Architect Archive
Thread: Decay Poll
/disagree structure decay.
/disagree furniture decay.
We need more craftables and ways to make them different.. Like coloring on furniture, new furniture, new types of housing.. Hell, how about letting us change the colors on the outside of homes.
I think a nice way to give us a new market would to redo the Corellian homes so they are at least on par with the Naboo and Tatooine homes.
Well.. don't care how the poll is supposed to be running, I'm adding a category ![]()
/agree on installation decay
/disagree on furniture decay
/disagree on houseing decay
Furniture problem would be solved by adding / removing furniture templates, causeing people to WANT to upgrade to the new furniture styles. I don't want housing decaying, since that would be a major hassle, I don't even want the housing "repair item" stuff, since that would also be a pain. I'd again prefer, new houseing models be added, to make people actually WANT to change to a new house.
As to installations wearing out, that I'm in favor of. When you buy a factory or harvestor, you can see how many hours it will last on the deed, and when that time is up it stops working. I don't like the "redeeding limit" since this would just cause people to leave them planted where they are, it wouldn't fix any of the problem. Adding hours of runtime to the thing, would also make one built by a Master actually mean something, since it would last longer.. where as one built by my non Master self would be worth less, but still be a saleable item.
Vorgus on Bria
/disagree for both.
If there is a way for players to keep these items if they are repaired I would agree with decay on both. But only if decay was NOT going to inevitably lead to distruction of the item.
Cmon guys wake up, houses with decay? we r playing SWG or some medieval game?
Houses and structures should not decay after some weeks!!! we r playing in a time where starships, droids smarter then us, hyperspace jump exists, for god sake we even build a ship the size of a moon! ![]()
If they want ppl to always buying houses/structures, give some random events like we have when sampling... like for example, we receiving a mail telling us that a meteor or a ship "land" on hour roof or something.
Remove decay experimentation and give other with some logic.
/disagree
/disagree
Souldragon521 wrote:
I suggest this: Random events should occur to everyone's structures and either damage or destroy the structure based on certain factors. (i.e. An aggressive animal that spawns next to your personal harvester has a likelyhood of attacking and damaging it believing it is a hostile being. Hey it happens in real life, I've had a moose attack my car in New Hampshire.) Fires, earthquakes, etc. can be applied to a structure and depending on it's structure size, durability or another statistic of the structure can either take a certain amount of damage or be destroyed. (Can you see a ticked off Rancor breaking off the top of a personal harvester to beat someone over the head with it???)
A player can then be notified by email that something has happenned to one of your structures and what it was that damaged it.
I really believe that adding in these suggestions vice that of additional structure decay will not only help out the architect profession but add flavor to the game.
I see Wildki has the same idea. This would be RANDOM opposed to adding more structure decay which will affect EVERYONE. As an architect I woudn't want to replace my harvesters every 2 weeks. But if it was hit by an earthquake, I'd chalk it up to a natural disaster and not a hinderance.
Also, someone said why would you want to have harvester certifications, noone would buy harvesters from you. That is true, they wouldn't but then the architect class would be the SOLE provider of bulk resources. You'll then shift the focus from harvester sales to resource sales. Currently, a commando could be running 10 heavies and be pulling in millions of credits from resource sales and missions. I think that that is unbalancing the economy somewhat.
My 2cr.
/disagree with housing structures dying off if maitnance is paid
If the housing is done in any other way, then there will be a lot of ticked off people who's houses just pop!
/agree with harvesters dying off after a certain number of reedeeds
This has a logical flow to it, but the number of reededs needs to be known in advance, and must be a function that is told to the player every time they pick it up or set it down. It also must be viewable from the status menu.
/agree with furniture
Merely an anoyance factor here with this one for the player since furniture is merely cosmetic.
I think the comunity as a whole neeeds to realize the looming problemhere. If items are no longer 'permanet' but have a life span, than the price will DROP. Think about it. I used to be able to get an item that would go forever, now it lasts for only a couple of weeks. The Return on Investment for the Player says that the price will go down to compensate. I just want the comunity to realize and be prepared for the comments of "I will only pay half for this one, since the old one used to last forever!" Belive it, it will happen!
Lazurk
johnautry613 wrote:... If items are no longer 'permanet' but have a life span, than the price will DROP. Think about it...
Lazurk
Wrong. Dead wrong. If my house/items in my house will deteriorate over time and ultimately disintegrate, I will *NEVER* purchase another product from an architect again.
I usually don't speak for others, but I'm pretty *damned* sure that this will be the case.
/disagree both
If I buy a new house or new furniture and it falls apart on me, someones getting sued. And in the StarWars Universe, with the technological advances, unless something fell on your house, or you had too wild of a party and everyone was throwing furninture, I don't see decay on static objects as something that would be noticable for a long time to come.
The only possible case I see for decay would be in the re-deeding and placing of items, since locations did change. Then you'd have a legitimate gripe.
/agree With introducing structure decay
/agree With introducing furniture decay
I won't return to the game as a crafter unless decay is added on ALL crafted items with no exceptions.
House items surve little purpose other than eye candy. Yes it makes the game more fun and I rather have a house that is decorated nice than empty. However, I can sit on the floor as easy as on a chair. Why spend the time buying and decorating if all its going to do is fall apart and dissappear ?
As far as harvesting goes, Ill just start to creat my own small harvesters and harvest enough to supply myself and maybe my closest friends. Its hard enough trying to gathter the resources needed to make items, to add another burden on crafters is short sighted.
I can use public crafting stations as easy as the ones in my house. If the one in my house dissappears, Ill just start using the one in the city.
If my house decays thats ok too. Since most of the storage is taken up by furniture and decoration I can work out of my bank. Ofcourse It makes the game more involved and fun to be able to own all of these things yourself but, if it comes down to the hassle of having to rebuy, replace, and redecorate, I like many others will not feel that it is worth the effort.
Loot basicly dosent exist in this game. Crafters provide the items which all players use in this game. Crafters depend on resources to create these items. As any crafter knows cost increases get passed down to the consumer. So those whos greed can not see past their own nose take note not to complain when you go to the weapon smith to purchase your weapon and he now charges you 200k for a cdef pistol. You want some armor ? That will be 900k please. You want your wounds healed ? Well that will be 50k per heal.
So people like Andal who belive that (" Oh I'm sure there will be plenty of folks to fill in the grand-canyon-like void left behind by your departure. ")who are used to charity of others by reciving heals and buffs and skipping away without so much as giving a tip will be in for a huge awaking when the few that are left to serve, will now demand large payments upfront.
Last, this poll is basicly pointless because the changes suggested will NEVER be put in. The development team seems to want to promote houses and player run cities and these types of suggestions will only create ghost towns. All other professions are facing simular problems in attmepting to keep thier trade fresh and active however, short sighted suggestings such as these will only backfire and have the inverse effect.
HI Master Tailor here....with a budding architect alt so I hope you don't mind me popping in here with my 2c.
Building decay would be very bad....we are talking irreperable right? Similar to armor...that eventually it would wear out? Imagine the shopkeepers with 400 items and 5 vendors etc etc etc in their shops and the consternation it would cause. Furniture...does furniture wear out? I mean...besides upholstery?
hehe If clothing doesn't wear out, then furniture shouldn't either.
However, in all fairness I think harvestersABSOLUTELY should wear out. A drill bit would eventually be destroyed in real life right? tHE
I don't want to do that again. I don't want to be forced to do it.
If house decay is implemented then there MUST be a way to avoid it using a repair tool or something like that.
Weapons and armor decay because they're USED IN COMBAT. Combat has monetary reward. That reward is consumed by buying new weapons & armor.
Houses and furnature are used for? Storage, sense of character identity, and salling things as a merchant. Merchants allready pay for their resources, pay for their maintinance, and with the upcoming changes that is getting even harder.
It seems logical & realistic, but it just adds another huge money sink on to merchants that are dying by competition in the game and the gold-rush economy.
We are at the mercy of combat types who sell us ultra-rare components for our top-level items. Why make us pay more?