Architect Archive

Thread: How to give some repeat business and get the profession going again.

Moxin01
Thu Oct 16, 2003 11:49 am
#14

Dayln


I do see your point, but I was lookingfor something we could make that uses the last 200-300 resources leftover from big builds that we could sell multipuls of to the same person and could also be something for novice architects do to grind, insted of burning threw furnature that just doesn''t seem to sell, at least for me, and this stuff will always be in demand. even though bing a repair man doesn't sound all that appealing to me ether It may keep our harvesters fed.. but thanx for the feedback




Aspa : Corbantis
Porthose: TC
Loopo: TC
Thud: TC
Healerx
Thu Oct 16, 2003 2:47 pm
#15

The only thing that bothers me about all this is no comment from Sony and it has been here all day. Supose the MA developer is sick today.


Some great comments by the way but not sure I want to even think about repair kits etc. thats taken care of in the maintance rate. What I am looking for a a wearout rate. Houses with proper repair can last 100 years easy but need upgrades of course but equipement wears out, even with great maintance it just flat wears out. Every so often even the best of businesses have to get new equipment if they are going to maintain their place in the market.




Who said the world had to make sense?

No skill points left and so much to do.
LordTigris
Thu Oct 16, 2003 8:43 pm
#16

The biggest problem with decay is that while a majority of architechs might support it, a majority of the game player base will not. Sony has already said that they consider decay a second form of maintenance. Weapons get decay, structures get maintenance. Look what happened to clothing decay and tailors are in the same boat as archs. I really see no help on the decay issue from sony and quite literally the market developed to fast and just about killed the long range usefullness of archs.
Dayln
Fri Oct 17, 2003 12:00 am
#17

Well there is nothing wrong with throwing ideas out, Im not flaming you at all and I am glad you mentioned it.
FulminataXII
Fri Oct 17, 2003 1:32 am
#18

I have to say that the idea of decay increasing maintenance costs rather than causing destruction is the best idea regarding architect decay thatI've yet heard. I would not want this to apply to houses unless you could reset the original maintenance fee by dropping a deed of the same type into the old house somehow. That way you wouldn't have to redecorate the house. This serves both the architect's purpose of needing decay, and sony's purpose of removing more money from the economy (through the increased maintenance costs).
Gla1ve
Fri Oct 17, 2003 1:59 am
#19

I've been tossing the idea out for linearly increasing maintenance rate for awhile. I'm sure we wouldn't get to "pick" the actual rates, but what I had in mind was something of a capped maintenance rate that is reached at a "maturity" level over time based on usage. Realistic numbers would be something like 3-5 times the initial maintenance (Accelerated with increased extraction rates?) reached over 2-6 months based on harvester size (IE 2 months personal, 4 months medium, 6 heavies). I personally don't like the idea of repair components as that means we become the repairmen of SWG (And there's plenty of things needing fixed currently...why add more? :smileyvery-happy.


I think the devs are worriedabout player cities more than decay at the moment, and that's fine with me.Citiesarea temporary solution at best until more professions are taken care of. Perhaps then, we'll get the decay issue resolved. There's some really good ideas in this thread, but like I said, I doubt they'll beresponded toanytime soon as cities will be "the new life" we're looking for and will last for several months. *me looks to see if Thunderheart is watching*




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Gla1ve
Fri Oct 17, 2003 2:18 am
#20

PS: For those of you using real life comparrisons (Comparing equipment to the way it "lasts" in the real world), I can tell you from first hand experience that heavy industrial use of equipment wears out faster than a lot of you might think. I work as an industrial electrician on Natural Gas plants that make upwards of several hundred million in revenue monthly. The things I repair/replace on a continuous basis are designed for 24/7 operation under severe conditions (IE 100+ degrees, -30 degrees, rain, sleet, snow, sandstorms, hurricanes, tornados..you name it, and they were made to survive them AND keep working). Motors and generators are my forte' and They do last a long time, but not 40 years like some of you imagine. Bearings wear out the fastest under heavy loads and that will lock up a rotor spinning at 3600 rpms weighing in at several hundred pounds. Often that will cause the shaft of the rotor to warp makingit scrap metal. This usually happens within 2-3 years of continuous usage. Sometimes sooner. This happens in conjunction with a very rigorous maintenance program that checks everything in the unit from air pressure/tempreture, vacuums, loaded torque placed on the motor in ft-lbs and current in amperes, etc.. They miss nothing. If the maintenance is not as rigorous, I've seen the same components lasting 2-3 years go out in just 2-3 months.


Also, before I got my training in all the higher tech stuff, I used to work ondrilling rigs and pulling units (The ones that fix the existing wells setups). I will tell you that drilling rigs have more compnents break on them on a weekly basis (Typically from moving the rigs, and the occassional while drilling breaks), than a used 1976 used hyundai fiXit GT <Insert random number here with 3 zeros behind it>. I've seen generators go down in the middle of the night, drill collars (The heavy duty pipe used right behind the drill bit to "take" the brunt torque being used) snap in half, and even was on a rig that burned completely down from a BOP failure causing one of the main engines to throw a rod causing a spark which ignited the blowout making a burning well much like we all saw in Iraq. It melted the rig to the ground. Total slag.


Just some FYI for you people in how industrial compnonets actually work/last in the real world while being maintained.




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Healerx
Fri Oct 17, 2003 6:23 am
#21

Yes we have lift off, what a nice couple of posts. We have now built a better mouse trap, all we need is verification that the developers have seen this thread and we can drop the issue feeling like we have done our best to imporve the game play and help Sony with the economy along with it.


Wonder if we will ever know if the developers note our efforts?




Who said the world had to make sense?

No skill points left and so much to do.
Healerx
Sat Oct 18, 2003 6:43 am
#22

Bump, still think it is a good idea. Cities are going to be long in comming and few in nature.



Who said the world had to make sense?

No skill points left and so much to do.
HalasterTheBlack
Sat Oct 18, 2003 7:58 am
#23

i get my cash by mining. day in, day out, i have heavy rigs drawing something from the ground.


and i think that doing *something* to help architects keep selling stuff is a good idea.


right now, architects are busily making harvesters to replace nerfed ones or to improve upon pre-patch ones. they'll be doing this for the better part of a month or two.


by that time, it is highly likely that the TC changes will be in place in the rest of the galaxies. when that happens, i would venture to guess that architects will be plenty busy for a month or three generating city buildings.


so call that 5 months and then what are architects to keep busy with? will they be the ones manufacturing starships and fighters for the space expansion? if so, bully for them!


if not, they'll need something to do by that point.


i have no problem with my harvesters degrading over a reasonable period of time. it would seem to make sense, as just about everything else degrades. it also makes sense from an economic standpoint. if harvesters go bad, it efffectively takes 100-150k out of the economy per (heavy)harvester. but more importantly than that, it keeps architects selling stuff. and if architects sell stuff, they're going to have to buy the materials to make that stuff.


and the cash flows around and around and around... which makes a good economy!





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Gnomepunter
Sat Oct 18, 2003 9:32 am
#24

Decay is decay is decay is decay and it's wrong to wish destruction on players property to line your own pockets.


There are better ways than decay. Everyone already pays maint. fees to stop decay. Adding decay is like paying double maint. fees.


Weapons and armor decays but you don't have to pay maint. on it. Structures don't decay but you DO have to pay maint.


Double taxation and maint. fees + decay = same thing.

LordTigris
Sun Oct 19, 2003 12:50 am
#25




Gla1ve wrote:

PS: For those of you using real life comparrisons (Comparing equipment to the way it "lasts" in the real world), I can tell you from first hand experience that heavy industrial use of equipment wears out faster than a lot of you might think. I work as an industrial electrician on Natural Gas plants that make upwards of several hundred million in revenue monthly. The things I repair/replace on a continuous basis are designed for 24/7 operation under severe conditions (IE 100+ degrees, -30 degrees, rain, sleet, snow, sandstorms, hurricanes, tornados..you name it, and they were made to survive them AND keep working). Motors and generators are my forte' and They do last a long time, but not 40 years like some of you imagine. Bearings wear out the fastest under heavy loads and that will lock up a rotor spinning at 3600 rpms weighing in at several hundred pounds. Often that will cause the shaft of the rotor to warp makingit scrap metal. This usually happens within 2-3 years of continuous usage. Sometimes sooner. This happens in conjunction with a very rigorous maintenance program that checks everything in the unit from air pressure/tempreture, vacuums, loaded torque placed on the motor in ft-lbs and current in amperes, etc.. They miss nothing. If the maintenance is not as rigorous, I've seen the same components lasting 2-3 years go out in just 2-3 months.


Also, before I got my training in all the higher tech stuff, I used to work ondrilling rigs and pulling units (The ones that fix the existing wells setups). I will tell you that drilling rigs have more compnents break on them on a weekly basis (Typically from moving the rigs, and the occassional while drilling breaks), than a used 1976 used hyundai fiXit GT. I've seen generators go down in the middle of the night, drill collars (The heavy duty pipe used right behind the drill bit to "take" the brunt torque being used) snap in half, and even was on a rig that burned completely down from a BOP failure causing one of the main engines to throw a rod causing a spark which ignited the blowout making a burning well much like we all saw in Iraq. It melted the rig to the ground. Total slag.


Just some FYI for you people in how industrial compnonets actually work/last in the real world while being maintained.




Good comparison. I just wish game life equated well. Your example is exactly why I'm supporting breaking parts, because the entire structure just doesn't break unless you totally skip maintenance. In SWG though, we are paying 3k a day in maintenance on a piece of equipment that cost 120k. So either these things are very prone to breaking or there is some other reason we repay for them every 40 days. Any additional decay is basically extortion over a basic replacement cost every 1.5 months that is supposed to help drive the economy by pulling money out of the game. Problem is that not enough people use them, and they don't pull enough, not even close. SOE needs a lot more ways to pull money out of the system or this economy is going to getawhole lot moretop heavy fast.
Gla1ve
Sun Oct 19, 2003 3:55 am
#26

That's exactly why I suggested the inc maint over time. Then it just becomes a matter of the player deciding when to replace it. If they get tired of paying the high costs, they may be willing to pay even more for a highly experimented harvie. If they see it as a nerf, chances are they'll opt for the lower end models since they'll become too exspensive to operate eventually anyways. Either way it creates market for both the top and bottom end. Players have a choice and their's no double taxing. SOE gets a money sink. Items get deleted from the DB as they're created, etc.. The inc maint causes resource prices to raise getting more credits out of the economy at the cost of inflation. Sure things might cost more, but that means people will have to actuallyplay to get them rather than go out do a mission or two and bam..paid in full. there's just too many benfits for something like this rather than item decay.


And as far as some form of decay, it's not really a question of greed. There's always lowballers and high rollers. That's a given. This is more about the profession being fun to play in the long run. This game is just getting started so to speak. If the problem is addressed now rather than later, there will still be things for the profession to do X amount of months/years from now without sucking up all the devs time to create new stuff continuously. Obviously we want that, but atm there's too many bugs/broken stuff that needs attention now. And later on after the bugs are fixed, they'll be working on that new content rather than the one more thing players complain about.


To me it just seems like a good compromise which is the only way to settle this to benefit both archs/non-archs and the devs.




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
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