Not Implemented - Rotate Resources More Frequently And Have Less Of Them | Star Wars Galaxies Restoration

Not Implemented Rotate Resources More Frequently And Have Less Of Them

This idea/suggestion has been flagged as Not Implemented because of a lack of popularity, lack of interest, lack of feasibility, or other determination by the Development Team, so the suggestion will not be implemented. Once a suggestion has been flagged this way, the decision is final. Although the issue may be raised again in the future after a six month cooldown. A response explanation from the Development Team can be found in the thread.
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Proposal
If Possible, Rotate Resources More Frequently And Have Less Of Them
Justification
To help promote a healthy economy.
Motivation
Indirectly increases money sinkage, which is sorely needed for a player driven economy.
This will mean players would move harvestors more often, and the money they spend on that goes out of the game more frequently. It doesnt have to be a big change. Reducing the resource frequency and quantity by like 20-30% shouldnt be a problem for anyone. I mean, the launch version of the game had far less than what we have now and it was fine then. So this change should be just fine and help balance the economy better.

On the positive side, this will also make bad resources disappear quicker as well and get replaced by better ones.

One more thing. Taking away the childs candy is never going to be popular with the children, so all the downvotes are meaningless, unless you can somehow make a reasoned logical argument for why its better for the child to remain a spoiled glutton. So far in this discussion, no one has been able to do that, and quite frankly, its probably an impossible task.
 
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I'm not saying this is a terrible idea but I'm not for it. It is already quite a bit of work keeping up with resources that can rotate out after just 6 days. What are you proposing exactly? That they rotate out every couple? I feel like my whole gameplay would be just chasing resources.
 
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No, Im not advocating for a drastic change. Just a small one. Like maybe 20% more frequent changes, and 20% less number of different resources. Like, right now for example, tatooine has like 10 different steel, 8 different copper, like 15 different ores... you get the point. The original game wasnt like this. I recall there being like 3-4 different resources of the same types tops back then. We could certainly do with fewer resources and more money being sinked. This is but one way to do this without having to make drastic changes or reprogramming.

And honestly, for a resource to stick around for 6 days is quite a long time. I was one of the first master architects after release, so I know all about hunting resources and the costs involved. This is a change that can be done without anyone noticing. No new fees etc. No chance of a public outcry, and it will help balance the economy.

Dont forget to upvote if you like this proposal.
 
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PhilmorALF

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No, Im not advocating for a drastic change. Just a small one. Like maybe 20% more frequent changes, and 20% less number of different resources. Like, right now for example, tatooine has like 10 different steel, 8 different copper, like 15 different ores... you get the point. The original game wasnt like this. I recall there being like 3-4 different resources of the same types tops back then. We could certainly do with fewer resources and more money being sinked. This is but one way to do this without having to make drastic changes or reprogramming.

And honestly, for a resource to stick around for 6 days is quite a long time. Dont forget to upvote if you like this proposal.
What do you think happens when resources become more rare? Do you think that prices of product goes up..or down? So it will cost more to harvest for crafters - it will cost more to buy from resource sellers..

You can't implement an idea for a resource sink that simultaneously causes mass inflation.

Downvote - bad idea
 

PhilmorALF

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Care to explain how having an over abundance of resources and money is good for a player driven in game economy?
I'm guessing you don't craft - but many of the duplicate resources you see is because a specific steel or copper or whatever is required for certain schematics..so when you take one out of spawn..new players or whoever will have a hard time finding resources to start crafting specific schematics. It seems counterproductive.
 
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What do you think happens when resources become more rare? Do you think that prices of product goes up..or down? So it will cost more to harvest for crafters - it will cost more to buy from resource sellers..

You can't implement an idea for a resource sink that simultaneously causes mass inflation.

Downvote - bad idea
I think you misunderstand. the quantity of resources wont change at all. The purpose is to sink more money out of the game with a simple change.
 
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I'm guessing you don't craft - but many of the duplicate resources you see is because a specific steel or copper or whatever is required for certain schematics..so when you take one out of spawn..new players or whoever will have a hard time finding resources to start crafting specific schematics. It seems counterproductive.
Im guessing you dont read. See my above posts. And yes I am a crafter. A new character doesnt need a certain type of steel to practice crafting, you just need any kind, so there doesnt need to be 10 different types. Im also guessing that you arent a crafter or you would already know this.
 
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Im guessing you dont read. See my above posts. And yes I am a crafter. A new character doesnt need a certain type of steel to practice crafting, you just need any kind, so there doesnt need to be 10 different types. Im also guessing that you arent a crafter or you would already know this.
What Phil meant was. I think just about every named resource is used in a specific schematic. You can't just remove those resources from the game easily without tweaking schematics etc.
 
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PhilmorALF

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I think you misunderstand. the quantity of resources wont change at all.
"Resources rotate more frequently and have less of them"

You want resources to be more scarce..so people don't stockpile...so..

If you have 10 resources..and 3 are good...1 person has to choose between those 3...so less of each..

If you have 5 resources..and 1 is good...then people will focus all their attention on that 1...and..stockpile....

I guess I did miss you were the world's best architect...I think you want an economy you can raise your prices..and aren't really worried about anything else.
 

PhilmorALF

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What Phil meant was. I think just about every named resource is used in a specific schematic. You can't just remove those resources from the game easily without tweaking schematics etc.
Thank you - apparently this went over his head.
 
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Care to explain how having an over abundance of resources and money is good for a player driven in game economy?
Alot of what players have they have from before the changes when it was easy to grab around 1 mill a day with 10 harvesters on it. that is not happing anymore. Not even close. it was nerfed down to about i would say 25 to 30% of that in a day. So it will take some time but it will balance out in the long run. This game in original form was a long haul game like everquest and such and those who put in the time reaped the rewards sooner. Yeah there is alot of time sinks and alot of newer players to this format want more of a Warcraft style catch up mechs or to spend 2 hours a day and be on even ground but this just isnt that game. if you are patient and keep at it like a few that have posted here and played since launch with few breaks you will get to where you want to be aswell.
 
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Current system of most resources being 7 days is good as is. JTL resources being 21 days to me is also fine as it's only a select few resources.
As Sumaden mentioned, every resource has a specific need by a specific crafting profession and is a large part in what makes SWG the greatest crafting game I have seen to date.
I really don't think making me move harvesters every 4 days is ideal to anyone. They adjusted harvester rates on R3 and will take time, but will do it's job for some players from having millions of one specific resource.
I do not believe your idea is well thought out for a credit sink. It is more of a dumbing done of the game by getting rid of 20% of the resources cause you think it is too many.
 
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What Phil meant was. I think just about every named resource is used in a specific schematic. You can't just remove those resources from the game easily without tweaking schematics etc.
What? No, resources dont just go away forever... sheesh... If thats what you think I was proposing, you are tragically wrong. They randomly appear and disappear. If its not on one planet, it may be on a different planet, you should already know that. Resources come and go, evidently you dont understand this and in no way whatsoever did anything I say suggest the removal of a resource type from circulation.
 
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Alot of what players have they have from before the changes when it was easy to grab around 1 mill a day with 10 harvesters on it. that is not happing anymore. Not even close. it was nerfed down to about i would say 25 to 30% of that in a day. So it will take some time but it will balance out in the long run. This game in original form was a long haul game like everquest and such and those who put in the time reaped the rewards sooner. Yeah there is alot of time sinks and alot of newer players to this format want more of a Warcraft style catch up mechs or to spend 2 hours a day and be on even ground but this just isnt that game. if you are patient and keep at it like a few that have posted here and played since launch with few breaks you will get to where you want to be aswell.
You are confused about my suggestion. This will not affect the amount of resources that anyone can collect. It just will increase the money sink for it in a barely noticable way, but in an effectual way. The individual player wouldnt notice the change, but would have a positive effect on the economy. So many knee jerk pearl clutchers....
 
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Current system of most resources being 7 days is good as is. JTL resources being 21 days to me is also fine as it's only a select few resources.
As Sumaden mentioned, every resource has a specific need by a specific crafting profession and is a large part in what makes SWG the greatest crafting game I have seen to date.
I really don't think making me move harvesters every 4 days is ideal to anyone. They adjusted harvester rates on R3 and will take time, but will do it's job for some players from having millions of one specific resource.
I do not believe your idea is well thought out for a credit sink. It is more of a dumbing done of the game by getting rid of 20% of the resources cause you think it is too many.
And Sumanden was incorrect in his assumptions, as i explained in my response to him.

In this remake, the resources are far more abundant than they were in the original game, and the original game flourished greatly economically. So your assumption that reducing the number of resources that appear at any given time is incorrect. But this server is dying, and one reason is the broken economy. If nothing is changed, that trajectory will continue. Wouldnt you agree?
 
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PhilmorALF

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And Sumanden was incorrect in his assumptions, as i explained in my response to him.

In this remake, the resources are far more abundant than they were in the original game, and the original game flourished greatly economically. So your assumption that reducing the number of resources that appear at any given time is incorrect. But this server is dying, and one reason is the broken economy. If nothing is changed, that trajectory will continue. Wouldnt you agree?
Actually the server had a big boost, and I'm sure will have another with 1.0. I love the people that know that believe they have all the right answers. You show up out of nowhere after playing for a few days and have all these great server changing ideas - with no logical backing..but we better not disagree with your server changing ideas, or else the apocalypse will come. You're not the first person to have a bad idea - and you won't be the last.

As you requested...and to reiterate.. downvote for a horribly thought out suggestion.
 
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Without knowing at least the rough numbers of credits coming in and going out of the economy, any hasty changes to create additional credit sink is ill-advised. This is especially true when you talk about going after resources, the driver of the game's economy. And I agree with those who do not want to spend additional time chasing around resources and moving harvesters. Ultimately, we play the game for entertainment and to that end, the least amount of time should be spent in this endeavor.
Down vote.
 
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