Architect Archive
Thread: Architect Issues Designer responses
You could easily use red for power and green for maintenance you can have a quick look at your harvesters. Maybe with the time at the end of it or something:
Target: Your harvester
Power: [========== ] 0:24
Maintenance: [======== ] 2:0
Regarding the decay issue: we already have maintenance fees built it to buildings.If the devs want to add decay for buildings, they better drop the maintenance fees, or there will be a real rebellion amongst the other classes!
According to the Sony poll, about 25% of players pick artisan as their starting class. Thats a lot of crafters!That has to have a BIG impact on this player based economy we have.....
Love and kisses,
--saphie--
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0 0
--ooOo--( )--oOoo--
PS: Maybe we should add a new class....repair man. The four tiers would be:
Carpentry & plumbing- repair structures
Furnature Repair - repair furnature
Mechanics/electrical - repair harvestors, devices, etc
-Billing (includes the special skills such asOVERCHARGING where you can double or trebble the bill because of unforseen expenses).
But that would leave you architects out of the picture still, wouldnt it.... :-)
Well, I just spent a couple hours reading all of these posts, so darn it, I hope you read what I have to say.
I am not an architect. I harvest resources for a living. However, sincemy best clientsare architects, and these same architects buildthe heavy harvesters that I use, the affairs of architects are of interest to me. Furthermore, SWG is the first MMORPG I have ever played, and the reason I was so interested in it was the "player-based economy," which sounded sociologically fascinating to me. That said, I'd like to share mythoughts regarding the architect economy.
Decay is necessary for a working economy. I believe there should be decay for every single item in the game. Obviously, some objects should decay faster than others. Decay rates and maintenance costs just need to be tweaked slowly over time until we reach a good balance so that players are not overburdened and architectscontinue to havebusiness.
Many of the arguments against furniture and structure decay come from people who envisionexaggerated decay rates. Houses and furniture should last at least 6 months so as not to impose an unnecessary burden on the player.
I believe not-so-inexpensive housing repair kits and furniture repair kits, creatable only by architects, are a good idea. These kits should keep furniture lasting over a year and houses lasting even longer. It will also give players incentive to buy new furniture or a new (or even bigger) house every so often ("Hmm. Do I really want to repair this chair again?Maybe I'll just get a new one.") Apossible downside to decay: increased maintenance rate.
Another option, instead of (or including) repair kits, could be the replacement of certain components of a structure over time.A possible downside to not replacing thecomponent: increased maintenance rate.In real life, I experience this with my car all the time. I would suggest having the architect create the component, and the player can just buy it from a vendor and "drop it into the structure" at the structure management terminal. (Requiring the architect to do the fixing could result in massive amounts of tells to architects).
Again, for those of you against decay, please do not offer an argument with an exaggerated consequence, such as "who wants to see maintenance rate go from 50 to 10,000 just because a small component broke". The question is whether or not these suggestions can be implemented with balance. A maintenace jump from 50 to 53 fixable with a 500-credit component wouldn't be so bad, would it?
Some people complained about the difficulty of being a solo architect. If this game is truly trying to have a player-run economy, it should be very, verydifficult to be a solo anything.
As far as experimentation goes, LemmonSqueezer (8/19/03) and KatiaraGold (8/29/03) both had great ideas.My nutshell forharvesters: good architects should be able to increase extraction rates, decrease power consumption rates, and decrease maintenance rates. If some harvesters are better for certain types of material, that would also be interesting.
Pulling power out of harvesters isn't really necessary. When was the last time you siphoned gasoline out of your car? And if you did, could you unmix the regular and premium? However, it would be nice if the redeed showed you how much maintenance and power was left in it.
My only complaint to the devs: Why do harvesters display maintenace time and power time differently? Sure, I know you have a funky "game time", but isn't it just integer division and modulus division to calculate days, hours and minutes? I don't see how the calculation for days, hours and minutes can be easy for maintenacetime buta challengefor power time. I'm not exactly sure I understand the harvest KG/H measurement either. It should be more intuitive.
i've been saying this for some time on this board and others (swgxpansions.com) it's in there! check! ^_^
DEVS! HIRE THIS PERSON! these idea are sensible and good. and should have been started some time ago. anyway....yeah... way to go, i'm gald we agree, and i hope everyone pays attention to you.
Man I'm with ya on the lot issue see my post (Lots) so far I have begged borrowed and even got my son as a slave for his lots...I feel as if we are getting punished for our craft.
Dea
Wantabe city planner
As a new Architect the only point I can really comment on is 5) Critical Failures....
I believe thses should still occur with the high level structures. However, I do feel that a crafter should only loose the raw resources used for the final construction. ie: when failing on a house you would not loose the wall modules, power core, etc.
Ty _Archangel_ , this has recently appeared both in the Starsider forums and of course Test Center. I am RELIEVED to hear that this is not even being considered anymore.
Nataniel Storm
"Many of the arguments against furniture and structure decay come from people who envisionexaggerated decay rates."
Sorry, thats not what I said. As far as exaggeration goes, one does not have to go far into the architect thread to find examples of exaggeration. Again, why does one pay for maintenance? To maintain the object in question,one would suppose. If one is already "maintaining" an object, why would there be decay?
"Again, for those of you against decay, please do not offer an argument with an exaggerated consequence, such as "who wants to see maintenance rate go from 50 to 10,000 just because a small component broke". The question is whether or not these suggestions can be implemented with balance. A maintenace jump from 50 to 53 fixable with a 500-credit component wouldn't be so bad, would it?"
I dont think this is about balance. I think this is about greed. Sounds like a lot of Architects are ready to move on to the new Politician class. You can just tax everything then you would not have to worry about critical failures....
love and kisses,
--saphie--
CordSolan wrote:
Decay should be implemented when something is redeed.
This seems like an interesting idea at first glance, but when you think about it the end result is easily predictable.
It would create a powerful incentive not to ever re-deed anything, so wealthy owners would simply leave their harvesters and other structures wherever they initially placed them, and simply harvest whatever resource happened to be harvestable on a given day.
Eventually,all conveniently accessible level ground would be filled with harvesters and other structures.
This solution won't work in the long term.