Architect Archive
Thread: An idea to help with item storage, and better lot distribution
GummiShooter
Sun Nov 14, 2004 4:49 am
#14
Don't you think that would flood cities with Guild Halls or Large Houses? If the lots of those don't count, then I'd take the building with the largest item limit anytime. Maybe you should give people a bonus of 1 or 2 lots when they declare residency; that would also give them an incentive to actually join a city.
pircio wrote:
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2 - Residency - IF YOU DECLARE RESIDENCY with ANY building the lots for that building DO NOT COUNT towards your lot usage. Buildings exempt from this are ANY type of city building (hospital, city hall, etc) and guildhalls. Whoever drops this building will not be able to remove it for an extended period of time (say 1 week) and will have restrictions on transferring ownership (we'll get to shortly).
...
pircio
Sun Nov 14, 2004 11:39 am
#15
GummiShooter wrote:
Don't you think that would flood cities with Guild Halls or Large Houses? If the lots of those don't count, then I'd take the building with the largest item limit anytime. Maybe you should give people a bonus of 1 or 2 lots when they declare residency; that would also give them an incentive to actually join a city.
pircio wrote:
...
2 - Residency - IF YOU DECLARE RESIDENCY with ANY building the lots for that building DO NOT COUNT towards your lot usage. Buildings exempt from this are ANY type of city building (hospital, city hall, etc) and guildhalls. Whoever drops this building will not be able to remove it for an extended period of time (say 1 week) and will have restrictions on transferring ownership (we'll get to shortly).
...
well i said guildhalls and city buildings would be exempt. and so what if people were dropping large houses, u can only declare residence with one building so who cares if its a large house or small house. this bonus ONLY counts if u declare residence IN a player city. that's their incentive to be in one.
pircio
Sun Nov 14, 2004 11:46 am
#16
The ORIGINAL thread is located in another forum... to make sure that many people see this thread and express their concerns or opinions about it please refer to the link below.
Make all replies in the original post so that I and others make sure we see your idea or comment.
Please bump this thread if you feel appropriate again to assure that others are noticing this idea.
Thank you.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=74446
Make all replies in the original post so that I and others make sure we see your idea or comment.
Please bump this thread if you feel appropriate again to assure that others are noticing this idea.
Thank you.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=74446
...;;;;.,..
pircio
Sun Nov 14, 2004 11:47 am
#17
The ORIGINAL thread is located in another forum... to make sure that many people see this thread and express their concerns or opinions about it please refer to the link below.
Make all replies in the original post so that I and others make sure we see your idea or comment.
Please bump this thread if you feel appropriate again to assure that others are noticing this idea.
Thank you.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=74446
Make all replies in the original post so that I and others make sure we see your idea or comment.
Please bump this thread if you feel appropriate again to assure that others are noticing this idea.
Thank you.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=74446
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Lence
Sun Nov 14, 2004 8:14 pm
#19
I agree....lots are very annoying per storage/harvestor ratio currently, or even for those who have player cities, and who want hosiptals or other player buildings....
Its very hard for a doctor with 10 total lots to have lets say 1 meduim house, (2 lots) and a hospital (3 lots), already theres half his lots...minum...but being a crafter he needs more storage so looking more likly at 2 houses...so then hes down to 3 lots left for harvestors to get resources for his profession...and thats not enough...
Now onto the buildings....
Having mastered Architect 2x now, i can say for sure its one of the most dead professions on most servers...crafting wise.
Figure...people need what...a house or 2 and a set of extractors...and they don't decay. so no need to ever buy more.
----most professions have a return bussiness factor...unless people let their harvestors blow up for some reason?
Ore is a very hard mineral to find a concentration of higher than 50% to mine, and everything an architect makes building wise takes and obsene amount of it. Buying ore...at least on my server is out of the question, people ask way too much for it.
----just my own personal problem...
Architects have the most generic crafting profession, we can really only experiment the extraction rate on harvestors and thats it...
Cannot customize anything, experimenting on houses, furniture...ect...all pointless or not even possible...
----Should be able to do floorplans, storage size, ect...
No rare schematics for Architects like weaponsmiths and armor smiths...(RIS armor, Scythe, ect...)
----Always thought a "Mansion" schematic would be good for that btw...or an extractor that could get more than one item at a time or more than 1 resource type... theres definatly no "legendary" house anyones been looking for...
11/12 experiment points in other professions means better product...architect not so much
---personally this does nothing for me, only adds more storage to harvestors because they top at 95% exp which i can hit everytime with 9-10 exp points.
_________________________
Theres alot of ways this could be improved....
Customizable floor plans...customizable storage...new schematics...
Best thing to happen to architects has been the change when you could put stuff in chests and cabinets now...which is not saying alot...
-Redux-
Sun Nov 14, 2004 11:01 pm
#20
pircio wrote:
This thread will be linked from all other crafting professions anda few galaxy threads to increase traffic and awareness that we, as a community, see this as an issue.
please respond to this thread only, not the other professions....
My idea to fix the problem concerning item storage, lot distribution, and to enhance overall community togetherness.
Background: we all know that the average item per lot ratio is about 2:150. This forces crafters to make very efficient use of their lots. The problem is only so many things can be crated, and we desperately need adequate storage for gather resources, product components, and the end products themselves. There are ways to "cheat" the system (use vendors told hold other items in named travel packs, etc), but these options only can last for so long.
Problem: We lack the space to be as organized and self-sufficient as we want to be. In order to make the most out of your character for storage is to use multiple houses, and use valuable skill points for business and merchant skills to up our item storage limit. but this can be time consuming and sloppy... not knowing where are components are, fumbling through houses, thousands of credits worth of maintanence, wasted planet space... etc.
Solution: please read this it will be very lengthy.
1 - New building - Make a new type of building, only craftable by master architechs. These buildings will take 5 lots and have the average maintance rate of a guildhall. They will be able to hold about 1000 items in it at all times and have a variable number of rooms including one large room also similar to a guildhall. This building could double as a "crafter's house" as well as "a legitimate mall"
2 - Residency - IF YOU DECLARE RESIDENCY with ANY building the lots for that building DO NOT COUNT towards your lot usage. Buildings exempt from this are ANY type of city building (hospital, city hall, etc) and guildhalls. Whoever drops this building will not be able to remove it for an extended period of time (say 1 week) and will have restrictions on transferring ownership (we'll get to shortly).
3 - Mastery - You can ONLY drop one of these "Crafting Centers" if you have mastered a crafting profession. You can only transfer ownership of this building to a another mastered crafter, and the building cannot be transfered for the same period of time that it would take to remove the building. ** Also, upon mastery of a crafing skill, you will be awarded 2 BASIC vendors with no extra features and a total of 250 items... (no picking race, clothing, etc). However,an Actual MERCHANT, will be able to create a vendor FOR you, tailor it to your needs, and then transfer owner ship to you permanently. This will involve merchants as a needed profession for other players and give master crafters both the skill and the means to move their products without wasting 29 skill points to get novice artisan and 2 vendors with business 4. Additional vendors @ 100 itemscan be "purchased" with 5 skill points with a limite to how many extras they could buy (say, 3). If a master crafter were to complete another mastery they would get 2 more vendors at 250 items. If they dropped master they would have 24 hours to either renew their master status or their vendors or all items inside would be destroyed in the order that they were created.
4 - Restrictions - you can only have one of these buildings down at a time, regardless if its in "declared" state or not. A "Crafitng Center" HAS to be public to view.
5 - Added features - Added to structures radial menu (of the management terminal)would be an option that would allow the owner of the building to add an administrator and restrict the number of items that that person could use as personal safe storage, or the number of vendors that that person could have in that building. Also an option to send a message to the owner if it wasn't apparent. There would also be an option for the owner to turn off admin granted abilities (a non-ownder admin can't give admin rights to another player character if it were set that way by the owner)
Conclusion: This would solve much of the grief of storage space, as well as give another added feature to getting and retaining master level professions. It would save skill points as well as give people additional options to their character and allow for more "fine tuning". Again, it would also involve merchants as a public skill instead of personal so they aren't left behind with people just using extra skill points and dumping merchant altogether.
Lemme know what you think and please express your opinions, or changes you would like seen made to this idea. I hope you like it
Excellent post. Very well thought out.
I have acouple suggestions.
1. Craft Centers or Warehouse, whatever you want to call it, should not be forced public. I don't want someone nosing through my warehouse.
2. There should be a new city structure available to Metropolis sized cities. It would be the Mall, Market, or whatever you want to call it. It would be the size of a guild hall structurally and hold say 500 items so you can have good decorations. Like other civic structures, it would take up no lots. This would give cities a viable place to have a mall, and also make it a recognized structure so that players know if they see this building they know it is a center for commerce. It would also alleviate the need for players to have to drop buildings or merchant tents to have a place to put a vendor.
GammaThree
Mon Nov 15, 2004 5:45 am
#21
My thought (I've been mulling this over for a while now).
Add a new warehouse structure to the architect's schematics. This structure is the same size as say, a structure factory.
A warehouse is built with a specific crafting profession in mind (chef, artisan, architect etc - ie anything on the artisan profession). Each warehouse can take up to 3 'storage modules', which are experimentable, and give up to 200 units of storage. The base warehouse can take 50 units of anything (loot, items from other profs, etc).
A warehouse takes 1 + the number of moduleslots and can only be placed by somebody who is novice in the sameskill as the warehouse. Upon reaching Master of that skill the lottage is reduced by 1 (ie cutting out the base cost for the warehouse). Additionally it cannot be placed within a player city (thus elminating cluttering of player cities).
All warehouses can hold any resource, but only crated/crafted items from the profession that it is for (not counting the 50 generic items).
Eg: Cooking Warehouse, 3 modules. Takes 4 lots at Novice Chef and 3 lots at Master Chef. Can store a volume of 600 items: resources &/or crated foods/drinks, and a volume of 50 of any item.
Making them only placable by a novice crafter means that loot mongers arn't going to be able to suddenly place warehouses, and will limit lot sharing.
justapilgrim
Mon Nov 15, 2004 11:54 am
#23
I am against this
use your factories for storage 100 items input hopper, and 100 items output hopper
grind up a little higher in merchant and get a storage vendor
Lence
Mon Nov 15, 2004 4:28 pm
#24
Factories are made for building stuff...not storage...
True it works, but not very RP friendly...or very...practical.
Personally, looking at it from a role playing look...i would never use a factory as storage...or a vendor for that matter...
They do work, but it tends to be very irritating...i personally have stooped to using a vendor for some storage.
pircio
Mon Nov 15, 2004 10:19 pm
#25
yeah using factories is not only innappropriate, it's stupid. why has this even come up as a topic? BECAUSE ITS WHAT WE HAVE TO RESORT TO. that's stupid and a cry for a fix, or at least consideration.
Yrab65
Tue Nov 16, 2004 3:47 am
#26
/agree
Some nice ideas. We definately need help with storage. I'm only just starting as master a.s. and am already having storage problems.