Architect Archive
Thread: Week One Top 5 List
I just had to add..
I know that everyone wants buildings and harvestors to decay but what is a good timeline for that? If you buy a house in real life it's a one time purchase. On harvestors I can see this, but on houses thats harder. IT's the fault of architects who saturate the market that houses are losing thier value. Let the houses decay if maintenence is not paid on them.
But, since the maintence pool is just a money sink and the houses won't degrade, I suggest that 10% or maybe more of all maintence paid on a house go to the Architect who created that house. That might work better than degrading the houses. Afterall you just cant pour money into a slot and have your house fixed. Someone actually has to maintain it. You should have to go to the houses you sell, Maintain them, and withdraw your fee from the maintence pool for doing so. The owner of the house doesnt even have to be involved. He or she is just paying the regular maintence that the house requires. If you don't visit the house to fix it you don't get the maintenence money.
Anyway, just an alternative to houses just randomly decaying after a few months.
Thanks! And I just assumed no one would read it like normal.. haha
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Great job Zarcath!! I feel that you are hitting some of the main issues right off the bat. i dont usually post but felt it was time as i am approaching master architect at high rate of speed ![]()
You said you saw alot of posts about how construction was pointless, but no fixes suggested... what about your salvage suggestion? It sounds like a great idea to me, and takes care of the advantage of a low resource use smith (armorsmiths/wepsmiths), however i suggest we take that a bit further and also take care of another problem that cripples our class. Why is it that nearly every other crafting profession can repair their crafted objects, and yet we have no way to "repair" structures other than maintenance? I propose their is a system for repair in line for structures, so resources can be used instead of credits if so desired. Why couldn't i as a master of construction/repair line use a "structure repair tool", and some resources (maybe even structural modules, walls, and other various parts) to "repair" my structure and forego paying maintenance to EVERYTHING. There could even be a new bot added to the droid endineering lines that would allow an automated repair system, where you could drop your supplies into the droid and give it orders as to what needs repaired. this would allow for "house calls" for architects to repair structures at maybe a bit less cost of credits, as sometimes resources are a bit more available. this would add to the diversity of our class, solve the decay issue, as we all know that the integrity of the item is slightly reduced with a repair, and give us a use for that "useless" construction line. sure even my "perfect" system could use some tweaking so how about some more ideas on this guys... let's help out our new fearless leader Zarcath ![]()
Sija Stoci - Bloodfin
Sked a few problems with your idea.
1. If you got part of the maintanence fee then people like me that can sell 40 small houses a day, would only have to play for 2 months and have money forever. (I would like this of course, but I don't think it would be popular)
2. IMHO a rifle would last longer in real life than a house made out of sand like the ones on Tat.
Here is the problem with saturating the market.
# of people that are willing to buy a house 5000
# of architect 200
If I make 40 small houses a day, I can saturate the market by myself in 125 days. These houses will never decay and can be sold as new forever. So all new architects that want to sell a small house will have to compete agains the existing owners that want to sell for the few new customers.
The other 199 players didn't saturate the market, one person messed up the market for them.
Yeah Skedoozy there you go, i just saw yours, and yet another great idea, lets keep them rolling and keep this dev team on their toes ![]()
Sija Stoci - Bloodfin
I think that having a house for 3 to 4 months is about right for an average house. I think that if you buy a house made with crap materials that wasn't experimented on it should last around one month. I think that a house made with great resources by someone who took the time to experiment would last 6 months or longer. I think that medium and large houses would probably be more stable. I think that a PA hall should probably be replaced once a year.
I would LOVE to see storms come through areas where only the best made (and best repaired houses) are still standing. That would create great periods of temporary demand where people were willing to pay large amounts of money to get their house replaced first. But I realize that this would be much tougher to implement so I am fine with just a steady decay.
The biggest problem that I see with this is that people just don't get much value out of a house right now. I still think that when player cities are put in, people need to be given real reasons to own a house.
Adding to the permission woes are Item Storage Copacity. It's the same for a small house as it is for a large. And a Pa Hall is LESS than a small house!
Proposed storage:
Small = 125
Medium = 225
Large = 300
PA Hall = 400
If we could experiment on the structures copacity that would be a great bonus as well.
That's sKedoozy. And yes, I understand what both of you are saying. Just trying to come up with something here to help. We wouldn't have to worry about any of this if power levelers didnt start selling so cheap just to level.
If houses DO decay then what happens to your lot until you get a new house? Someoen just comes in and snatches it up? If they do add decay to houses then they need to let the person keep that lot reserved for a period of time to allow them to rebuild in the same spot.
I am not anti-decay, I just think it takes a lot of realism out of the game if your house just goes poof after a few days. I think furniture should definately decay, and I think that is where the real money to be made in architecture is after everyone has a home.
I think the list represents a number of important issues that definitely need some attention to (anyone who says #2 isn't important, probably doesn't have harvesters eating and extra 3000 to 6000 credits a day on them). Not sure how I feel about the proposes solution to critical fails being a new skill, but I can't come up with anything better, and they definitely hurt theway things stand now.
As farasstructure decay goes, I don't think a blanket decay on all structures is theway to go. Ican see decay being reasonable on some items(harvesters and factories), structures that people don't develop attachments to. Houses and PA Halls are a very different story. Peopletendto spend a lot ofeffort finding the perfect location for thier house, and then customizing it to suit their needs needs and tastes. What do you think the reaction is going to be if a player looses a good house location to someone elsejustbecause their house decayed? Or the frustration at having to redo their house every few weeks or months, just because the house is going to decay. Yes, we need options that keep our profession vibrant and ongoing. But decaying houses is not something that ishealthy to theplayer populationand the game as a whole.
I think harvester decay is more important than house decay. Since demand for houses isn't that high right now. If and when they give more benefits to houses then I definately want decay there also.
I also think that they need to make med and large harvesters more appealing, right now it is better to have a ton of personal harvesters with the resource shift than have a few heavy harvesters. Heck I just delete personal harvesters, they only cost 250 resources, which is less than 250 credits for me.
1. Implement a decay of some sort on harvesters.
2. Make med and large harvesters have more demand. The larger unit has to be more efficient in some way other than just taking up less lots. Who cares if it takes less lots if your in a PA.
Skedoozy sorry about the name, just couldn't remember what it was when I start typing.
I don't think there is away to stop people from powergaming, that is the nature of MMORPG's![]()
If a house, factory or harvester decays it should disappear just like if you don't pay mainanence on it. Hopefully if you were paying attention to it, you would of bought a new one and destroyed it before it disappeared so no one could take your spot.
On high maintanence - This isa bug that they know about. Why should we waste one of our top 5 for a simple bug that has been reported a billion times. I had a backpack of items stuck in my house that had over 300k resources in it. They told me that it was a known bug that you can't always pick up items in your house and they will fix it in a future patch. I think this isa major issue, but I wouldn't want to waste one of our top 5 on it.