Architect Archive

Thread: Decay Poll

JansosHosphe
Fri Oct 03, 2003 10:31 am
#209

/disagree with introducing structure decay


/agree with introducing furniture decay




Please Remain Calm. There Is No Need For Panic.
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mongobob
Fri Oct 03, 2003 10:50 am
#210

/disagree on furniture. If my furniture decays I will not replace it, ever.



/disagree on structures to a point. Meaning I agree that extractors should ware over time. This seems fair.But for other structures no. Heaven forbid my house or PA hall decays and I have to replace it, don't think I would.



Now if there was a repair kit (for structures) maybe, but the hassle it would add could be a pain. Being a causal player it is a chore now to just to earn the upkeep for every thing. If I had to worry about decay then I would reconsider what I have and what I could live with out.


GaryMartin2
Fri Oct 03, 2003 11:11 am
#211

/disagree STRONGLY with structure decay.


I run a weapons shop. (Large Naboo House). I have a sample of *everything* I can make up on the walls so customers can easily see and compare them. It takes days to get all of that arranged. If I had to replace and redecorate my house on a regular basis, I would simply close shop and do without the house.


/disagree on furniture decay.


Instead of decay, the art dept needs to add *new* furniture on a regular basis. Give people something new to buy and they will. Make the old keep decaying and going poof and they simply will go without.





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Redguard
Fri Oct 03, 2003 12:08 pm
#212

/disagree buildings


/disagree furniture


I am a master architect and concentrate on furniture only. I get alot of orders for houses and harvesters even though I still use the title of interior designer. If I'm not listed as an installation designer or home designer and still getting 3-5 tells daily asking for these the demand must still be pretty good. I do agree that there is a problem that there is limited need for repeat business. This is a problem that most other crafting classes don't have to deal with due to decay. The biggest problem with trying to use the same model for homes, furniture and harvesters is it just won't work. Furniture and homes for most players are luxury items, especially furniture. Harvesters are such a pain as it is, they don't need a further complication. The problem of repeat business needs to be addressed in other ways. Implement experimentation and increased functionality to architecture items. Allow customization by color and optional components (storage, decorative touches, increased healing, etc.). Start implementing additional designs for houses and furniture. Allow the crafting of powerup items for houses, harvesters, crafting stations, etc.


-Jerhal Aurhas Master Architect, Master Artisan of Eclipse




Given the choice between style over substance. I'll take a sandwich.
zetox
Fri Oct 03, 2003 12:37 pm
#213

/disagree both


Give us the ability to build


1) player attackable structures


2) make quests where a player must get a schematic which he/she must get an architect to build (e.g. gcw quests where the sides are trying to build a base)


3) Introduce new schematics over time e.g. on housing or give the ability at master architect to make large harvesters that are tuned for a specific resource type e.g. copper, extrusive ore, wheat etc... which are more efficient on those resources this will significantly increase the high end market.


there are many ways other than these to keep the demand in the game. The way resource shifts work in the game is annoying enough, and i have seen pure artisans leave the game because of them, that then having their harvesters disappear under their noses is just going to leave the power crafters behind. It is already getting to the point where the casual gamer can not be a crafter, because they dont have 10 hours a week just to locate new resources, which is what i have found is often required

Gla1ve
Fri Oct 03, 2003 12:52 pm
#214


I just noticed the following excerpt from Q-3PO's post regarding the problems/fears on Test Center





Q-3POwrote:

This is Harvester specific. No other systems were affected. Note that there will be no change to harvesting once we "undo" this problem, except that you will get some leeway in your experimentation of the harvester's capacity. You won't be able to experiment on the extract rate...mainly because that is game breakingly powerful. Any experimentation you do on the rate right now on TC has no meaning (the result is always the same).







It looks like we're not going to be allowed experimentation on harvester rates I had figured if we were allowed to experiment the rates, the decay issue would really be negated. However, since rates can never be changed some form of consumable income is still needed. I think the better way for us here will be no redeeding of houses(Except maybe generics and limited numbers on those)of housing with the option to purchase redeed kits. For harvesters, random damage events someone posted earlier sounds like a great plan to me. I think I would limit it to the extent of having sub-components become repairable based on that. I would be very very very hesitant to institute some form of generalized decay to all harvesters and houses. With all this in mind, I think I'll vote now


/disagree structure


/disagree furniture




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Evilgrim
Fri Oct 03, 2003 1:19 pm
#215

/agree to both*


* However, I don't believe Houses should decay, just the machinery (factories and harvesters). And if they are going to decay, they should reduce or eliminate the maintenance fee.





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XStarbracer
Fri Oct 03, 2003 1:38 pm
#216

I disagree to both, Decay is BS they already make me pay enough in matience. I dont need furnatre and house decay to add to that. so NO.



-------------------------------------------------------------------------------------------------------------------
- I support NO DECAY.It should be run like EQ . No 20k price cap on the bazar and everyone can craft. Its has worked for 7 years on everquest and there is no decay plenty of money and no crazy prices.

Decay is only good for crafteres and bad for everyone else.
<>

Gmidd
Fri Oct 03, 2003 3:18 pm
#217

/disagree


/disagree


The profession is complex enough. Lets remember this game is only a couple months old, we should be carefull to rush to extreme changes. I've been playing since July 21st and I've yet to slow down in business.




___________________________________________________________

Ty'Ogan Teja -BBF- (Twi'lek - Master Rifleman, Lowca)
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Trygg Mynes (Human - Master Architect, Kettemoor)
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RhonynxDV
Fri Oct 03, 2003 3:35 pm
#218

/disagree
/disagree

We already pay to maintain our structures, why do they need to decay to the point where I am constantly replacing them? That will just be added cost to the crafting profession, and furthermore, that cost will be passed onto the consumer, (the combat classes), whose missions' payouts have already been nerfed.

To introduce decay on furniture is just idiotic. I have a radio from the 40's in my family room. 60 years later it still works, tell me how furniture that isn't even used ingame should decay on us?

buying back a PA hall worth of furniture every month is silly, and pointless. I feel people would decide to just not decorate their homes at all, thus hurting sales of the architect class to begin with.



Rhonyn Peacemaker
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Xolanne
Fri Oct 03, 2003 4:29 pm
#219

/agree with structure decay on Harvesters and factories. Not on houses, its too difficult to move all of your stuff



/agree with furniture decay unless that article of furniture is a container.




Xolia Starstrike - Humble Healer
Captain Ishioni Dustrider - Rebel Medical Corps

JediNewb
Fri Oct 03, 2003 4:35 pm
#220

Um...you pay maintenance in order to PREVENT decay...what the heck is it worth if your harvesters/houses decay anyway?


Furniture? Maybe, but it better be a slow rate or I'm not buying. I've had the same furniture for the bulk of my life (26 years) and it'll still be good for another 20 at least. If I'm going to have to buy new chairs/tables/dressers every month then I may as well live in a bare house.

TaimakAceock
Fri Oct 03, 2003 5:49 pm
#221

Personally, I think everything should decay in one way or another as it does in RL. Its the only way that a player driven economy will truely work. An architect can only build as many houses/harvesters/furniture/etc as there are people able to buy them. Same with tailors...weaponsmiths and armorsmiths already have decay. Its more of just a matter of how a house will decay since you pay maintnace on it...I'm thinking more of a system where you can't redeed a house once you place it. Instead, having some sort of way to either transfer ownership, or being able to sell it back to a "bank". Harvesters of course should decay somehow...or at least "break down" and require a part or service by an architect...there are so many ways that decay could be changed to better suit the overall player economy and still not be a huge pain in the ass. Just my 2 cents worth.



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Taimak Aceock (Scylla) Master Rifleman/Master Commando

Ip'pe Nesso (Intrepid) TKA/Doctor
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