Architect Archive

Thread: Architects: Light Possibilities

JediNewb
Wed Mar 03, 2004 9:00 pm
#27

I really, really, don't like the idea of the indoor lights being dimmed/darkened unless we're given control over it (without purchasing lamps/candles). My house is FULL right now. I spent a long, long time decorating it (including placement of torches back when that was the only light source), and trying to figure out what I'd have to take out just because I had to have lamps and candles now for my home to be well lit would be terrible.


I understand the need some Archs have for a couple more "renewable income" items, and I believe that lamps and candles will sell QUITE well enough without making them mandatory for a well-lit house.


Give us the option to shut off the "house lights". Don't take them away completely.


-Jowarr


Quaryn
Wed Mar 03, 2004 9:17 pm
#28

STOP IT, please. All this maintenence is NOT fun. Repairing you bike, redoing the color, adding multiple types of maintenence to harvesters, factories, houses... all in multiple, powerups, consumables of all types. Half my play session is inane clicking just to make sure everything I have doesn't fall apart.. it's NOT FUN.


Harvesters alone are not bad.. they have a queue.. you don't have to pay 10 credits and put in a unit of power every minute.. that's understood. But please let us queue up a ton of color customizations on vehicles.. or somehow queue up lightbulbs for the damned lamps. In order for you to give architects renewable income.. you will make the lightbulb duration way too low. In real life, we buy the expensive super long life lightbulbs to avoid changing them for a year or two. We do that because changing them is a real pain.. as it will be in game.. this is a game.. supposed to be fun. STOP all the tedious maintenence tasks, PLEASE.



-Wilock
Blue Man Mining resource vendor at 2590 4826 in Cavalieri Neri, Naboo
Pistoller
Wed Mar 03, 2004 9:27 pm
#29

Ok if you planning to make us put light in every room of my medium house provide us iwht +10 more storage on the house having 150 intems to store is a midium house is already too low. And I'm not planning to drop third house or make architects to be able to add some storage modules to a house so they would hold more or some kind of storage that you can add to a house after dropping it.
Odez
Wed Mar 03, 2004 9:44 pm
#30


A few things from me:



Why in the HELL would you mess with the lighting systems?! The only thing needed is the other light sources(i.e. the lamps you have working on TC as i hear). Thats it. Nothing more on that subject! NOW, what is this talk about 'renewable income'. PLEASE people, if you make GOOD Harvester/house deeds and put them on the vendor, they will sell. If you're not making money its because you're not trying. And dont give me this 'but i'm not a master! what am i going to do?!' They are called walls. Even the novice archies can make them! I know a LOT of masters who would LOVE to have wall suppliers for a while, while the novice is leveling.


Oh and the person who suggested the storage rates go up, good idea! I mean ifthe devs are going to MAKE us use the lights,they really do need to give us the extra space. Also, the ability to make turrets idea was great!


Just a few thoughts, nothing too important...just think about it.


Message Edited by Odez on 03-03-2004 08:47 PM

GarthVapour
Wed Mar 03, 2004 9:47 pm
#31






Thunderheart wrote:


Some of your points:



  • Interior Design is hugely popular. I've seen lots of really amazing shops and houses. GarVa's Galactic Home Show, Thursday February 26th The Carousel and Fireplace in last week's homeshow really blew me away. (remember - - that person had no vertical movement yet....

I have a medium tat house. It takes 2 x the slots my old small tat house has, and has the exact same storage (150 Items). So, Other than basic furniture, a little quest loot (a couple paintings), and crafting stuff in the basement, my house is EMPTY. I barely have room for my essential supplies. Stepping up to a large house is not an option because of the huge lot requirements.


I really like the ideas for lighting and such, but, I'm so limited in space I won't be able to:


a) make cool things like an aquarium, or fireplace


b) use lights















--------8<---------------------------------------------------------------------------
Ytossk (hatched April 05)- Bounty Hunter Extraordinaire.
Imperial Shocktrooper, Hutt Thug

There ain't nothin that can't be fixed by a bigger gun.


Survived SWG Beta 3, Classic SWG, CU, NGE, ToOW beta

AldrakSWG
Wed Mar 03, 2004 10:18 pm
#32






Thunderheart wrote:


GCW structures are Faction Point purchased and always will be...not from Architects.







Sorry but that is amazingly shortsighted. Crafters need to be a part of the GCW and this phantom market of faction point currency needs to be tossed.



Issogi'ka Itydo

~Original Attention W**** Extraordinaire~
Jimbo and Asa's Egotistical Snobby Bish

...and occassionally Asaekai

PsychoticChipmunk
Wed Mar 03, 2004 11:09 pm
#33

Will the new lower light condition affect all existing homes as well? I mean I would love to have a few rooms that are a bit darker then they are now in a Corellian but I don't want to have to transfer all the items in my PA hall, replace the building, then have to redecorate (which is severely limited due to the paltry amount of storage these massive halls are given) just to make the candle on my desk seem all the more interesting.


And trust me, Garva's homeshow is not really a great way to base how expansive the idea of decorating is in the game. I'm a decorator and as such I am also a peeping tom. (so I steal inspiration from others, who doesn't? ) And there aresome homes that are actually decorated, but many many moreare just storage sheds. While true this could be thanks to the fact that most people use small or medium homes which prevents a certain amount of interesting appearances (are you guys going to revamp Corellian architecture to be more in line with Coronet? Or at least introduce a new medium that has a basement and balcony?) or any vertical movement in some cases so that could be the main reason but much more likely I feel that people just don't want to bother. They would love to have their home look nice but it is either A) too hard or B) too pricey since they won't be able to have that extra backpack of copper. So basing the idea of renewable income primarilly on lights right now is somewhat a vain attempt.


There have been great ideas on this forum that I've seen. (andI primarilly just lurk every-so-often being a rifleman and politician first) Limited number of redeeds would cause a larger market of harvestors, GCW basesbeing requisitioned as single use schematics giving an architect a large new job every time there is a rebel strike. And that is just the few that I have seen. The correspondent has almost assuradly shown you all more interesting ones that would have a larger impact.


Oh...and since you are more likely to read this then some other threads I have to ask. When is the master politician box getting fixed? Sorry that it has nothing at all to do with the topic at hand but it is really demoralizing to know that you can aspire to reach nothing.




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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
BlueOx
Thu Mar 04, 2004 12:03 am
#34

I've poked around with the lamps and candles on TC and I have a few observations for this conversation:

1. Most of the arguments for wanting lightbulbs involve folks saying they don't want the fuss of physically removing the burnt-out lamps from the table and /move-ing the new ones into place. It seems to me that this is a trivial reason to backtrack on all the dev work that has been done and race to design something new and rush it through test. I mean if you devs are bored silly and have nothing better to do, then by all means make some lightbulbs, but otherwise the decaying lamps are just fine. They last 30 days, from what I've seen, and that's quite enough. It's not like you're going to be forced to do a bunch of interior decorating every couple of days. Once a month -- that's it. By that time, you'll probably want a different arrangement in your house anyway.

2. Lowering the light level in the house seem to be a band-aid to mask the real problem that has been reported by the TCers -- the new lamps and candles cast too much light in some of the house styles that are very lighted already. Now, a house dimmer switch is a nice idea, but there's no reason why that has to be tied to the lamp/candle issue and rushed through as well. Again, if the devs have time, sure. But I think it's better at this point to go ahead and introduce the lamps and candles now, and a dimmer switch with the next publish. Lamp-hoarders will have to suffer through too-bright homes for a whole 5 or 6 weeks. Oh, the torture.... I don't know how I'll survive.

3. If, for some reason, the devs decide to eliminate the decay on the lamps/candles and make them permanent objects, then they need to increase the crafting resource requirements for them to make them match the other permanent lamps already in game. Our current (non-lighting) lamps on the live servers require EGPs. The consumable lamps on Test Center are made up of simply of a small amount of metal, or in the case of candles, a small amount of metal, hide and chemical. For a consumable, these ingredients are just about right. For a permanent object they are way too low, lower even then the current novice-box torch. If permanent, then some subcomponents need to be added or a specific requirement for Corellian bristly hide or something.

4. Right now, all the new lamps and candles are dumped into the Furniture2 skillbox. I think this is a bad idea. As much as I'd love to monopolize the interior lighting market with a minimum of skill point investment, I think it would be fairer to spread the schematics out along the furniture tree.

Message Edited by BlueOx on 03-04-2004 08:06 AM



Girnan Yi'tey (Gorath)
Master Tailor ~ Master Architect ~ Master Artisan ~ Pesky Old Lady

Protenis
Thu Mar 04, 2004 12:45 am
#35






Thunderheart wrote:





Architects!


I wanted to take a moment to pop in and talk about the persistence of Lamps and Candles. I know that everyone wants lamps and candles to be persistent and to have lightbulbs and wax as a "draggable" recharge, but there is some depth to the issue.


On one hand, one of the top correspondent items that I had forarchitects was, "Architects need more renewable income (product turnover or another source of income)". That renewable income is Lamps and Candles. If we make lamps and candles persistant, then its a one time rush to buy and then a small trickle of cash and that defeats the purpose.


We intend on adding the lightbulbs and wax as a renewable income, but thatwont happen for a bit because we need development and coding time to make that happen and architects really need a renewable income. I had spoken with the developer and I was just about to post an opinion poll when I spoke with Ood_Bnar. He has been working with the art team to dramatically lower the light level in houses so that the lamps have a stronger effect (in fact, you'd need lamps) and lamp light as it is, wouldnt blanch out the colors in houses.


If we can get that done, then we'll make lamps persistant (leaving candles with decay). Then, at a later date, we'll add the light bulbs and wax consumables. If there isn't enough time, then we will leave lamps and candles with decay until the low light feature is added. At some point after that, we'll add the light bulb and wax consumables.






My only issue is that my home is already packed to the max capacity as well as our guild's PA. Please up the amount of space a home/PA has by at least a bit if you are going to require the use of lighting.




Gershwin Jedi padawan
Samuraijim Master Rifleman MCM 0404 pistoleer
Protenis MBH Master Pistoleer 0020 medic
TashSunrider
Thu Mar 04, 2004 2:20 am
#36

You really think even 2% of the playerbase will bother to replace their ligths after they burnt out, or even considering getting some in first place? Go through the pain of placing 10 lights in their house after traveling for 1-2 hours to find an architect selling them?


You have to be kidding.


Look at your great income sources for DEs and artisans you created and learn already!

-droid customisation: do you really think i repaint my droid every other day? its rediculous how fast this decays and laughable to have them pop un in random colors after the paint is gone in the weak attempt to annoy us enough to get them painted again. I have yet to see a player who has a painted droid who isnt a DE

-speeder customisation: do us a favor and look at your files how many players bothered to paint their speeders again after they saw the 1st paintjob dissappear in less than a day.

I see maybe 1 painted vehicle in 50. It SUCKS to have to run to a vendor every day to get some stupid paint kit and paint your vehicle over and over and over again. It sucks to have to carry around a paintkit wasting space in your inventory to be able to repaint your bike when it loses its color during a hunt.


These were utter FAILURES and no one is making ANY profit with them. (well.. maybe the 2 or 3 who bother to still make them.)

If you do the same crap with lights, rest assured, no one will bother to buy these unless hes nuts for interior design and likes to show off, which is a very small minority. Youre not adding an income for architects, but you put yet another time effort into adding a feature a lot of ppl would love to have and implement it in such an annoying way that no one will like to use it.


Its SAD





Anubios
Thu Mar 04, 2004 3:57 am
#37

It's a nice addition really..

But I personally can't see this having that big a difference on income as a renewable source of income.

I don't stock torches on my vendor and have been asked about 4 times in about 3 months for torches.. so no not a good renewable source of income IMO.

Who knows with the greater variety of lamps etc that alot of ppl will ask for these.. wether they continue to buy them as they decay is another question to think about.



================================================
*** Anubios Oune -- Echo7 -- Elder Architect/Doctor/TKM - Chimeara ***
*** Egnaro Eciuj -- -bbb- - Level 64 - Medic - Farstar ***

Bandola
Thu Mar 04, 2004 4:15 am
#38






Odez wrote:


A few things from me:


NOW, what is this talk about 'renewable income'. PLEASE people, if you make GOOD Harvester/house deeds and put them on the vendor, they will sell. If you're not making money its because you're not trying.





I feel you have missed the point. We are not after making money just for now. Yes, if we make good harvesters we can sell them, but one day, and a lot of us are already seeing it now on some servers, there will be nobody who wants to buy them, no matter how good they are. In RL you cannot sell a TV to somebody who already has one unless a) it is BETTER than the 5 he already has, or b) he needs to replace it because it has broken down. As neither of these can be said for Harvesters, except for the rare cases where people forget and let them burn down, there will come a time when the only people who want to buy a Harvester will be the new players, this will in fact reduce the demand to around zero, as there will be no demand for the resources to make them and when that happens miners will sell off harvesters they don't need at giveaway prices.


Unlike weaponsmiths, armoursmiths and the other crafters, we are the ONLY crafting profession that does not have ANY items that decay. We need this kind of thing if the profession is to survive in the long term, otherwise we will be reduced to just one or two architects on each server satisfying the needs of the newer players for houses, or theexperienced player who decides he wants to change his furniture. Renewable income is a necessity, the alternative will eventually be NO income. You cannot sell somebody something he doesn't want, no matter how low the price is.






__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Hedek
Thu Mar 04, 2004 4:58 am
#39






Thunderheart wrote:





He has been working with the art team to dramatically lower the light level in houses so that the lamps have a stronger effect (in fact, you'd need lamps) and lamp light as it is, wouldnt blanch out the colors in houses.







Well I do not mind at all having to to buy new items from architects, i'm worried by the amount of items such a change will require me to add to my house(s). Please consider the consequences of such a change and assess it by increasing the max amount of items a house can hold so that this change doesn't end up into a hidden "nerf" especially to artisan professions (including architects) whoare very room greedy (to store their resources and other sub components) while at the time having very few lots to allocate to houses since they need em for harvesters.


I know you know this is a hard thing to do : trying to consider all the consequences a given change infers, just please don't do the mistake of putting in a change and having the players wait for another couple of month to have the consequences of that change fixed because the development schedule only included time for the conception not the after-balance. (this is not just about this particular change but about everything in swg, i was just hoping i'd have more chance to be read here in a specific profession thread rather than the over-crowded In-concept / In-development threads).


Regards,

Hedek aka Sin on Chimaera
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