Architect Archive
Thread: It is not about greed
Why not come up with more ways that make housing more beneficial than it is now. Right now, the only real benefit is to merchants and crafters that vendors or needs the private stations. heck, you don't even need private craftign stations. Droid Engineers can provide crafting bots that can go anywhere. I use one when I am in town and need to make something the public stations don't provide and need to make the item.
Come up with stuff that will make the combat types want a house.
There are only 90,000 structures in the entire game out of 275,000+ players.
I bet 80% of those are crafter/merchants that need a house for their vendors or crafters that need the extra storage space.
A combat type don't need a house. They can live out of a bank just fine and don't have the hassle of maintaining it.
Give them a desire to have one. Make them useful for everyone.
Quote:
"Tell the merchant that has many vendors and a LOT of product that they have to pull up all their vendors and all their product off those vendors every so often and put down a new house and then replace al lthe vendors and then put all that stuff back on them again. Tell them they have to do all that work because greedy architects wanted structure decay."
Did you actualy take the time to read anything that anyone else said?
If you had you would already have seen (in THIS thread) a way that avoided anyone having to re-locate any structure contents.
This guy isn't very intelligent as it is, he is just trolling. War bonds are paid off by using tax money and the interest on those bonds is paid for by using tax money. It is far cheaper to just raise taxes and pay for anything now than it is to do a bond, be it for a war or a school. Bonds are the goverment's version of a credit card. Generally greedy people love war bonds and hate tax increases. They make money from war bonds and save money from not being taxed. It only works for the rich though.
For architects decay isn't about greed, it is about saving their profession from uselessness. Greedy people do not work a profession that pays no more than the cost of resources to build items in that profession. You can consider architects the least greedy out of the bunch. Weaponsmiths are generally the greedy lot, though they do need to work hard for their money. Imperial combat players with atsts soloing 20k missions top the list of the greedy along with the credit dubers.
The only way renewable income will happen is with turn over. Turn over can only come from lost structures. Exactly how these structures are removed from the game is difficult to decide and ultimately isn't our decision. SoE will decide how turn over is placed in this game for architects. I hope they do so intelligently by causing the least amount of annoying game play time, like rearranging furniture.
Please be informed about your opinions before posting on this forum. No one cares for trolling. All craftable items will have turn over and therefore need to be replaced. This isn't really a topic for debate, as no turn over ends the game for the crafter.This isn't a game played to be won nor finished, but a game that is intended to go on for years, at $15 a month. SoE's business model needs the crafter produce items to turn over so the game can continued to be played, so like it or not, decay in some form is coming.
Who's the more greedy, those that want their game to continue or the lazy lotthat want their game to be easier by having another player's game end?
I knew that but didnt want to get into a political debate. War bonds are not free money any more than a credit card is, in fact it costs you more in the long run than raising taxes does.
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I am with you 100%, and not jsut for Architects, but for every single craftable item in the game.
Clothes should wear out
Extractors should break down even with pay mantenance
Houses should cost more and more for upkeep over time
Droids should go on the blink
Backpacks should wear out and carry less and less
Just like armor, just like weapons, jsut like eaten food is gone
It is the only way to achieve a stable economy for every class. But dont thinkt hat will solve all problems, it wont. If there are too many architects supplying for the rate of decay prices will still drop through the floor. The only answer to that is fewer architects, which will happen on its own as those that cannot compete at lower prices move on to something else.
I've been lurking this board for a while now. I went for DE and Architect immedietaly, and boy can I pick em! But as sad as DE are right now, I gave up on Architect first. I too recognized very quickly that without decay, Architect is a dead end. I figure that if things continue as is, in the not-too distant future, there will be maybe 2 Architects per city. ABout 15 per planet. Well, at least thats all that will be NEEDED. How many times can you build a Starport? Or faction building? Or small house? Ehh, Scortch has raised the walls and will not allow anything any of you to say to get in. He's on the defensive now, defending what is pretty clearly a silly position. I too believe he's only worried about the impact on his own finances. So what if you have to spend 3 hours re-placing furniture. Maybe this time you pick a different sized house, or go to a whole other planet! Maybe you realize as you're placing your stuff back down (along with a couple new couches because the other 2 had decayed & had to be replaced) that it would look even BETTER if you did it some other way!
Architects very likely use the most structures compared to any other profession, and they are asking for decay. Yes, it will bring money into their pockets. Yes, it will take money OUT of their pockets. Yes, they feel they should have a market similar to other crafters, namely WS and AS. I bet you'd hear the screaming at 30,000 feet inside the Concorde if the Devs removed decay from Armor and Weapons. But the combat types would LOVE it! If you want to Solo this game, well, you cant. Go to another game that lets you. Or, continue to selfishly oppose decay.
I loved the idea a poster had for making creatures non-renewable. Hmm, guess I cant kill anyhting today. LOL
These people are ARCHITECTS. They make BUILDINGS. If everyone has a building, they dont need any more! I guess he just doesn't believe that the day will come when all the lots are effectively full. Adding new, different building to this stupid lot system just adds to the speed that the day (lets call it ML-Day, or Max-Lot Day) comes! If they wanted to make repair kits, they could do it with far less Skill Points as a Master Artisan. And less painful crit failures (the other reason I quit AR).
First fix experimentation. Make the item cap (another STUPID idea, at least in its current LOW form), decay rate, and maintenance rate depend on the structure. Someone else suggested this, but I think it was still a bit too fast, like 1% every 4 days. I'm thinking being able to lower the initial rate to double digits, and adding 1% a week. But that house will have a low item cap and a faster decay rate (decay and maintenance being seperate). BTW, dont think of maintenance as being there to off-set decay. What about the electricity you use in your house? The A/C, toilets, water for your clothes, etc... Thats what Maintenance if for.
Ugh, I should know better than to feed the trolls.
I also like the idea of making houses more useful. I still like the idea of personal cloning stations in your declared residence. Makes it harder for cheaters to camp a cloning station. Howabout Hard-Points to keep aggro mobs or factionpeople away? I hate "waking" up to find my house surrounded by Spineflap Soldiers.
And for the record, I hate the Test Center addition where you cant call droids in public structures. I cant call my crafting droid in my own PA Hall.
Urgh!
Well, time to play...
What's it like to have 500k in the bank? Never done it, myself, and I've been Master for over a month.
Kryllem wrote:
Show me an architect without at least 500k in the bank and I'll show you a novice architect. I think itIS about the greed. What can you spend it on, anyway?
Scortch, the problem is, if things don't decay, then the ONLY business is from churn.
If we gain the ability to make UberBuildings, where just owning them gives you 3500 extra Skill Points, but they don't decay, then eventually (and with the number of power players out there, eventually is sooner than later) everybody who isn't new will have one, and we'll be wrestling in the streets to get to the newbs.
Dayln wrote:
Make a trip to the cloning station put your experience levels back to the point where you were whencloned.
Make cloning more expensive the more skills you have.
I'm going to have to disagree... I don't want to lose 10k Armorsmith XP because I got agro'd on the way into town to clone. Besides, it wouldn't affect Masters at all.
Quote:
"Why not come up with more ways that make housing more beneficial than it is now."
Ok.. so say i do that... I make houses so irrisistable that every character just HAS to have one.
So we sell houses to the 60% or so of people that dont currently have one.. that takes us what... 4 months at most?
Now everyone has a house, and architects make what?
It is very hard to understand how you can be blind to the fundamental problem of zero decay.
Quote:
"There are only 90,000 structures in the entire game out of 275,000+ players."
ummmm.... NO
Quote SOE:
"Across all of the galaxies we currently have over 90,000 player houses. Other structures easily double this number. This number grows every day."
The fact that the number is growing every day should be a giveaway.Eventualy everyone will have every lot filled with structures.. what then?
There HAS to be a balancing point at which structures areremoved as fast as they are being built. If you dont want to use decay then how are you going to do it?
GCW structures are fine.. as they will be removed by the enemy players... but anything that is not player destructable must be removed over time by another mechanism.
Quote:
"I bet 80% of those are crafter/merchants that need a house for their vendors or crafters that need the extra storage space."
Possibly.. though there is no evidence to back this up.
Of the dozen or so people in my guild that own houses, exactly ONE is a crafter (Me).
If it is true though, then we are asking for decay on structures for which WE are the primary users. So why would you be bothered by this?
Quote:
"Come up with stuff that will make the combat types want a house."
Oh believe me, I have a few ideas ( eh Dayln?
)
But I doubt you would like them.
You seem to be one of the people who doesnt want to rely on anyone else in the game. I am not like that.. I like the fact that this is a social game. The crafting classes NEED the combat classes to make money and buy our goods. The combat classes should NEED the crafters. Right now that is only 50% implimented. I look forward to SOE finishing what they so obviously designed into the system.
The funniest part about this conversation is that he is the one that is greedy.
He is in favor only of things that are a + for his personal character, not what a feature will do for the viability ofthegame as a whole. Perhaps I am wrong, perhaps it is about greed. So people that are agaisnt decay are greedy maybe?
I can think of only one other good replacement for decay, and that is simply new structure designs implemented slowly but steadily over time.
Think of it like this. When you buy new clothes, cd players, cars etc is it ALWAYS because your old one is broken? No. Often it is simply because there is now a new version that has caught your eye. If there are new versions available every so often then players will naturally want new things simply because they are new and they are tired of thier old things.
A variant on this idea is to allow architects to ACTUALLY design homes. Instead of a few standard designs, have architects first create modular rooms, that can be configured in different ways like building blocks. This allows for a lot more variety in final finished homes, and lets architects differentiate themselves based on creative house designs within a flexable structure building system. This of course requires an overhaul of the current system to allow for a more dynamic crafting interphase.
My final solution is perhaps a bit easier to implement than the last one, as it doesn't require such a large reworking of the crafting system. That idea is to implement structure add ons. Currently an brand new empty structure is a building filled with many similar rooms. I suggest implementing a system where specialized rooms can be created and added onto an existing structure. These rooms could include kitchens, workshops, garage/stable (for when vehicles/mounts are added), trophy room, infirmary, and so on. Specialized rooms would be designed "feel" like the proper room and perhaps even be partially pre decorated or pre furnished. The most important part though should be that the rooms offer a small bonus to activities that should be done in thos rooms. Workshops giving small crafting bonuses, kitchens giving cooking bonuses, infirmary giving medicine bonuses etc. Small houses should only be able to take one add on, mediums a couple more, and larges a couple more. This I think would allow for structures to have more meaning over all (upping thier value to players across the board), would give a real sense of perhaps "needing" to upgrade to a larger house to accomadate the ability to use more add on rooms, and by offering the ability to create somewhat unique homes via adding on rooms, players might be more inclined to "remodel" or "move" more often just to have a new house to look at.
other options have been provided other than straight decay on existing structures... many times... in many threads.
not every architect that is for decay is greedy... i think most are looking for a way to extend the profession. I happen to be one of the architects that is against it... and I know I'm not greedy. To label everyone on either side the same way is just silly.
the poll that was done recently actually shows that most people don't want decay. You want to argue that a bunch of those people weren't architects... go ahead... it doesn't change anything. Just because someones not an architect doesn't mean you shouldn't value their opinion. If you want to argue the merits of decay, go ahead... but you won't change my mind on the subject. In all honesty there are many ways to make the profession long term viable that don't include decay on existing structures and they've been listed many many times.
That is ok, you make me sick as well.
To be so totally self centerd as to only worry about changs that will affect you personally. Your greed is unparalel on this board.
Fortunatly there are a lot of us that want decay becasue we are not as greedy as you are. We want it for the betterment of the game reguardles of the hurt that it will do to us specifically.