Architect Archive
Thread: Stockpiling Mitigation: Bad Idea #21352253
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.
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.
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...
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
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