Rotate Resources More Frequently And Have Less Of Them

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.
Status
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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 confused. You're advocating for a system that will result in smaller stockpiles by crafters:
"fewer rich locations will appear, meaning smaller stockpiles"

You think 6 day spawns are too long:
"for a resource to stick around for 6 days is quite a long time."
"20% more frequent changes"

And in the same vein you state:
"the quantity of resources wont change at all."

Can you explain how that math works?

As a SW, I use vast sums of resources. As a SW who strives towards crafting capped gear, that means having a good supply of top resources when they spawn. Your suggestion would hurt that both in quantity of resources I can gather for my schematics that use a LOT of resources, and in how many I'll be able to make because it was not in spawn for long.

This will result in higher prices from me to end users: rampant inflation. It will happen across all crafting classes. Those made with top resources will cost abundantly more, because it will cost more to get them and there's less of them. Scarcity will inevitably drive prices up.

It will also result in more mediocre crafted gear as less top-end resources will be available, resulting in more crafters making the same thing as another. If I wanted that, I'd play SWTOR with its "everyone makes the exact same thing" system.

I gotta downvote this.
 
I'm confused. You're advocating for a system that will result in smaller stockpiles by crafters:
"fewer rich locations will appear, meaning smaller stockpiles"

You think 6 day spawns are too long:
"for a resource to stick around for 6 days is quite a long time."
"20% more frequent changes"

And in the same vein you state:
"the quantity of resources wont change at all."

Can you explain how that math works?

As a SW, I use vast sums of resources. As a SW who strives towards crafting capped gear, that means having a good supply of top resources when they spawn. Your suggestion would hurt that both in quantity of resources I can gather for my schematics that use a LOT of resources, and in how many I'll be able to make because it was not in spawn for long.

This will result in higher prices from me to end users: rampant inflation. It will happen across all crafting classes. Those made with top resources will cost abundantly more, because it will cost more to get them and there's less of them. Scarcity will inevitably drive prices up.

It will also result in more mediocre crafted gear as less top-end resources will be available, resulting in more crafters making the same thing as another. If I wanted that, I'd play SWTOR with its "everyone makes the exact same thing" system.

I gotta downvote this.
Sorry for the confusion, but I didnt say 6 days was "too" long, but I will say that 21 days definitely is too long for any resource to linger.
When i say the quantity of resources wont change, this means people can still harvest just as much as they ever did. The difference is that rare quality resources might show up less often due to there being less variety available.
With fewer types of resources on a planet, there wont be as many places on planet where you have lots of overlap. I am just predicting that this would mean there would be less overlap. Sorry I should have worded it differently. I incorrectly assumed people would make the connection.

High quality resources would be less common, and therefore might be worth more. This is not inflation, this is supply and demand. Inflation would be if the price of everything went up due to their being a larger supply of money in the system. Any inflation you see in thsi game is caused by that, and that alone. The more money people have, the higher the prices will be. That is where the game is heading right now because of a lack of money sinks.

The simple nuts and bolts of my suggested change is that players would need to move harvester more often, thus spending more credits that leave the economy. Or to put it even more simply, increases that money sink.

I hope this clears up your confusion.. You shouldnt vote on something you didnt understand. Just dont vote at all. Ive rewritten my OP to help clear up the misconceptions.

Just one question, since im not really familiar with SW, dont you get most of your resources from asteroids in space? I dont know what the resource rotation rates are for space resources, but you dont use harvesters, so I dont see how this change would affect your bank account.


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, simply because its never a good thing to spoil children rotten.
 
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If this had been presented a couple of months ago I probably would have agreed. But with the current extraction rates, I think this would be a very bad idea. There's no problem it solves in the current environment, it just makes crafter life harder and less stable.
 
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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.
Your numbers are factually inaccurate. And even if they were, you forget that schematics require named resource classes, so reducing the number of spawning coppers would be eliminating spawns of some sub classes, and therefore the ability for new players to gather resources and break into the crating game.

You seem to have missed the change from 5x live harvesting rates to 1.5x. I think this solves whatever problem you may have thought existed, and was done weeks before you posted your suggestion.
 
Your numbers are factually inaccurate. And even if they were, you forget that schematics require named resource classes, so reducing the number of spawning coppers would be eliminating spawns of some sub classes, and therefore the ability for new players to gather resources and break into the crating game.

You seem to have missed the change from 5x live harvesting rates to 1.5x. I think this solves whatever problem you may have thought existed, and was done weeks before you posted your suggestion. No I wasnt here for that change. However, 1.5 is still generous. You guys have been spoiled. The oritngal SWG was never this generous with resources, and no one had a problem with back then.
New players have no high end schematics that require any special resource. This has nothing to with my suggestion. I did not ask for rates to be changed. But even so, 1.5x is still quite generous.
 
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If this had been presented a couple of months ago I probably would have agreed. But with the current extraction rates, I think this would be a very bad idea. There's no problem it solves in the current environment, it just makes crafter life harder and less stable.
What do the extraction rates have anything to do with moving harvesters? I think too many people are conflating my proposal with something that is not even related.
 
New players have no high end schematics that require any special resource. This has nothing to with my suggestion. I did not ask for rates to be changed. But even so, 1.5x is still quite generous.
Um. Yes they do?

dude, do you even craft?
 
Thank you for your suggestion.

The Development Team has reviewed the proposal and determined it is not something we will implement at this time.

The duration of resource spawns helps to ensure more players have access to resource pools as they are, given not everyone is able to log in within a shorter period of time. The variety, breadth, and complexity of resource types is part of what gives SWG such a rich crafting system and modifications of the suggested nature would represent a significant departure from both the original design intentions and a complex undertaking to rebalance, which is beyond the scope of what we could support.
 
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