Architect Archive
Thread: Clothes don't wear out, why should harvesters?
That is not true, my car wears out no matter how much Pay Maintenance I put into it, granted it wears lout faster if I dont do pay mantenance.
There comes a time ( like antique car people ) where the mantenance you put into it cost more than the car did origonally.
Now if you are saying they should increase pay mantenance over time I agree 100%
"What are the "game" reasons people want decay? They are essentially the same reasons why tailors wanted decay."
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Recurring business (read income) from people that already have their heavy harvestors, generatorsand large houses. The cycle of new players into the game and existing players advancing won't be enough to keep architect alive long term.
Tailors have recurring business due to pure asthetic appeal - a myriad of colors and styles. Weapon and armorsmiths stuff wears out. Medics and chefs and smugglers provide consumables. Even CH and Bio-engineer creatures wear out with use.
Everything architect, as long asthe consumerkeeps feeding it credits, we never seethemagain. At least let us see some of those credits or have some link to the maintenance factor on architect stuff.
And the reason is....lower demand and too much supply.
The answer is.... fewer architects ( will work itself out on its own, you are a good exampleof that
and recurring need which is spelled
d e c a y
alternate answer: involvement in the GCW, colorization of furniture, powerup of existing structures.
Decay is not the only option.
DeejZozzle wrote:"What are the "game" reasons people want decay? They are essentially the same reasons why tailors wanted decay."
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Recurring business (read income) from people that already have their heavy harvestors, generatorsand large houses. The cycle of new players into the game and existing players advancing won't be enough to keep architect alive long term.
Tailors have recurring business due to pure asthetic appeal - a myriad of colors and styles. Weapon and armorsmiths stuff wears out. Medics and chefs and smugglers provide consumables. Even CH and Bio-engineer creatures wear out with use.
Everything architect, as long asthe consumerkeeps feeding it credits, we never seethemagain. At least let us see some of those credits or have some link to the maintenance factor on architect stuff.
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The problem with tailors would take longer to manifest, but eventually everyone has every peice of clothing they want in a myriad of colors and no more purchases are required. The only difference is time required to reach saturation. Essentially, a minor difference. Like architects, they don't provide consumables. Like architects, their products don't wear out. I sell a serious crafter 20+ harvesters, a house and maybe some furniture. The tailor sells them 10 to 20 outfits, and then neither of us sees them again.
Powerups are a form of deacy, Involvment in the GCW and sturctures destroyed is a form of decay.
Personally I would rather NOT become onlyan extractor power-up merchant which is all there will be if decay was implemented that way.
I dont think we really disagree that much, only on how, not on what needs to happen.
I believe everything should decay. I predict that over time everything *will* decay, because an "economy" is a human artifact.
If the Dev's honestly strive to simulate a real-world economy, which player-based is obviously an attempt to do, they will ultimately have to institute decay on all player-made objects.
The more closely they mirror the actual artifact of humanity known as "an economy", the more satisfying and intuitive the in-game economy will become.
But existing structure itemsare at least 75% of all the items there will ever be if decay is not introduced.
If we are all affected in the same way, it isnt going to put you personally at a disadvantage.
I dont care of the decay takes months and months, and I agree that things should never go poof, they should just get so expensive and inefficient to operate that replacing them is a good idea.
Just my opinion.
Things going poof is my biggest concern with the exceptions of items that are attacked as part of the war. I'm not even worried about putting myself at a disadvantage. I'll remain in business no matter what is done to the profession as long as I enjoy it and I'll leave as soon as I stop enjoying it, thats really the truth. I simply don't see that changing the existing game mechanics is the ONLY solution to solve the problem.
As I stated somewhere, decay does provide a long term demand fix for the profession. My problem comes in 2 ways. Some think this will fix pricing issues, its my contention that it won't. I also look at it as if I'm not an architect and I'm looking at purchasing something. How does the proposed change affect me from that side of things.... decay upsets me as a non architect because it changes how things are done without letting me go back and change decisions I made based on what I was told was the way it worked. I can't go back and say, hey, I'll pay less or more for this extractor because of the way it works. I can't go back and decide to not spend the money on a particular house because it will cost too much to operate down the road and I don't want to do it again. It upsets me that if my house costs too much to operate I have a major inconvenience ahead in moving all my stuff out, including the complex displays I set up (or paid to have done for me). It took me 5 hours to move from one town to another because of the quantities of items i had to juggle around, move and then reset up in the new home.
These are some of my concerns.... going poof is the biggest, but certainly not the only one.
Well lets agree on that anyway, things shound not go poof.
I agree
But there are other ways to implement decay, increasing pay mantenance, decreasing eficiency over time etc.
Clothing, housing, and furniture fall under the category of luxury items, and because of that I don't believe they should ever fully decay. Harvesters and Factories fall under the category of industrial items, ie they make you money therefore they should be subject to decay in some form same as the other items that are used by players for profits, guns armor ect..
Industrial items in my opinion should be subject to effectiveness decay. However decay is the third step in the path to fixing it not the first. Architects first need to have our skill mods adjusted to 100 to balance us with the other crafting professions. After this occurs experimentation that is worthwhile needs to be added. The current effectiveness (non experimented) of an industrial item should be the mid range for for future experimented goods allowing us to improve upon what is currently available. Once experimentation is available then effectiveness decay should be added. The decay should never fall below the level of a critcally failed experiment but over time with useage the item should eventually drop to that level (in all areas storage, effiency and durability). An item would never decay but it would eventually become more economically feasible to replace it than to continue working.
For tailors the key will come with biologially inhanced clothing. Once again the clothing itself would never decay however the effectiveness of the tissue buff should eventually wear out making those that use clothing for bonus's need to replace them on a regular basis in order to keep them effective.
Structure and Clothing repair kits would reduce the effectiveness decay but never completly stop it.