Architect Archive

Thread: Regarding Architect Item decay and Re-sale value

Manaman
Tue Dec 14, 2004 5:27 pm
#14

Items that are used should have a decay stat. Heres my meaning..and some solutions..


SOLUTION 1

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You have couch A and couch B.


Both couches have a "use" stat (or something) with like 1000 uses (or something).


Couch A gets placed in an area for people to sit on.

Couch B gets placed as part of a decoration.


Now then... couch A will be used by people. They will sit on it. Each time they do 1 is subtracted from the use counter. When the counter hits zero the couch takes on a new model (a broken version) and is not able to be sat upon. Couch A can eiher then be thrown out or repaired by an archi.


Couch B is in a decoration and as such will not be sat upon (unless you have people who want to sit in a decoration, but i'll talk about that in a minute). As such with no one sitting on it the couch will stay in good shape for much much longer and your decoration will not change.


Candles, lamps and torches should decay, but in two stages. First, after the alotted timer runs out the light source should stop. At that point a second timer kicks on (another exp value maybe?) that shows how long you have to repair. Once the repair timer runs out the item becomes junk and unuseable. Archis should be the ones to repair or at least make a furniture repair kit.


SOLUTION 2

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Now people will say "hey there are morons who will sit on it just to destroy it".. ok..here is a solution. In the crafting process, each item that can be used (sat upon) will have a check box associated with it. That check box will denote decay. If you choose to have your item decay, then it may be sat upon. If you choose no decay then it comes out as a display peice that can not be sat upon (but may still be used for decoration).



I think its only fair to us that if you are going to use furniture constantly that you cut us into the loop for repairs, but at the same time if we spend a week making a display we dont want it to degrade. This fixes both problems.



Oldman Rakon
~ Port Kensington Mining Company, Oasis Naboo~
Bloodfin Server
"There is no such thing as Gravity, the world just sucks."

Rashyaak
Tue Dec 14, 2004 10:23 pm
#15

Well,


I'm gonna agree with RedDestiney on this one, and say that repair kits for Architects is a bad idea. Yes, it would bring in more business, would make the game seem more like real life, et al. But it isn't the answer! I don't know about you guys, but when I play SWG I don't want to have to worry about changing a light bulb or empyting the trash or picking up my room. I don't want to think about stuff like that, I want to PLAY.


If they added repair kits for items like these, it would just make people mad. The only viable idea in this thread was the whole-house repair kit. That's easy, simple, and maybe the Dev's would even make it so that your spider droid could go and do it for you once a month if you have it supplied with the kits.


My 2 cents,

Rashyaak



Rashyaak


Master Architect


Master Merchant


JEA Council


chris1988
Wed Dec 15, 2004 1:47 am
#16

seeming as some people hate the idear of furniture decaying and others think it would be good for buisness why not make a compromise and have it so mabe you could have a option on the house's terminal to reapir all furniture/fights in the buildings but you would need a repair kit that would be made by architects, i dunno if this would be good as a limited use thing like armor/weapon/tailor repair kits or a repair kit for ships that goes down depending on how much needs to be repaired, i think these should not last lots of repairs and the house should only need repairing every few weeks and when its beginning to get run down a mail could be sent like the ones for when a structure is low on creadits.



_____________________________________________________________________
Wars Not About Who's Right, Its About Who's Left
RedDestinyCC
Wed Dec 15, 2004 11:43 am
#17







Rashyaak wrote:

Well,


I'm gonna agree with RedDestiney on this one, and say that repair kits for Architects is a bad idea. Yes, it would bring in more business, would make the game seem more like real life, et al. But it isn't the answer! I don't know about you guys, but when I play SWG I don't want to have to worry about changing a light bulb or empyting the trash or picking up my room. I don't want to think about stuff like that, I want to PLAY.


If they added repair kits for items like these, it would just make people mad. The only viable idea in this thread was the whole-house repair kit. That's easy, simple, and maybe the Dev's would even make it so that your spider droid could go and do it for you once a month if you have it supplied with the kits.


My 2 cents,

Rashyaak





The whole-house repair kit idea is viable if nothing else to give Architects another sales opportunity, and I'd live with it if it came down to it, but...


... in theory that's why we have Maintenance costs on structures to begin with. So if we have to buy kits to help the architects have viability, does that mean that paying Maintenance stops (from a convenience standpoint of not having to do two separate things to maintain structures), or at least decreases?


IMHO, this solution would be the 3rd option on my list of ways to fix this:


Option #1: Recognize that not all professions are equal. If the profession is any other than a combat class, weaponsmith, or armorsmith (Tier 1,) cut the skill points requirements in HALF, so that these players can have more content and options for viable playing. Since these players would have to keep resources for multiple Tier 2 professions, streamline the specific crafting resources to be more consistent between these professions, so we're not just doubling up on the types of resources these crafters will need.


Option #2: Offer additional PRODUCTS to improve sales; including FURNITURE (stop adding loot furniture until there's more craftable furniture for Architects, and same for tailors, etc.), furniture color options, new HOUSES and other structures, Starship docking structures for Player Cities*, or ohhhhhh, custom designed houses!!! within a given lot allocation and footprint.


Bonus Option: Kill five hundred flits with one stone - Increase storage on newly crafted structures to reinvigorate the market, and address all the crazy anti-crafting gameplay nerfs that are saddling crafters today by obscene storage limitations.


* Starship structure for Player Cities. Enter structure, enter elevator, push elevator button, it doesn't matter how many people do this because each solo or group member is lifted to their own iteration of a landing pad with a starship terminal on the pad. So if three people enter the elevator at the same time, and two are in a group, the two in a group get their own iteration of a landing pad, and the solo person goes to a separate iteration of a landing pad. Each of the two groups (one group, one solo) uses the terminal in front of them to access their ships. Simple as that for a first stage development of this structure from the dev perspective.


As a second stage to this structure's dev development, while in their own iteration of a landing pad, when the player uses a terminalto pull up a ship (one player to a landing pad, first to usethe terminal, or group leader perhaps), the ship is physically represented, radial dial to climb into cockpit, or ramp to enter multiplayer ship on foot. Have some kind of take-off animation sequence specific to ship type similar to the hyperspace animation that exists today, specific to the planet, perhaps a brief arial view of the Player City before jetting up.

Message Edited by RedDestinyCC on 12-15-2004 10:52 AM

Manaman
Wed Dec 15, 2004 5:19 pm
#18






RedDestinyCC wrote:

Uh... No.


Read the three or four posts above yours. Seems you didn't. Did ya really spend time writing all that? *wince*






Sorry I usualy just skip the assinine ones.


Did you really spend all that time living THAT life? *wince*



Oldman Rakon
~ Port Kensington Mining Company, Oasis Naboo~
Bloodfin Server
"There is no such thing as Gravity, the world just sucks."

DancingRhodian
Thu Dec 16, 2004 11:49 am
#19






Manaman wrote:





RedDestinyCC wrote:

Uh... No.


Read the three or four posts above yours. Seems you didn't. Did ya really spend time writing all that? *wince*






Sorry I usualy just skip the assinine ones.


Did you really spend all that time living THAT life? *wince*





Huh? Seems like you made Red's point for him again.


Agree, no decay on house items as others have said.






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After taking a new toon thru Legacy to level 64, and another CL80 to CL90, I've concluded that this game is bereft of value, and no MMORPG can survive so many role and economic devestations.
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