Architect Archive
Thread: New Structure...
Part of the mall idea of having it be something that a master merchant would have to place.. is well .. lets face it.. other than vendors not alot of perks there.. and mall would be a great step in giving merchants a tool to step away from just being Vendor Handlers..
And before this gets too much further.. Let me point something out before there is any miscommunication.. I was not asked by the devs to do this.. This is something that I want to do.. I will propose 1 new structure idea a week at first and then we will see how the devs and other correspondents react to these weekly proposals.. So dont worry there is plenty of time to submit ideas and just because I pick one does not mean the others are doomed to never have a chance...
How about the ability to concrete the ground....like the regular cities....and maybe have some kind of variations of city walls/gates....etc.
The reason I would like the 'mall' to be a city asset and not a player asset is that if the merchant stops playing for a period of time, the tent or mall sits vacant with empty vendors. This is a very common problem right now as more and more people leave the game. There isn't much that can be done with an empty vendor, other than have the game build in a function that deletes vendors that are empty for more than one month, and it takes a month for them to loss items.
The mall being a city asset lets the city bring in new crafters to sell their goods, even if land in their commerce areas is taken up with derilic shops. Merchants already have a 'mall' type building, but the best a city could do is get a house that is on someones lots, usually a cross server trade, so that the city owns it. This isn't secure as if that person deletes their char for any reason, that structure and all the merchandise goes poof. I would like to see a city owned asset for vendor placement that doesn't have the same problems as current structures.
BTW I've been able to fit up to 6 vendors rather easially in a tent before, so even a single tent can be a 'mall'. Put a bunch of tents together and you have a very nice shopping district. That is until a bunch of the merchants call it quits, then you have a lot of empty tents.
PLEASE, PLEASE, PLEASE, if we are to get a new structure of any sort then let's get it right. We have been saying all along that we want new structures, we have been saying all this time that we wantto be involved in GCW, and we have been saying for ages that we want renewable income. So give us something that satisfies all requests. Your 3 suggestions are admirable, but they all only address the first requirement. Let us get something that satisfies all 3.
Architect craftable turrets !!!!
I like the Mall and Generic building.
I think PA halls should have vendors. All other houses have vendors in them so I don't see why PA's shouldn't.
You can make the Mall use fewer lots and set up the rent system. Or make it a city structure that does not use lots at all. That would make it beneficial over the PA hall. Otherwise people will just continue to use their own merchant tents or small buildings as shops.
I think the generic building idea is nice too. If they are a city building and don't use lots then it should cost a certain amount, otherwise people in cities will just put up a bunch of buildings to use as storage. There has to be a way to keep people from doing that. Not that I dislike extra storage but it shouldn't be too cheap and I assume SOE still has a concern about the database getting too fat. Or maybe it could be a maximum # of the generic buildings based on the city size or something. Like 1 building per city level.
I would like atleast ONE building that is NOT "PC" specific. Most cities (99.9%) have their "own" architect. We need a structure that appeals to all.
Personally before any new buildings are made, they should redo the Corellian Housing.
After that, introuduce a building that has benefits for "wide" player base.
Faction type buildings would go a long way to being more productive to our profession, IMO.
Message Edited by RotorofCorRng on 04-20-2004 04:39 PM
Naufragus wrote:
guys.... i would try and stay away from just city/civic structures...
we need to focus on stuff that can be built anywhere by anyone....
Finally, someone with sense. Like I said, every city has its own architect. By making civic/city specific structures, you limit yourself to a one time sale, if that.
like someone else said, the cities have their own architects....
I'll take donations, thank you
.
I cant tell you how many times i have been invited to join a city or a guild....they dont really care about me, they just want free stuff
Ding! Ding! Ding!
if we get new city structures i think it should be things like bridges, arches and walls...these items would not be sold as schematics but must be built onsite by the architect
Not bad, but I still rather see structures that are not restricted to cities. I want Corellian housing redone, even if it is just a reskinning, before new structures. The barn for BEs is a good idea. Hell, I bet if they would let us experiment on Factories, it would be a boom for a while. And lets face it unless we get some form of decay, all these suggestion are nothing but short time bandaids.
For those of you that hevn't seen it yet, and since Archs seem to be getting some much needed attention i'd like to point you all at a thread i posted here a while back...
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=51973
I too would like to see faction-oriented craftable structures. Perhaps a hangar when the space expansion is released? I wouldn't mind being able to create towers, or perimeter walls, like the ones that encircle the outposts.
The mall is a good idea. And I think the profession-specific workshops would be a good addition. I like the idea of having broken droids outside the building, or display windows showing off your wares.
I don't think cantinas should be able to have NPC bands/dancers though. One thing I think the devs should stay away from, is giving one profession what they want, at the expense of breaking another profession, Entertainer. I remember 7 months ago being able to walk into any major cantina and talk for hours if I wanted to. Met some very interesting and special people that way. Now though, you're lucky to find one that isn't afk grinding away. Entertainers are by nature, a social profession, which imo, has been corrupted by afk grinding. Anyone playing an entertainer should expect to be social, and interact with others. They shouldn't be able to just turn their macro on and walk away for 8 hours at a time. Ruins the whole cantina environment. Hopefully, when holocrons go away, this will clear up the majority of the problem. But we'll see.
Ok, done ranting now.
Zao Bawa