Architect Archive

Thread: Stockpiling Mitigation: Bad Idea #21352253

Pawlin
Tue Aug 02, 2005 3:26 pm
#27






bluejanus wrote:
I think one responder (other than me) actually said why the idea was bad rather than why talking about addressing hoarding was bad. I was hoping for dialogue on the idea.





Yeah but the idea is proposed to fix something that most of us don't think needs to be fixed.


So denying there is a problem is a valid response to a proposed solution.






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bluejanus
Tue Aug 02, 2005 3:28 pm
#28



Pawlin wrote:


bluejanus wrote:
I think one responder (other than me) actually said why the idea was bad rather than why talking about addressing hoarding was bad. I was hoping for dialogue on the idea.


Yeah but the idea is proposed to fix something that most of us don't think needs to be fixed.

So denying there is a problem is a valid response to a proposed solution.






I did say it was hypothetical.





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Akkori
Tue Aug 02, 2005 3:43 pm
#29


I appreciate an attempt at dialogue, but I get scared every time a thread discussing ways to prevent hoarding floats up. I am afraid because you never know when the Devs might get delerious and pop over here to read a thread or two.. then see this idea or one like it, and think its what we want (since we are posting about it) and implement it.


I would be a happy guy to never see another thread about hoarding!


Hoarding is not a problem. Mass production is more of a problem. Lack of Crafter content is a problem. Pitiful color choices is a problem. Pitiful housing choices is a problem. Lack of Decay is a problem. Etc...




Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Sharenna
Tue Aug 02, 2005 3:47 pm
#30

I don't think restricting spawns would stop hoarding. Perhaps like Pawlin says increase spawns would stop it. Think about it, if you knew that every 2 weeks a good supply of Duralloy steel was to spawn, how much would you keep?. Personally I would only keep enough for my needs over the period while the spawn was unavailable. i think also this would be a good answer to the lot swaps that are being done. Only problem is that a lot of resource sellers would lose a lot of business.



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Dvnce
Tue Aug 02, 2005 4:24 pm
#31






bluejanus wrote:
How sad, Dvnce didn't even comment on the idea. Oh well guess that's what happens to ideas you think up right before bedtime.

Ideally I'd go for harvester decay, but it's been offered and rejected already.





well.. as demonstrated in the last thread no one likes the idea of infringing on valuable resources... and unfortunately your brainstorm would greatly increase the gap with the haves and the haves nots.. because as exampled in the previous thread was that1 crafter could have enough resources for thousands upon thousands ofan item .. so if the resource never spawned again they would not care.. thus making that resources more valuable and harder for up and becomers to obtain....


as far as decay being offered and rejected before.. well.. that package was rejected because no one wanted their nicely decorated house with hours of effort and thought going poof.. So .. we remove residential structures from the decay proposal we solve that problem...


Message Edited by Dvnce on 08-02-2005 05:47 PM




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Heed the warning

Cafa
Wed Aug 03, 2005 12:04 am
#32






Dvnce wrote:

Pretty Much i think that the best solution... Is to Introduce Decay on structures with Moving Parts.. ( factories and harvesters) ... this will singlehandedly take the LARGEST bite out of Hoarded resources.. ( and will give us what we want too in returning market) ...






Pawlin wrote:

Us: Well could you maybe fix the broken Bestine museum paintings or give us that furniture coloring we thought you said was coming like a year ago?


SOE: *crickets chirping* *dried up tumbleweed rolls by*





For a moment I thought I was in the Corr Forum.. with these familiar sounds..








All seriousness, did Elyssa's admin change for resource changing ever fly?


And I would LOVE harvestor decay! But how would you implement a factory decay?


Fivo Asia





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Akkori
Wed Aug 03, 2005 8:10 am
#33

Or just put in Home Repair Kits crafted by Architects that restore the Condition of the home. Renewable Income.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
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