Architect Archive

Thread: Possitive and Easy Architect Changes/Fixes

badina
Wed Sep 03, 2003 2:33 pm
#14

ok .. from a Weaponsmith/Master Artisan point of view I can only surmise this:

You have bantha poo-doo for a brain.

Your suggestions appear to be aimed at creating a renewable market for yourself. I can certainly see that renewable market items for crafters are important and neccesary - but having the primary product denegrate when someone is already having to pay maintenance is deplorable solution at best.

Since you are apparently incapable of being *constructive* let me think of a few constructive ways to improve your long term market:

1) custom blue prints that the customer can specify and you build - aka what if I want a "studio" style small house (one large room) or a 2 bedroom medium house? Experimentation with the layout & interior design gives you another market beyond generic houses.

2)add-ons. Someone already mentioned this but what if I want a patio? A gazebo? A pool? Add-on's and accesories give you a large market to add on to the current market.

3)interior design! - have someone hire you to come in and give them wall-to-wall blue shag carpet walls! Natural wood floors! A fireplace? Ties into some of the customization of item #1 but these arent structural changes, just apperance changes. People will over time want their home to look different from time to time, holidays, special occaisons etc.

I could go on but hopefully the clue has been purchased and planted to grow in your "fertile" brain.
Deoka
Wed Sep 03, 2003 3:37 pm
#15

I am against structure decay in any form. I've posted myreasons in numerous other threads and am tired of repeating them.


I want architects involved in the GCW making factional bases and whatnot. I do disagree with your idea that the architect must be overt to make the base. Weapon and armor crafters sell freely to both sides of the GCW (as any good businessman would) and do not require overt, covert, or any other faction status to do so, why should we?




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Tennyson
Wed Sep 03, 2003 3:40 pm
#16

I am also stridently against structure decay. I am not going to play a game where I'm buying the same big ticket items over and over again just so tradeskill players (and I am one) can make the same items over and over again. The game is fighting for the fate of the galaxy.


[quote]Houses:
In order to become a master in any field you must have a residence declared.
What is a master without a home? Houses don't deteriorate but once you drop
a house you CAN NOT pick it up. You must destroy it and buy another. [/quote]Well, if we can move houses in this day and age, why can't a 20,000 year old civilization with anti-gravity move a house?

Sedryn
Thu Sep 04, 2003 12:00 am
#17

Ya I guess threre is no fix for our profession.. I guess its sell cheap or find another profession period.

You know, you say that deterioration will lower prices? how so? they are already at 2-3 cpu. in 6 months how many people will actually be buying ANY structure if there is no deterioration.. other than people leaving the game because it sucks and a few new people coming in. Deterioration is the only way period.
Yes guns deteriorate....... BUT THEY STILL COST 30-100cpu to buy.no worries there...

Think about it.. sheesh




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Dayln
Thu Sep 04, 2003 12:09 am
#18

Personally I dont think deterorition would lower prices.


Prices dropping are causedby one thing ( well in a simple model it is one thing ) , competition of too manysuppliers for the customer base. Either too many are deciding to be suppliers or too many customers are going away.


if there is more supply then demand, prices drop.


If there is more demand than supply, prices raise.


It realy is that simple ( in a simple economy ). Because if there is competition some of us will accept lower profit margins to gain market share, if I could easily compete with the masters at thier pricesI would, I cant, so my prices are lower to attract customers, and the customers are shrinking.


Deteoriation would increase the demand, it would not lower prices.

Sedryn
Thu Sep 04, 2003 12:59 am
#19

Also, you say you dont think it will work with not being able to pick a house up once you drop it?
That is fixable. Allow free pick up within24 hours of dropping. This will take care of the "oops thats not where I wanted it" or "oops its facing the wrong way" problems.

So because they wont be able to pick the house up just like in all the other MMORPG's they are going to quiit the game and go to one the allows it? don't see the logic there. How many times have you moved in your real life and took your house with you?




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Sedryn
Thu Sep 04, 2003 8:13 am
#20






Rarek wrote:

How many times in real life has my 50 year old house decayed too???? Dont base your debates on this game in real life terms they dont work..






How many times in your live have you actually READ a post? I never once said houses should decay!
Harvs and factories yes! Houses no. but Houses cant be re-deeded after 24 hours..


sheesh




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Sedryn
Thu Sep 04, 2003 8:26 am
#21







badina wrote:
ok .. from a Weaponsmith/Master Artisan point of view I can only surmise this:

You have bantha poo-doo for a brain.

Your suggestions appear to be aimed at creating a renewable market for yourself. I can certainly see that renewable market items for crafters are important and neccesary - but having the primary product denegrate when someone is already having to pay maintenance is deplorable solution at best.

Since you are apparently incapable of being *constructive* let me think of a few constructive ways to improve your long term market:

1) custom blue prints that the customer can specify and you build - aka what if I want a "studio" style small house (one large room) or a 2 bedroom medium house? Experimentation with the layout & interior design gives you another market beyond generic houses.

2)add-ons. Someone already mentioned this but what if I want a patio? A gazebo? A pool? Add-on's and accesories give you a large market to add on to the current market.

3)interior design! - have someone hire you to come in and give them wall-to-wall blue shag carpet walls! Natural wood floors! A fireplace? Ties into some of the customization of item #1 but these arent structural changes, just apperance changes. People will over time want their home to look different from time to time, holidays, special occaisons etc.

I could go on but hopefully the clue has been purchased and planted to grow in your "fertile" brain.





Ok Mr insult.. thanks for a vist back to recess in 3rd grade.
you and Mr Rarek should get together and run around giving people wedgies.

You already have a renewable market. (weaponsmith/armorsmith) Easy for you to talk.
I can come up with dream ideas as well as everyone else has for the past 2 months.
The fact of the matter is they are not going to iplement them. To much programing.

I am trying to be constructive for once and think of ways to let architects make money again.
Without the devs going "too much work, skip it"






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Sedryn
Thu Sep 04, 2003 8:29 am
#22






Deoka wrote:

I am against structure decay in any form. I've posted myreasons in numerous other threads and am tired of repeating them.


I want architects involved in the GCW making factional bases and whatnot. I do disagree with your idea that the architect must be overt to make the base. Weapon and armor crafters sell freely to both sides of the GCW (as any good businessman would) and do not require overt, covert, or any other faction status to do so, why should we?





I think it must be extremly difficult to make a factional base/turret and risky. Otherwise everyone will have one for 2 credits per unit like large houses and harvs. The overt was just an attempt on making it more difficult.. maybe there is a better way



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Sedryn
Thu Sep 04, 2003 8:41 am
#23






AdamR1 wrote:

House decay is dumb ideal, why am i paying maintence for? What should be added is the ability to make changes to the structurelike the color or look of the structureHere's an example.


1) Paitio DeedExtension to the house. Resources need


Three wall structures


Potted plants


Chairs & Tables


Using diffrent plants and furniture allow differing looks.





I dont agree with house decay as well. Only Harvester and Factories. Yes you pay maintence on them but they dont last forever.. You pay to maintain your car but it will eventually die.. Maybe over time they could just make them less efficient? (harvs) Factories eat more power as time goes on?

Forget about adding new ideas. The devs wont add them. New schematics / patios etc
We need quick easy ways to get us making some cash again.






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Sedryn
Thu Sep 04, 2003 9:41 am
#24

I have had a few people tell me that if they implement decay on harvesters they will just quit harvesting.

My answer is. You would pay 50k for a new high end weapon every 2 weeks but not 20k for a new medium harv every 2 months or so? No one is going to agree with implementing it.. everyone wants everything cheap. Architects need some form of reocuring income just like all the other professions making money off our backs who also think we make way to much money as it is.. bleh







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Cyberthugg
Thu Sep 04, 2003 9:41 am
#25

Sed some great ideas however houses need to have more functionality to make them attractive before you can add restrictions. This is why in my long suggestions post I broke houses into catagories.


Residential - No decay, maintenance at normal, redeed at normal.(limit one vendor and cannot do any advertising on planetary map.) while we will have a more limited market for residential structures players would be more willing to buy them.


Commercial - No decay, Set function time period(modifiable by experimentation), redeed at normal. can be refreshed by placing a new deed into the management terminal. (Redeeding does not reset the function time limit.)(Can use advertising provided you have the proper skill. Vendor limit based on skill) (I would suggest changing the way venders charge maintenance as alot of people are not wanting to go this route.)


Industrial - Redeed decay percentage(modifiable by experimentation), maintenance at normal. redeed at normal. (Factories would be fine unless you for some reason moved them around alot but harvestors which everybody has to move once a week would provide us with more business.)


Military - No decay, Can be damaged/destroyed by enemy PAs/factions. Can be repaired by placing resources in the structure management terminal. redeed uses factions points instead of credits. maintenance uses faction points instead of credits. (This would probably be our best source of income as they add functionality to the galactic civil war. (experimentation can improve the damage resistance, overall hitpoints as well as the improve the speed of automated defenses.)


This is the first step to creating a viable profession that will remain viable.



Military - No decay, Can be damaged/destroyed by enemy PA's/Factions,

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