Architect Archive

Thread: Decay Poll

OnyxStormhaven
Thu Oct 02, 2003 9:18 pm
#157

/agree on both. Every crafted item should either decay or be consumable.
adagiogray
Thu Oct 02, 2003 10:24 pm
#158

/mood: none


I've got millions in the bank, and nothing to spend it on.


Structure/furniture decay does not affect me one way or another. If it's implemeted, whatever, if it isn't, whatever.


BadAssCDN
Thu Oct 02, 2003 11:06 pm
#159

/disagree Structures (harvesters and factories)


/disagree Structures (Houses)


/disagree Furniture


comments: At first i was all for decay, but now im not so sure. i think i would rather have a system in place that allows people to see the experimentaion values of the products we make, on the final product. i mean it has worked towith great successon repair tools, crafting stations, and crafting tools. i think the economy will regulate itself given the fact that people can make a decisin of what product is best suited to their budget. i mean when someone wants a weapon, they shop around for the best weapon vs money they are willing to spend, and like wise for armor. i think we need something that distinguishes our craftmanship, (and then of course the other thing that pops to mind is the exp. points issue, but that is for another time) and then the people who want the business go the extra mile to get that 38.4 - 39.1 crafting station (shameless plug).


/end2cents





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Nip
Fri Oct 03, 2003 12:28 am
#160

How come some people insist on comparing this game to real life ? Do we have wookies in real life too ? How about Mereks ? Yes I often go to work via my local starport. Yes drill bits do wear out in real life however, this is not real life. I mean, what planet do you live on ?

Harvesters above all should not wear out. They are the single most important item in the game when you look at crafting as a whole. Without harvesters everything would be in short supply. I suppose you think that other crafters will find it completely reasonalbe to have to shell out 100k for another large harvester after so many uses. From these post I see alot of architects drooling over the possiblity that everyone else would have to come to them over and over with 100k credits in hand just to be put on their back order list to purchasing another harvester. Such ideas would cripple the crafing community.

There are much much much better ideas out there than this. Player run citys should provide many more types of buildings. Speeders and swoop bikes amoung other forms of travel will be introduced. Spaceships, combat ships will be introduced. Why be short sighted when there is so much ahead available to this profession. If anything the most popular thing comeing will be space ships and if I remember correctly they broke down and needed parts quite often. This profession has a much brighter future than what can be seen from most other crafting professions. Yet suggestions such as decay, only hurt the crafting community.
Frosthorn
Fri Oct 03, 2003 12:44 am
#161

There's no way to justify furniture decay. It serves no useful purpose other than eye candy. A lot of house owners down decorate as it is. If furniture decays then practically no one will decorate and houses will simply be for storage.

For those of you who think that everything should decay ask yourself:

Do you want stacks of resources to decay? There are people who only buy and sell resources and it would be great for them.

Trying to artificially introduce a greater need for architects in order to support the current number in the game is ludicrous. Architecture is one of the most popular crafting professions, partly because its one of the easiest. Let the market balance itself. When supply is too high, prices drop and suppliers who can't/won't drop prices disappear.

I am a master architect and I'm vehemently opposed to adding decay to furniture. I'm also opposed to adding it to houses and harvesters unless they last a very long time (i.e. > 6 months with continuous use).

Darkhorn
onlinejester
Fri Oct 03, 2003 1:10 am
#162

Agree for both


Jae Alinn, Master Architect, Flurry, Corellia

Jianti
Fri Oct 03, 2003 1:45 am
#163

I already voted, but I can't help thinking that there have to be other ways to make the Architect a viable class in a mature economy than adding a double tax on buildings. Instead of changing the entire underpinnings of the economy, why not give the architects some sort of consumable 'luxury' good.


My #1 choice for this is a limited use control object that lets you remote control your harvesters, checking their status from the comfort of your own home. I originally thought that would be good for a Droid Engineer, but it seems like it would work for an architect, too.


Here are some others...



  • Let architects design add windows/customize houses of different styles for people. I want blue drapes on the Naboo house.

  • Let them experiment to have houses hold more items. (Yay! I could put furniture in my house o' junk!)

  • Customization of color for furniture.

  • Experimentation on power efficiency for factories/harvesters.

  • Paintings! Allow me to import art into the game somehow...

  • Preview rooms - allow people to check out possible customization of various schematics and store them for a fee. I.e. the tailor can see what a particular color combination would look like for a given article of clothing and show it to on a hologram type widget to potential buyers. Could possibly be used for droids & any architect customization.

  • Landscaping around people's houses. Pretty flower beds. Every month you need more seeds from the architect, or special water or... whatever.

  • Groundfill - make the area you're on flat enough for your large harvester until you redeed it. Same thing camps do, only this would be a powerup on a deed or something.

  • Locks for interior doors on houses. You can have your private room in the PA Hall, or your shared house.

  • Privacy screens. You can practice your Jedi powers, plot against the Empire/Rebellion, or whisper sweet nothings to your honey without fear of being overheard by anyone else outside the room.

And... well, I'm sure there are plenty more. Decay is not the only answer to make architects better.

Markis
Fri Oct 03, 2003 3:41 am
#164

/agree on Harvestor and Furniture decay.


Furniture gets alot of wear and tear with use. Harvestors should have a decay. Even with Maintenance these will wear out that is just the nature of Machinery eventually it will wear out regardless of Maintenance. One alternative may be as a harvestor gets older increase its maintenance cost to compensate for its age


/disagree on housing decay.


Maintenance should keep a house and a house will last short of a Natural disaster. Houses do not have any working parts like a Machine Normally. However I would not allow redeeding houses or only one redeed just to compensate for a Mistake in placing. Only destroying them after the one redeed


These are just my opinions




Irodoko: Armorsmith
Llahmo
Fri Oct 03, 2003 3:49 am
#165

NO DECAY


we already pay maintenance


THINK about how you are affecting multiple classes before you do this - it is better that you get a return stream of income on whatever structures you sell AS PART of the maintenance fee. But decay and restricted re-deeding are terrible ideas.




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Hawkan
Fri Oct 03, 2003 3:53 am
#166

structures=/agree



Furnitures=/disagree




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zimike
Fri Oct 03, 2003 3:57 am
#167

I disagree BOTH.



Bad idea, If someone has more items then they can hold and there slots are used.. then they will not be able to move to a new building.. seems more of a hassel.



If you want Architects to have something to do... Make it so they can make custom floor plans or something.




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Dave122
Fri Oct 03, 2003 4:02 am
#168

Only if the decay doesn't affect houses, furniture, or crafting stations.




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ur86d
Fri Oct 03, 2003 4:10 am
#169

Decay on houses is a bad idea


If architects need something to do why not let them make custom modifications to new andalready exsisting houses, my wife would be contracting architects on a semi-regular basis to add character to our home, but like many have already stated, we already pay to maintain a home, why should we have to pay twice.




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