Architect Archive
Thread: Regarding Architect Item decay and Re-sale value
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
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*
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.