Architect Archive

Thread: Demand is about to climb

Dayln
Thu Oct 02, 2003 2:27 pm
#27

You may be right, which is why I maintain that decay is only half the answer, the other half is fewer architects. I was probably one of the few people that was disapointed in the news about the test server becasue I thought that experimentation implemented that way would drive the number of architects down.


I actually agree Ropock.


We dont do decay becaseu it is what people want or dont want, we shoud do it becasue it is what the game needs. But it is only half the answer, the other half is to make architect less attractive.

Ropock
Thu Oct 02, 2003 2:32 pm
#28

thanks Dayin, i thought you might agree with that thought.


We may disagree on long term fixes as I'd like to see something else done to make it work, but basic principles (as you have pointed out many times ) seem to apply. Decay alone does not solve the problem.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Ropock
Thu Oct 02, 2003 2:37 pm
#29

hey Dayin, if weapons hadn't decayed at the beginning, how do you think prices would be affected by adding decay to them now? up? or down? or, you may not think its that simple.... lots of good topics of discussion today



Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
DeejZozzle
Thu Oct 02, 2003 2:40 pm
#30

Make architect less attractive - I assume you mean as a side effect to balance changes, not as a focus?


Why should architect be any less viable to someone starting up than anyother profession? The real goal is balance across professions and the economy so that anyone can play any class successfully. If achieving this balance makes things less attractive to some players then so be it. IMO making architect less attractive should be a player choice, not a focus for the developers. True balance means that there can be just as many architects as any other class, and they can survive without a guild, just some not as successfully as others. Without changes to bring us into balance with the economy and other classes, the game makes really does make it financially impossible for some players to stay in the profession - and that is sad.




_________________________________________________

Deej Zozzle -Master Artisan, Master Architect, Master Merchant
Ssrogg Grolsch - Slicer, CH
Master Weapons and Structures @ S Coronet Beaches -339 -5932
ArchitectureWeaponsmithingPowerupsAdventure
Dayln
Thu Oct 02, 2003 2:44 pm
#31

I am not sure... personally I wish decay had been a part of architect products form the begining, but then I am not afraid of balancing even if it is not in my favor.


And another thing Ropock, I really resent the ( Wal Mart ) implication that I say the same ( Wal Mart ) thing over and over again. I am only ( Wal Mart ) trying to emphasize a ( Wal Mart ) point that I am not sure everyone ( Wal Mart ) understands fully.


I do ( Wal Mart ) not have a one ( Wal Mart ) track mind.

Ropock
Thu Oct 02, 2003 2:45 pm
#32

lol..... biggest laugh of the day.... thanks!!!!



Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Ndainye
Thu Oct 02, 2003 6:40 pm
#33

Decay is really the last step of a three step process.


1) Skill Mods so that when we experiment we can experiment to the best of our ability


2) Experimentation make it worthwhile, this is the step that will make architects less attractive and less worthwhile for part timers.


3) Decay to even discuss decay before steps one and two are implemented is fairly meaningless. Without experimentation to slow decay or to set the base for decay we don't know what rate of decay is best.




Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

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