Architect Archive
Thread: Good for Business or Grief?
Just curious what you all think about factionally aligned harvestors being destroyable by an opposing faction?
I reality it makes sense (deny the enemy supplies) and would be good for business but would not be cool to loose your harvestors everyday...
It's a bad idea.
For whom exactly would it be good for business? I guess you mean architects, but it would really only be good for those architects who were neutral. Well, I guess it would be good for all neutral crafters since they would now have a huge advantage over factioned crafters.
LordTigris wrote:
Let alone that I would personally net about 100 structues destroyed in the first day.
You're not supposed to have more then 10 structures (more specific, 10 lots) anyway.
LordTigris wrote:
and you have a mass exodus to other games.
That "Mass Exodus" will never happen, no matter what the Devs's decide to change and how they will do it, people will adapt. How many people doyou know that emigratedbecause of the latest tax raise, public health care cut orany otherlaw change that effected them negativelly?
Goff McMerrii
Miner
LordTigris wrote:
I was stating that if they make harvestors factional and destroyable, I think I can personally destroy 100 of other people's harvestors in a single day.
Ah, misunderstood you there. I don't think it'll be so extreme, not many players are overt anyway. Only a realy small percentage shows their faction, most players we all see ingame are either neutral or Covert.
LordTigris wrote:
I've seen it in EQ, UO, AO, DAoC so you better believe that it can happen here as well.
I, like you have seen people shout "bloody murder" and still continue to play the game for years after that. *shrug* People will complain (in strong words) and then they'll adapt and keep playing. UO is still strong, EQ is still strong and every other MMORPG you mentioned is still strong. There won't be a "mass exodus" ever, not due to design changes.
If being overt, makes your harvestors attackable, this would not only be yet another "really stupid idea" courtesy of SOE, it would highly limit the number of players wanting to be overt.
As for me personally, I'm almost never overt, and with a change like this, I'd switch back to being a neutral, so I didn't have to worry about become TEF and getting zapped in the meanwhile (if you can't switch to overt to have a little PvP fun, there is pretty much no point at all in being covert, since covert with a TEF simply means you have a death wish).
I don't care if this would improve my business or not, it would make the game less fun to play for myself and many others, which I see as a "bad thing". You would be fairly assured of loosing your harvestors, the moment you went overt, if you stayed overt for longer than a few minutes, if you placed said harvestors on any of the "high percentage" spots where you see all the other harvestors at. If you don't believe these places would be camped by overt players from both sides, just waiting to take down 4 or 5 of your heavies, I can pretty much assure you, that it WOULD happen.
BTW, I don't mean to shoot this down as hard as perhaps my post is making it appear, but the whole idea of loseing 600K or better worth of harvestors, just because you want to go join a raid for your faction for an hours worth of PvP play, is not an idea that I favor. If your harvestors become attackable, the moment you go overt, this is exactly what will happen.
Vorgus on Bria
Factional harvesters could actually work if it was done correctly as a system to supplement normal non-attackable harvesters.
Leave the current harvesting system in place where harvesters take 1 lot, harvest xxx resources, blah, blah, blah.
However, add the ability to buy a Mining Contract from an NPC faction recruiter. This Mining Contract would be a special one use schematic to factory build a Factional Harvester of whatever size and type the contract calls for. The player either buys the components from an architect and uses a factory he places or he can give the contract to an architect and pay a fee for the architect to complete the harvester. Factional Harvesters would NOT go against the normal 10 lot limit but from a separate factional lot limit perhaps ofone to four lots based on the player's rank. One additional restriction might be that Factional Harvesters can NOT be re-deeded. Once they're placed they're stuck.
It'd be a neat system with factional harvesters usually being hidden out in the deep wilderness where they'd be unlikely to be found. Or players might team together to place a field of factional harvesters protected by a nearby player base, turrets, and mine fields.
Darkflinx;
With that sort of an addition to the game, I wouldn't be bothered by your version of factional harvestors, since them being destroyable, would be entirely up to a player wanting to invest in it in the first place.
I wouldn't honestly expect such an idea to happen however, since SOE already thinks we get too many resources and credits in this game as it is. If you can talk the developers into creating such a system, I'd sure love to get some extra harvestors, even if I was risking them being destroyed. The reason I feel differently about your version of the original idea, is that it is optional, without taking away anything we already have.
To the topic starter: Sorry, I did come down on your idea harder than I probably should have, but it's just that any idea that threatens to take even more "fun" out of the game, I tend to stomp on fairly hard. It's not that I don't wish theplayers had more at stake in the civil war, its just that SOE has an annoying tendancy to add things that VERY few like, with little thought of the "big picture" on how it will relate to having fun in the game, and I just can't support idea's that may take even more things away from the players.
Vorgus on Bria
There was a mass exodus the day DAoC came out. Our EQ server lost 3 major guilds alone. Luclin was barren for months until DAoC lost its luster and people trickled back. The difference is that people have massive amounts of time invested in some games like EQ. SWG is still so new that most people can quit without feeling like they lost years of their life, or feeling that they can't redo what they had in a week. UO, AO, and DAoC are all fringe MMORPG's nowdays. EQ is the only strong MMORPG, and this is because people have years devoted to the game. There can be a mass exodus here, and the game will continue, but how many servers and how many players do you forsee if the devs keep breaking an already broke game??
Goff_McMerrii wrote:
LordTigris wrote:
I've seen it in EQ, UO, AO, DAoC so you better believe that it can happen here as well.
I, like you have seen people shout "bloody murder" and still continue to play the game for years after that. *shrug* People will complain (in strong words) and then they'll adapt and keep playing. UO is still strong, EQ is still strong and every other MMORPG you mentioned is still strong. There won't be a "mass exodus" ever, not due to design changes.