Architect Archive

Thread: Not A'lot'

Jedigeneration
Wed Apr 21, 2004 2:00 am
#1

I've been reading a few posts here and I can see most people are as peeved as me with the housing and the amount of items they can store. People's main answer to this was to change it, but why don't we alter a few other things around it aswell to balance the housing out as well as opening up a market.


Endulge me...


As it stands the Factories and Harvestors are ok, but the others should be changed to the following. (Plenty of reasons below)

Small House - 1 lot - 100 item

Med House - 2 lots - 200 item

Lrg House - 4 lots - 300 item

Guild Hall - 6 lots - 400 item

City Hall - 8 lots - 500 item


There are many benifits to this new system...

>No more people having 3 smalls for the 450 item just coz it's the cheating, sorry, cheapest way to do it. (Anyone wanna complain about losing this privalege

>Give people reason to upgrade thier homes as they progress and not living in their small hovel for years (More return business for us Arch's there for more expensive goods.

>Brings a far more balanced look to home ownership, where people would gradually make thier way up the property ladder. (Larges being 4/300, NOT 3/300for the sole reason of the convieniance of having all your possesions in one place and keeping the factthey already have them set higher than the others)

>City Mayors would now have 2 free lots to own thier own 'Private' home, or invest in another career.

>You would nowbe able to acually 'FullyFurnish' your home while still having alittle space to store. (From experience here, I live in a med and have 2 empty rooms coz of the lack of space)

Veers_Intrepid
Wed Apr 21, 2004 2:12 am
#2

sorry to say it, but your idea got several flaws :/



first off its silly to give larger home lesser storage per lot, thats exactly same crap what the devs did right now.


in your system everybody still would set just bunch of small homes, cause simply more items per lot in the end (only difference u did is increase 75 to 100 per lot on smalls, sorry thats not working)


the set amount of items per lot right now is fine with me (sure i would love to see more items per lot but well)


the main problem is that they DONT give the set items per lot atm, only small and medium houses do that,


your system would needs then to be


small 100 / 1 lot


medium 200 / 2 lots


large 400 / 4 lots


guild hall 600 / 6 lots


then its working and would be same as it should be beside more items per lot


(BTW the lot differences between the homes are the good idea on it, and reduce guild hall lots anyways, plus make all guildhalls cost same lots i want to add)


city hall u missed one point, city hall belongs to nobody but the city so its not good idea to store items in it, but yes i would like to see decoration in it which we can place.


the mayor of a city dont have to spend lots for a home, he got all his lots for his free will usage. a city mayor is declared residence in the city hall if u didnt knew it he only needs to place a house wqhen hes not anymore mayor and wish to stay citizen.


end result:


just let them adjust lotcosts to homes and give definately 75 items per lot (more are welcome tho) and all would be fine.






Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Jedigeneration
Wed Apr 21, 2004 2:27 am
#3







I've been reading a few posts here and I can see most people are as peeved as me with the housing and the amount of items they can store. People's main answer to this was to change it, but why don't we alter a few other things around it aswell to balance the housing out as well as opening up a market.


Endulge me...


As it stands the Factories and Harvesters are ok, but the others should be changed to the following. (Plenty of reasons below)

Small House - 1 lot - 100 item

Med House - 2 lots - 200 item

Lrg House - 4 lots - 300 item

Guild Hall - 6 lots - 400 item

City Hall - 8 lots - 500 item


There are many benifits to this new system...

>No more people having 3 smalls for the 450 item just coz it's the cheating, sorry, cheapest way to do it. (Anyone wanna complainabout losing this privilege just think that if you had 3 meds instead you'd now have 600 storage for no more lots)

>Give people reason to upgrade their homes as they progress and not living in their small hovel for years (More return business for us Arch's there for more expensive goods).

>Brings a far more balanced look to home ownership, where people would gradually make their way up the property ladder. (Larges being 4/300, NOT 3/300for the sole reason of the convieniance of having all your possesions in one place and keeping the factthey already have them set higher than the others)

>City Mayors would now have 2 free lots to own their own 'Private' home, or invest in another career.

>You would nowbe able to actually 'FullyFurnish' your home while still having alittle space to store. (From experience here, I live in a med and have 2 empty rooms coz of the lack of space)

>Plenty of space in Guild/City Halls for multiple player storage (As they are multiple player buildings)

>Small houses only being used as starter homes, sheds, and workshops would bring more depth to the citys with nothing but rows and rows of the cheapest houses available.

>People will actually want to own the grandest house knowing they won't have to sacrifice 6 lots to do it.

>Ummmmmm....



I'm getting a bit tired now, can't really think of anything else for the moment. Please feel free to comment, I see this as a way to enhance everyone's play as well as giving us Arch's something else to scrape the rent together with.


Jackson' Nights

Mos Espa, Tatooine, Radiant...

Jedigeneration
Wed Apr 21, 2004 2:38 am
#4

POST FROM - Veers_Intrepid

sorry to say it, but your idea got several flaws :/


first off its silly to give larger home lesser storage per lot, thats exactly same crap what the devs did right now.

in your system everybody still would set just bunch of small homes, cause simply more items per lot in the end (only difference u did is increase 75 to 100 per lot on smalls, sorry thats not working)

the set amount of items per lot right now is fine with me (sure i would love to see more items per lot but well)

the main problem is that they DONT give the set items per lot atm, only small and medium houses do that,

your system would needs then to be

small 100 / 1 lot

medium 200 / 2 lots

large 400 / 4 lots

guild hall 600 / 6 lots

then its working and would be same as it should be beside more items per lot

(BTW the lot differences between the homes are the good idea on it, and reduce guild hall lots anyways, plus make all guildhalls cost same lots i want to add)

city hall u missed one point, city hall belongs to nobody but the city so its not good idea to store items in it, but yes i would like to see decoration in it which we can place.

the mayor of a city dont have to spend lots for a home, he got all his lots for his free will usage. a city mayor is declared residence in the city hall if u didnt knew it he only needs to place a house wqhen hes not anymore mayor and wish to stay citizen.

end result:

just let them adjust lotcosts to homes and give definately 75 items per lot (more are welcome tho) and all would be fine.



Veers - Master Architect / Master Artisan / Master Droid Eng. from Talus (SWG Beta Tester)

Shop with Structures,Furnitures,Weapons,Pharmaceuticals,Droids and Armor on Correlia 800m SE of Coronet 380, -5396

Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Jedigeneration
Wed Apr 21, 2004 2:47 am
#5

Please post on the other by the same name... Sorry finger sliped with this one unfinished.
Jedigeneration
Wed Apr 21, 2004 4:12 am
#6

ZZZzzzz
TheMalle
Wed Apr 21, 2004 6:31 am
#7

Let's just use this one instead and the other one may die away.

Anyway, as Veers stated, you are not making much sense.

I'm gonna throw in a little suggestion myself (using your lot count):

Small house, 1 lot; 50 items
Medium house, 2 lots; 120 items
Large house, 4 lots; 320 items
Guild hall, 6 lots; 600 items
City hall, 8 lots; 960 items

This is by the formula:

X * 90 + (X - 1) * (X * 5)

That turns the more lots you use for a building, the more each lot gives, and thus rewards it's lot size.

1 lot = 90 per lot, 90 total
2 lots = 95 per lot, 190 total
3 lots = 100 per lot, 300 total
4 lots = 105 per lot, 420 total
5 lots = 110 per lot, 550 total
6 lots = 115 per lot, 690 total
7 lots = 120 per lot, 840 total
8 lots = 125 per lot, 1000 total
9 lots = 130 per lot, 1170 total
10 lots = 135 per lot, 1350 total

Or, in other words;

Small's would be only one lot, but store 15 more / lot, at a total of 90 items.
Mediums would still be 2 lots, but now store 20 more / lot, at a total of 190 items.
Large's would still be 4 lots, but now store 42.5 more / lot, at a total of 420 items
(as much as 5.6 small's would do before, or 60 more items than 4 of the new small houses)


Another thing that could be usefull, is that when a city hall is placed and the city registered, the city would transfer to the so called city lots.

Pro's:

No lot use for city hall, thus rendering the owner of the city hall able to keep his in game life normal compared to others.

If the city is destroyed, the city hall goes with it, so it shoulcn't be used as a storing place by just anyone.


Con's:

If the city is destroyed, the city hall goes with it, so it shoulcn't be used as a storing place by just anyone.

People will whine that the the owner of the city hall can have much more storing (maybe make it so that the mayor is the one with the admin rights to the city hall?)


Oh, just slipped to my mind:

Merchant's should get a skill modifier to increasing storage per lot (always rounded up to closest whole number):

Efficiency I: 10%
Efficiency II: 15%
Efficiency III: 20%
Efficiency IV: 25%
Master Merchant: 40%

(that is counted together, so its 10 on #1, 5 more on #2, another 5 on #3 and #4, and a whole 15 on master)

Of course, I presume that this is phrased in such a way that noone dreams about arguing about it as they do about the "drop vendor skill but retain vendor" bug. Maybe something like:

"This skill increases the amount a player can keep in his buildings." Not how much he can put in it, how much he can store (in other words, if you drop the skill, the last items added that exceed the limit will go "POOF". Be sure to add a line when surrendering any of these skills that items in houses can be lost. Also add a counter in the house so you can see how many items you have in it, so you can know when it is safe to drop the skill.




Hope I didn't forget anything



-------------------------------------------------------------------------------
Malle the Mon Calamari
Mos Entha Role Playing Community
http://www.mosentha.com

"Behavior is a mirror in which every one displays his image" - Johann Wolfgang von Goethe
Master_Mavric
Wed Apr 21, 2004 9:28 am
#8





Jedigeneration wrote:

City Hall - 8 lots - 500 item





City halls are public city owned buildings. They use NO lots and shouldn't.

Also as far asI know City hallsdo not have a max storage value (thoughI think they should).









Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


Jedigeneration
Wed Apr 21, 2004 8:56 pm
#9


----------------------------------------------------------------------------------------------------------------------

Master_Mavric Wrote:

City halls are public city owned buildings. They use NO lots and shouldn't.

Also as far asI know City hallsdo not have a max storage value (thoughI think they should).

----------------------------------------------------------------------------------------------------------------------


Gracefully conceded, thanks for the info Mavric...


Jacks.
PsychoticChipmunk
Wed Apr 21, 2004 9:29 pm
#10

City halls have 250. At least on Corellia, I've heard tell that a Nubian is a little bit more but I don't know for sure.



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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
Jedigeneration
Thu Apr 22, 2004 3:20 am
#11

Strange that different planets have different specifics when it comes to thier building's Storage and Lots (As mentioned in above posts, namely the Tatooine Guild, and various City Halls...
Jedigeneration
Thu Apr 22, 2004 3:28 am
#12

Use other board with the same name... This one is 'Unfinished'.
Jedigeneration
Thu Apr 22, 2004 3:30 am
#13

Post by 'TheMalle'

---------------------------------------------------------------------------------------

---------------------------------------------------------------------------------------


Let's just use this one instead and the other one may die away.

Anyway, as Veers stated, you are not making much sense.

I'm gonna throw in a little suggestion myself (using your lot count):

Small house, 1 lot; 50 items
Medium house, 2 lots; 120 items
Large house, 4 lots; 320 items
Guild hall, 6 lots; 600 items
City hall, 8 lots; 960 items

This is by the formula:

X * 90 + (X - 1) * (X * 5)

That turns the more lots you use for a building, the more each lot gives, and thus rewards it's lot size.

1 lot = 90 per lot, 90 total
2 lots = 95 per lot, 190 total
3 lots = 100 per lot, 300 total
4 lots = 105 per lot, 420 total
5 lots = 110 per lot, 550 total
6 lots = 115 per lot, 690 total
7 lots = 120 per lot, 840 total
8 lots = 125 per lot, 1000 total
9 lots = 130 per lot, 1170 total
10 lots = 135 per lot, 1350 total

Or, in other words;

Small's would be only one lot, but store 15 more / lot, at a total of 90 items.
Mediums would still be 2 lots, but now store 20 more / lot, at a total of 190 items.
Large's would still be 4 lots, but now store 42.5 more / lot, at a total of 420 items
(as much as 5.6 small's would do before, or 60 more items than 4 of the new small houses)


Another thing that could be usefull, is that when a city hall is placed and the city registered, the city would transfer to the so called city lots.

Pro's:

No lot use for city hall, thus rendering the owner of the city hall able to keep his in game life normal compared to others.

If the city is destroyed, the city hall goes with it, so it shoulcn't be used as a storing place by just anyone.


Con's:

If the city is destroyed, the city hall goes with it, so it shoulcn't be used as a storing place by just anyone.

People will whine that the the owner of the city hall can have much more storing (maybe make it so that the mayor is the one with the admin rights to the city hall?)


Oh, just slipped to my mind:

Merchant's should get a skill modifier to increasing storage per lot (always rounded up to closest whole number):

Efficiency I: 10%
Efficiency II: 15%
Efficiency III: 20%
Efficiency IV: 25%
Master Merchant: 40%

(that is counted together, so its 10 on #1, 5 more on #2, another 5 on #3 and #4, and a whole 15 on master)

Of course, I presume that this is phrased in such a way that noone dreams about arguing about it as they do about the "drop vendor skill but retain vendor" bug. Maybe something like:

"This skill increases the amount a player can keep in his buildings." Not how much he can put in it, how much he can store (in other words, if you drop the skill, the last items added that exceed the limit will go "POOF". Be sure to add a line when surrendering any of these skills that items in houses can be lost. Also add a counter in the house so you can see how many items you have in it, so you can know when it is safe to drop the skill.



Hope I didn't forget anything

-------------------------------------------------------------------------------

Malle the Master Architect - Chimaera

Visit my Misc. store (Malle's Misc. Stuff Store) and my deeds store (Deeds for dudes) in my house at -630 -5250 in Rhodia at Talus.

"Behavior is a mirror in which every one displays his image" - Johann Wolfgang von Goethe
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