorair Member Posts: 959

Greetings,
 
While investigating possible solutions to server load issues, we found that one of the key problems is the over-abundance of unused harvesters on the game worlds.  There are far more harvesters out there among the planets than was ever intended and unfortunately our changes to allow structures to remain condemned, rather than removed, only made the matter worse. 

 


Since changes were made to allow structures to be condemned rather than removed, not a single harvester has been removed from the servers.  This has lead to unsightly harvester farms as well as clogging key resource areas with harvesters that are usually not even functioning.

 

Here is the proposed solution that we believe to be the best possible solution to this growing problem.
 


Harvester Cleanup: All condemned harvesters in the world will be removed to free up database space, improve server load times and increase performance overall.  This will be done with plenty of fore-warning to allow anyone who needs to take care of maintenance fees, to do so before they are removed.
 


Harvester Maintenance: Going forward, when a harvester runs out of money, the harvester will be removed from the game.  It will no longer pull money from the owners' bank to sustain itself nor will it enter a condemned state.
 

(The Harvester will still take damage when it runs out of maintenance and decay to 0%.  Once it hits 0%, it will destroy itself rather than pull credits from the owner’s bank account).


Harvester Admin Abilities: We have also identified that, through various loopholes in the admin abilities, many crafters were able to make use of many more harvesters than was originally intended.  In order to remedy this, we are removing the ability to grant Admin Rights to other players from harvesters.  You will now only be able to place as many harvesters are your lot limit allows.   Remember that each player is limited to 10 lots total. 

 

This specific change will not affect houses, player city structures, guild halls or factories.

 

 

Increased Extraction Rate:  We realize that this change will reduce the resources available to some crafters, so to help those who currently have more than their fair share of harvesters, we will increase the extraction rate of all harvesters by 50%
 
We feel, and we hope that you agree, that this proposed solution is an important change to the game. This clears up much needed database space which we need in order to allow extra character slots on the server of your choice, as well as serving to clear up older, unused harvesters and unsightly harvester farms.
 
Please let us know what you think of these proposed changes.
 
Thank you!

Message Edited by Thunderheart on 12-08-2005 03:12 PM

Kurt "Thunderheart" Stangl
Community Relations Manager

 

Crafting requires alot of things to work 10 lots wont do it. A med house a few factories and then only a few harvestors because you dont have any lots left? As a MAS i needed 3 houses just to store stuff in and 9 factories running full time to turn out armor in quantity.

prices are gonna skyrocket because thing like houses - and starships take TONS of resources i mean 100k's stacks to produce in quantity. This will remove the power of the crafter to make large runs of items. Sooo look forward to shortages HUGE high prices as crafters just wont be able to gather reasources fast enuff to make things.

Everyone is happy the landscape is gonna be clear until they have to pay 20 mil for a suit of armor cause it took teh AS 2 weeks to get enought resources to make a run worth his time.

No more gathering many differnt resources at the same time, with the lot limit , a house or 2 and factories you wont be able to put out several differnt types of resource only be able to do it one at a time or in very very small amounts.

But i guess with no decay there wont be a market for lots of items once you get your armor your set forever.

 

Never underestimate the power of stupid people in large groups.

Comments

  • JodokaiJodokai Member Posts: 1,621

    This is actually not as big a deal as you're making it out to be. It will give new crafters a better chance. Crafting has been dumbed down, so you don't need the perfect spawns of resources like you used to. Any average resource will now make a top notch item.

    Houses won't go up in price much, Architect types will be making so much money of harvesters since they blow themselves up again, they can give houses away and still make profit image

  • SonOfAGhostSonOfAGhost Member Posts: 383


    Originally posted by Jodokai
    This is actually not as big a deal as you're making it out to be. It will give new crafters a better chance. Crafting has been dumbed down, so you don't need the perfect spawns of resources like you used to. Any average resource will now make a top notch item.
    Houses won't go up in price much, Architect types will be making so much money of harvesters since they blow themselves up again, they can give houses away and still make profit image

    You're kidding right? This is huge! Getting rid of the condemned structures is great to clean up the landscape but owner-only access to harvesters is the biggest crafting nerf ever. The crafters that don't lot trade and/or borrow lots from guildmates/friends for harvesters can only stay in business by buying resources. Guess how the resource brokers get theirs? That's right, same way, so there won't be any more resource brokers to buy from. Not that the 4 biggest resource guys on Bloodfin weren't already leaving, only the (even more) over-priced dabblers remain.

    I was an architect and I had a house and 2 structure factories that burned through 500k of resources per day just to make bricks. Every couple weeks I'd have to throw down an equipment factory to make a run sub-components leaving only 6, sometimes 5 lots. Making harvesters requires some high end resources, architects HAVE to get it themselves because their end products only sell around 3 CPU. When was the last time you saw high end steel, iron and carbonate ore sell for less than that?

    I used to harvest ore for 10 days a month with 30-40 heavy harvesters on 90%+ concentrations of silastic, the rest of the time I'd have just as many doing power, iron, copper, aluminum, steel and various chemicals. Even so it took several months to stock my vendor with enough buildings that I could even think about taking some time away from it to do furniture. With this sysem an order for a new player city set that would have taken a couple days to prepare would take at least a month. Not that there's going to be much call for new citys with the mass exodus and cities getting nerfed too.

    If architects start taking a couple weeks to make the same # of items that they used to do in a couple days believe me, the prices aren't staying low. They're going to want to make the same profit per month as before. Look forward to paying over a million for a heavy harvester. The same applies to the other crafters. Even more so knowing their items won't decay so they won't get repeat business so they need to make all their money on each initial sale. Fortunately as far has harvesters there won't be more pressure on the reduced supply by increased demand as you suggest. Harvesters with their maintenance paid up aren't going poof, only the ones that nobody is using because they left the game.

  • ObraikObraik Member, Newbie CommonPosts: 7,261

    Alt's are meant to be coming with publish 26 too, so you could have your new alt have all the harvestors and your crafter have all the factories/houses.  They're increasing the harvesting rate on them too, so might not be as bad as you all think.

    On some servers it's hard to place harvestors in good spots since they're taken with harvestor farms that were condemed long ago.

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  • ScorpesScorpes Member Posts: 830

     I had 4 accounts as a crafter so I could use 1 character to maintain harvesters once i placed them with an alt. If this now meant I had to drag an alt, for each 10 harvesters i wouldnt maintain 4 accounts anymore. This will mean alot of players with alternate characters who are used as harvesting mules will either quit in disgust and "bing, lose 2+ accounts" or cancel their alts and just use their primary. That would still mean at least 1 canceled account if not more.

    Lol, its almost like they are just tired of working and getting paychecks. Smedley and his cronies that is. Wonder how nice it must be to be a Smedley, knowing whenever most people mention your name its to say how much of a "whatever_expletive_you_choose_here".

  • ShaydeShayde Member Posts: 4,529

    Dude..
    Crafting dies with the nge.. didn't you get the memo?

    Shayde - SWG (dead)
    Proud member of the Cabal.
    image

    imageimage
    It sounds great, so great in fact, I pitty those who canceled :( - Some deluded SWG fanboi who pities me.
    I don't like it when you say things. - A Vanguard fan who does too.
    09f911029d74e35bd84156c5635688c0

  • ObraikObraik Member, Newbie CommonPosts: 7,261
    Interesting, the reponse has been more positive on the official forums then here image

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  • kjfettkjfett Member UncommonPosts: 234



    Originally posted by Jodokai

    This is actually not as big a deal as you're making it out to be. It will give new crafters a better chance. Crafting has been dumbed down, so you don't need the perfect spawns of resources like you used to. Any average resource will now make a top notch item.
    Houses won't go up in price much, Architect types will be making so much money of harvesters since they blow themselves up again, they can give houses away and still make profit image



    Much to learn in the way of crafting have you.

    This is a major blow to crafters.  It only continues the trend of making new players = to vets though.  Even you seem to be in that camp.  Reality is, that a 2 year vet AS should not be on par with one that just got to Master last night.    They could easily make new crafters viable by putting schematics lower in the lines that are useful, but instead....they leave 90% of the marketable goods in the top and nerf the top end to be no better than the low end.  This is just one more nail in the crafters' coffins.

    Instead of removing all the structures that need to be removed..they are only nerfing harvestors?  This is a nerf intended to have an direct impact on crafters.  SOE specifically wanted to affect crafters by this.  The server load is just the spoonful of sugar for the medicine.

  • MaapilMaapil Member Posts: 7

    I got used to the lag caused by structures. What was unacceptable to me was the new/old problem of lag, re-introduced by the NGE.

    But instead of tracking down the lag bug, they decide to nerf harvesters?? Come on, why not just delete all the houses/structures left from people that have cancelled?? Would that not make more sense?

    Its a darn good thing I've been perma-banned from the SWG forums, I guess.

  • SonOfAGhostSonOfAGhost Member Posts: 383


    Originally posted by Obraik
    Interesting, the reponse has been more positive on the official forums then here image

    It's only positive there because the posts there are mostly about the dead-harvester cleanup. What's not to be positive about that? Dead building clean-up is more than a year overdue, why stop at harvesters? It's starting to dawn on people there now too though just how big a crafter-nerf the owner-only access is. I understand they've always had it in for lot traders. It was discussed in architect forums through the last 3 (at least) correspondents. Many ways of dealing with it were discussed (though most didn't think it was the huge problem the devs did). This is one of the worst possible ways to deal with it.

    Alt's don't cut it, a player shouldn't have to make 2 trips to empty harvesters every day (now that the hoppers are going to fill up faster). Even if they do go that often the total take would still be less than I used to gather. Non-crafter friends didn't mind going out once every week or 2 (depending on the spawn) to relocate harvesters, but every day to maintain them, methinks that's not so likely. My harvesters were often 2-4 km from the nearest shuttle/starport because that's there the best open-ground high concentration was. Having to make that trip 4 times as often doesn't sound like more immersive starwarsy gameplay.

    Making deals to have other people loan me their lots for harvesters helped build community too, not being able to admin puts a big hole in that. I took literally dozens of novice crafters under my wing, they'd let me use their lots for a spawn cycle, at the end of it they got to keep a heavy harvester. Most asked to repeat the process 3 or 4 times, if they did that, I surprised them with a free house as a thank-you at the end. They all kept in touch with me. Dealing with several at a time led to a few of them getting together and starting their own guild. Such interaction used to be commonplace and bring vets and newbs together. Won't happen anymore though. Not that there's many vets left, or as many newbs coming in as there once was :::^|::

  • JodokaiJodokai Member Posts: 1,621



    Originally posted by kjfett

    Much to learn in the way of crafting have you.
    Well after 2 and a half years and being in a mostly crafter guild, I think I've pretty much gotten down.
    This is a major blow to crafters.  It only continues the trend of making new players = to vets though. 
    This has already happened. Taking away the need to have the "uber" resources has already leveled the playing field. I fought that when it happened and lost. This part is already here
    Even you seem to be in that camp.  Reality is, that a 2 year vet AS should not be on par with one that just got to Master last night.    They could easily make new crafters viable by putting schematics lower in the lines that are useful, but instead....they leave 90% of the marketable goods in the top and nerf the top end to be no better than the low end.  This is just one more nail in the crafters' coffins.
    Which is the way it's always been. What you're not seeing is that most of the veteran crafters have left. Now there has to be someone to carry the torch.
    Instead of removing all the structures that need to be removed..they are only nerfing harvestors?  This is a nerf intended to have an direct impact on crafters.  SOE specifically wanted to affect crafters by this.  The server load is just the spoonful of sugar for the medicine.
    I don't disagree with this (well I do a little, I'm sure removing harvestor farms will clean up a lot of the database). But don't forget they are giving you another toon on that server. That will be 20 slots. There are very few crafters now, so I'm sure you could hire people to harvest for you.
    The only reason I sound like I'm defending this, is that I believe that crafting is already dead. They're just finishing off what they started. This isn't any worse than what's already happened.
    I would have liked this change under the old system. It would force crafters to make some tough choices, and I'm all for making a game challenging.




  • ShaydeShayde Member Posts: 4,529

    If course nobody has mentioned that the animal-resource drops are abyssmal.

    Random loot... peppered with useless stuff. Schematics still need too much.

    Shayde - SWG (dead)
    Proud member of the Cabal.
    image

    imageimage
    It sounds great, so great in fact, I pitty those who canceled :( - Some deluded SWG fanboi who pities me.
    I don't like it when you say things. - A Vanguard fan who does too.
    09f911029d74e35bd84156c5635688c0

  • ObraikObraik Member, Newbie CommonPosts: 7,261



    Originally posted by Shayde

    If course nobody has mentioned that the animal-resource drops are abyssmal.



    Not really.  Creatures still drop the same quantity of resources they used to, the only difference is you have no choice in what you get (bone, meat or hide).  Still, each time I've gone animal-resource hunting I've only had to spend half an hour extra to get the quantity that I want/need

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  • kjfettkjfett Member UncommonPosts: 234



    Originally posted by Jodokai



    Originally posted by kjfett

    Much to learn in the way of crafting have you.
    Well after 2 and a half years and being in a mostly crafter guild, I think I've pretty much gotten down.
    Ditto
    This is a major blow to crafters.  It only continues the trend of making new players = to vets though. 
    This has already happened. Taking away the need to have the "uber" resources has already leveled the playing field. I fought that when it happened and lost. This part is already here
    True, but I am pointing out that this only goes to continue that downward process.
    Even you seem to be in that camp.  Reality is, that a 2 year vet AS should not be on par with one that just got to Master last night.    They could easily make new crafters viable by putting schematics lower in the lines that are useful, but instead....they leave 90% of the marketable goods in the top and nerf the top end to be no better than the low end.  This is just one more nail in the crafters' coffins.
    Which is the way it's always been. What you're not seeing is that most of the veteran crafters have left. Now there has to be someone to carry the torch.
    I do know that.  I ran one of the largest guilds on the Radiant server.  My crafters were some of the best on the server.  I had +12exp crafters for every field.  My AS had the best stun armor on any server in the game (thanks to a phantom roll on a stun layer that he turned into a schematic).  It was our crafters in the game that started the snowball that resulted in over 100 accounts in our guild being canceled.  Those new crafters can learn the trade just as easily as the vets.  If they want to carry the tourch, they can learn that it burns when they hold it by the wrong end...no reason to baby proof it.
    Instead of removing all the structures that need to be removed..they are only nerfing harvestors?  This is a nerf intended to have an direct impact on crafters.  SOE specifically wanted to affect crafters by this.  The server load is just the spoonful of sugar for the medicine.
    I don't disagree with this (well I do a little, I'm sure removing harvestor farms will clean up a lot of the database). But don't forget they are giving you another toon on that server. That will be 20 slots. There are very few crafters now, so I'm sure you could hire people to harvest for you.
    Which will require swapping toons to handle runs and still wont meet the demands of a major guild.  Our guild would drop tons of harvestors when needed and add the crafters to admin so they only had to let us know when to pick up and where to drop them.  Now it would require far more interaction....more than most can give.
    The only reason I sound like I'm defending this, is that I believe that crafting is already dead. They're just finishing off what they started. This isn't any worse than what's already happened.
    I would have liked this change under the old system. It would force crafters to make some tough choices, and I'm all for making a game challenging.
    Removing admin lists would not be a good thing under any system.  They should have left it withthe whole deleting old and deleting unattended and left the admin list alone.






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