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 Post subject: latest updates
PostPosted: Tue Jul 08, 2003 3:34 pm 
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07/08/2003 10:41 AM


If a creature breaks your /maskscent you cannot remask your scent for 60 seconds.

We have some fixes to address trading not working occasionally, inability to access items in harvesters or vendors, and items vanishing after being looted from corpses. Once we have verified that these fixes are working correctly, we will be bringing back the normal death system.

Mobs in caves and other interiors should pathfind a lot better now.

We have done a series of client optimizations to improve client performance.

Critical events when sampling have been increased in frequency.

There are now more types of critical events in sampling.

There is now a 25 second delay between sample attempts.

The action pool cost of sampling has been increased.

Installations will now cease to work unless their maintenance is fully paid up.


what do you think about that ?

i dont like it because casual crafters already had a hard time selling stuff - now they hav an even harder time getting resources because they are sampling slower or they might not have the time to pay their harvesters' mainenance before it drops below 100%...


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PostPosted: Tue Jul 08, 2003 3:42 pm 
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Quote:
There is now a 25 second delay between sample attempts.

The action pool cost of sampling has been increased.
Why dont they just bend crafters over already! How much does that suck!

Resource prices are going to skyrocket now.

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PostPosted: Tue Jul 08, 2003 3:43 pm 
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those are all attempts at crippling the macro users.

not bad, I hate smoking harvestors.

I pay for days in advance already, I am concerned about the power requirements, interested to see those.


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PostPosted: Tue Jul 08, 2003 3:48 pm 
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Mantison, the power requirements aren't really that bad.

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PostPosted: Tue Jul 08, 2003 4:00 pm 
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i dont see many casual crafters spending their time running delivery missions to be able to pay for their harvesters


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PostPosted: Tue Jul 08, 2003 4:05 pm 
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Thats good to hear Gui, I had heard Bilo saying the requirements were insane, but I am glad to hear he was mistaken, as we thought.


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PostPosted: Tue Jul 08, 2003 4:17 pm 
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Mantison,

Unless they adjusted the amount of power required since Beta, which I don’t believe they did, you will still be able to produce minerals from your harvester of a 60% concentration at under .5 credits per unit including the cost of producing the power.

I’ve got better data in a thread on the member forum somewhere.

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PostPosted: Tue Jul 08, 2003 4:20 pm 
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my concern was that a guy I know was saying 1000 units of power was lasting his extractor 39 minutes.

That seemed WAY off to me.


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PostPosted: Wed Jul 09, 2003 12:07 pm 
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I was working on my small harvester math during my Busi class this morning. I'll confirm my numbers in a few minutes when i check them and i'll post what i found.


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 Post subject:
PostPosted: Wed Jul 23, 2003 10:31 pm 
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FWIW personals definitely use 600 power a day, and mediums 1200 power a day.

My 65% solars make 7500 power a day for 1440 credits. Even assuming a nice per day profit, power is under 1 credit per unit IMHO.

But Rom was right, resource prices seem to be stuck at nearly 3, and it's a pain in the butt to find LGO. Which means my building prices are way too low. I sell at around 2.25-2.5 per resource. If raw resources are 3 credits per then I need to sell for 3.5-4 credits per to cover failures and make some money.

FWIW that means mediums and factories are 45-50k, and medium houses are 70-90k. This is at least 50% more than I have been selling for (using 100% self-mined resources). I am 2/3 of the way to Master Architect, and in no real hurry, but I'd like to keep busy.

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 Post subject:
PostPosted: Thu Jul 24, 2003 6:27 am 
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Wuyavae wrote:
i dont see many casual crafters spending their time running delivery missions to be able to pay for their harvesters


If casual crafters are running missions, when do they have the time to craft?

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 Post subject:
PostPosted: Fri Jul 25, 2003 6:23 am 
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So does Avian dictate not to sell under a minimum price, and if not why not?

Seems to me if a market share is large enough such a thing is maintainable. Throw in some advertisement and things may even go well.

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PostPosted: Fri Jul 25, 2003 6:44 am 
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Cheetah wrote:
So does Avian dictate not to sell under a minimum price, and if not why not?


Avian does not dictate anything. And setting minimum prices is not really enforceable, so we do not even try. What would we do with a member caught selling below minimum price?

There are some areas were pricing is more unified, such as resource prices, but setting prices on a lot of different goods with different qualities is to much hassle to be worth it.

Edward


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