Architect Archive

Thread: Clothes don't wear out, why should harvesters?

Frosthorn
Thu Oct 02, 2003 1:07 pm
#1

I'm not a tailor. I'm an architect. Tailors used the exact same arguments that people are using to argue for decay in architecture and the community at large vehemently opposed it. The developers decided that clothes would not decay. We've provided no compelling reason to why harvesters should decay that wasn't provided then.

If you want to be in a profession where items wear out and quality matters, go be a weaponsmith, armorsmith, doctor, chef, etc...

Darkhorn
Knocky
Thu Oct 02, 2003 1:16 pm
#2

Last time the Devs talked about the death penalty and insurance they were saying that they were considering doing away with insurance and instead every time you are incapped your items on you will take damage. There by introducing decay to clothing.


I have no comment to structure decaying at this time.

McThick
Thu Oct 02, 2003 1:19 pm
#3

Harvesters should wear out because they are machines. Just like a car, a computer, a VCR, a DVD player, an oil pump...oh...wait...that's EXACTLY like a chemical harvester.

And harvesters DO wear out...if you don't visit yours for a week or two...it disappears.

//McThick
PosiTec
Thu Oct 02, 2003 1:22 pm
#4

Actualy I think the Devs "Claimed" that the community demanded no-decay on clothes.


Personally I don't recall EVER seeing someone ask for no-decay on them.


But if it will make you happy.. I think clothes should need to be replaced periodically. Possible just make clothes take damage dring combat (even if carried but not worn). Decay probably shouldn't remove clothes altogether (dont want lots of naked people runing around), but maybe they could gradualy lose all their color etc. Real clothes become "Washed Out" too

Dayln
Thu Oct 02, 2003 1:25 pm
#5

Clothes SHOULD wear out, and so should harvestors is the point.
Ropock
Thu Oct 02, 2003 1:25 pm
#6

hmmm... oh, so we already have decay in our world... we just want to make it more drastic i guess.


and if you want to talk real world, how long do your clothes last? i'm guessing a lot shorter time than that oil pump.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Frosthorn
Thu Oct 02, 2003 1:31 pm
#7

If that's true, it's definitely a change from what they've said in the past. I would be interested in what changed their minds.

Personally I'm against any form of decay for "eye-candy" like clothes with no stats and furniture. It's a major pain to nicely outfit a house. If it's going to decay anyway, why bother. Same with clothes... I'll just wear the crap I loot until I can get something with stats.

As far as wear on harvesters and houses go, I don't like the idea on houses at all. And it would only be acceptable for harvesters, IMO, if it took a minimum of 6 months of continuous use to wear them out.

I also hate this quality patch that's coming. I got into architecture so I wouldn't have to worry about the quality. If I wanted to hunt all 10 planets for the best stuff I would have been a weaponsmith #@&$%#!

Darkhorn
DeejZozzle
Thu Oct 02, 2003 1:35 pm
#8

Just because the "developers decided" doesn't meanit was the correct decision and that all architectsshould change professions and stop lobbying for decay. Many "compelling" reasons have been given, just none that meet the devs own immediate designs as far as we have been told. On a tangent - since harvestors require maintenance, who is doing the maintenance? I guess we can assume that it's user maintenance and the user just has to buy the parts? It would be nice if we at least could be involved in that aspect from an income standpoint. Comparing clothing to harvestors - interesting - I haven't seen the ability to create a colored harvestor yet? Maybe that would drive the players with a warped fashion sense back to purchase more just for a change of scenery, despite the fact that harvestors durability should ge guaged in terms of a half-life? Maybe the tailors should request that maintenance be paid on their clothing, or the clothes just burn up after a period of time? I am not flaming here, but is youropinion supposed to be anti-developer? Or anti-decay? Or anti-architect? I'm not sure I understand where you are coming from ...



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Dayln
Thu Oct 02, 2003 1:41 pm
#9

That is true Repock........


Now I am not going for total reality for SWG ( we would have to loose the Wookies too ) But for a player economy to work, there has to be recurring need.


Everything should decay.


Yes even clothes, yes even furniture, but some thing should take a long time to decay, even if it isnt realistic.

Ropock
Thu Oct 02, 2003 1:43 pm
#10

but there are many architects who don't want decay.... as seen from the informal poll that was posted along with many compelling reasons to leave it out.


Be conscious of both sides of the argument, not just one.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Frosthorn
Thu Oct 02, 2003 1:44 pm
#11

Anyone who wants to use "real world" arguments needs to take a step back and realize this is a game with fictional parameters. I can argue for or against almost any aspect of the game using real world arguments. It's much MUCH more important to make the game enjoyable then trying to match some model of reality. Yes, almost everything wears out in real life. Of course, we also have to eat food regularly or we starve. And this food doesn't magically enter our system. Sleeping about 1/3 of our time is also essential to keeping a healthy mind/body. And, of course, there's no such thing as hyperspace so travel between the planets is going to take much longer than you can wait for. Does anyone want these implemented in the game? Of course not. Real world arguments simply don't apply.

What are the "game" reasons people want decay? They are essentially the same reasons why tailors wanted decay.

Darkhorn
Dayln
Thu Oct 02, 2003 1:47 pm
#12

Well not everything is about want....


People dont want to pay taxes but the do want the fire department to show up in case of a fire.


I am talking about game design, not what I want as a player architect.

Liasan
Thu Oct 02, 2003 1:52 pm
#13

I personally thinkfor anything you pay a maint. fee on that it should not decay. What would be the point of the maint. fee then?? The maint. fee keeps the item up an running. Pays for spare parts or what ever is needed. I see harvesters on fire all the time due to someone forgetting about it. Harvesters do leave the game. Maybe the decay rate when a harvester runs out of cash should be upped and the cost to "repair" a damaged harvester should be increased also.


As far as the comment that "a car, a computer, a VCR, a DVD player, an oil pump" all decay, this is true, but you can always fix them and keep them running. It just depends on if you are willing to pay the price to fix them. I think this should be the same for harvesters. If they run out maint., let the repair costs become exponential to the percent of damage they take. It will make people think about repairing, or buying another one.



Liasan Perilleux


Installation Designer/Ahazi Server





Nasail Perilleux
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Liasan Perilleux
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