Architect Archive
Thread: Clothes don't wear out, why should harvesters?
If you want to be in a profession where items wear out and quality matters, go be a weaponsmith, armorsmith, doctor, chef, etc...
Darkhorn
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.
And harvesters DO wear out...if you don't visit yours for a week or two...it disappears.
//McThick
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 ![]()
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.
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
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.
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.
What are the "game" reasons people want decay? They are essentially the same reasons why tailors wanted decay.
Darkhorn
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.
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