Architect Archive

Thread: Architect Issues Designer responses

Exitio56
Sat Aug 16, 2003 7:07 am
#40

I'll use large letters, maybe it'll be heard.


Makestructures lose durability when they are re-deeded, that way things like houses that don't move aren't affected, but harvesters are.


With a little decay, architects will continue to make money and everyone will be happy.




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Exitio
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Kumak
Sat Aug 16, 2003 7:22 am
#41

I think Decay is a big issue and is the future to our class i haven't sold a house in 2 weeks and pretty much have given up on the profession. Besides the fact that i still have master architect title people allready have the houses they want factories they need harvesters and so forth Now this may not be much of a problem for most people but i am on Radiant galaxy where there just happens to be a surplus of architects kick myself everyday for adding to the numbers too hard to compete


1000 meters from every city is just covered in houses and structures its incredible i have only been breaking even over the past week off the sales of furniture and the occasional harvester and since the shift profits fell about 50k



I can understand the fact that decaying of structures would be bad so heres my proposal why can't the way we make a house determine the maintaince rate hence the fact why do we even bother experimenting if i can experiment the maintaince rate lower than joe blow makes my more valuble and sellable than his and instead of total decay of a structure when i experiment the durability it sets presidence on the decay of the structure and rather than it decay the maintance rate gradually goes up i am not saying a lot maybe after 2 months of setting there the maintance rate goes up 1 credit or something would have to be determined by the powers to be.



If we were to do this i think the maintaince rate on all harvesters factories houses first need to be lowered considerably expecially harvesters and factories then the decay of the structure gradually raises the maintance rate then the customer or user can determine for himself that hey its costing me more the maintain this harvester than its worth its time to buy a new one this would make so much since in reality



Decay rates on furniture should be the same as if it were a gun,armor or anything else should be slow but it should be there also need a furniture repair kit that any artisan can make just like the others have would be fair enough



Also on furniture not sure if this is been mention how about some more design options on them like allowing us to pick colors taylors can pick colors of there cloths why does all sofa chairs purple why can we choose to make it blue or beige or whatever and on most every furniture would allow for more uniqueness in our products which we totally do not have i can understand some furniture being set to a certain color but some would be nice to change the colors to where you can put the same furniture we make in the same room



Any just some thoughts to dwell on


Kumak Master Architect for now

Sedryn
Sat Aug 16, 2003 7:27 am
#42

Im sorry.. This is not feedback.


They know they are in deep doo doo and this responce shows it.
No Content.
No real answers.
More Smoke.
More"Im clueless" bs

I feel like im dealing with Bill Clinton again.

We have waitedfar to long for some answers and some love and this is whatwe get?
Why waist your timeHolo?




|I'I||I'I||I'I||I'I||I'I||I'I||I'I||I'I|
.:Zen Starstrider Spaceways:.
|I'I||I'I||I'I||I'I||I'I||I'I||I'I||I'I|
BreezeDK
Sat Aug 16, 2003 7:56 am
#43

6) Architecture Decay – Addition of system for items created by architect to decay. This provides a lasting source of revenue for the architect.


I'm very pleased that finally we're hearing an official word on Decay system... here is my system:



Structures all have durability, but as we cant have your large house suddenly disappear on you one day, it wouldbe mucher better if there were an increase in the maintaince for it. Like you have a harvester and pay 1000 credits with 50% durability experimentation, 50% means that the structure will decay 50% slower (this will finally give us master architectsthe edge we need...). However the maintanence will go up each day with a factorof for instance1.5 x LastMaintanence and then you subtract the Durability% experimentation value.


It would also be interesting if Architects could be able to repair the structures. Say you could "repair" them to 70% of the first/last decay value.




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AwaitingWoW
Sat Aug 16, 2003 9:17 am
#44






Deoka wrote:

I am totally opposed to decay in any form on architect products.


Housing - Houses are a luxury item for everyone except merchants. People are already paying maintenance on them. Adding more irritations to their use will not help us sell any more of them.


Furniture - Furniture is a luxury item for everyone. Some people love decorating houses (proven in both UO and Sims Online) and spend hours,and evendays, getting everything just right. Making furniture go poof is just wrong. These same people like to redecorate from time to time. We will always have a thriving furniture market.


Harvesters - A necessity for crafters and resource sellers. But, while other crafters could get by with personals if necessary architects cannot. Decay on harvesters would hurt us more than help us. Making large harvesters unredeedable as one person in this thread suggested would not only be the nail in the coffin for independant architects, but would totally destroy the market we have selling them right now. Who is going to pay 80k + to replace a large harvester every week? Not anyone I know....






Ok Deoka.. once the harvesters etc are made for everyone what are you gonna do? quit? if it never decays there will be a set number of sales and THATS it.. on my server that point has pretty much beeen reached. Use your head and think ahead.. not for for own selfish needs.
TyrimMant
Sat Aug 16, 2003 9:32 am
#45

Well, at least the devs know that the architects need something down the road. The problem is, for as much as our class 'works' (sans that pair of blueprint bugs) we're deceptively screwed up. At least they're listening to some advice from us architects. But honestly? I think they need to tell us some of their ideas. I'm sure a lot of us will rip them apart and hate their ideas, but, eh. I'd enjoy some dev leadership here to go with the listening to our opinions. =)
Deoka
Sat Aug 16, 2003 9:45 am
#46








AwaitingWoW wrote:


Ok Deoka.. once the harvesters etc are made for everyone what are you gonna do? quit? if it never decays there will be a set number of sales and THATS it.. on my server that point has pretty much beeen reached. Use your head and think ahead.. not for for own selfish needs.






And when the other crafters shrug their shoulders and go back to personal harvesters because they either can't afford or don't want to pay for new large harvesters every few weeks what are you going to do?


A typical weaponsmith item uses 200 or so materials. They can get enough resources from personals to ply their trade, they just won't be able to stock ahead by much. Architects do not have that option. How long do you think it would take to get the materials to make one PA hall using 10 lots and personal harvesters?






**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Savage1
Sat Aug 16, 2003 9:45 am
#47

1) I don't think you guys really read these very well. Granted, you have lots to go through, but please. Simply read, and comprehend. The above text may be a bit misleading. Let me put it in the simplest terms possible.

a) The Power Core Unit Factory Schematic is bugged. When trying to make these in a factory, you lose resources, and do not get the desired amount. All you need to do is TRY to make one, or more of these in a factory, and you will INSTANTLY understand.

b) Harvesting Mechanism. This Item cannot be crafted. Period. This is needed for medium, and large Flora farms. Chefs and Medical professionals everywhere are SCREAMING for these harvesters.They are impossible to make. Simply take a second, and try to make one. The Problem will be INSTANTLY apparent. You cannot Craft a Harvesting Mechanism at all, by any means.

2) This happenned to me as well. After a server maintenance restart/patch i had lost over 24 hours of maintenance, however the power was still used at the normal rate. (ie. I had the Harvester paid and powered for 2 days 12 hours. I had returned to the harvester the next day, roughly 24 hours later, after server maintenance. (the morning restart etc). Instead of seeing 1 day 12 hours and enough power for 36 hours. I saw 12 hours of maintenance and 36 hours of power. This was the case for ALL my harvesters. This was on starsider btw, all harvesters effected were large mineral, and solar power harvesters.

3) Maintenance can be reclaimed from Vendors, as well as a PA hall. The "mechinism" seems to be in place to some degree. Also , when depositing power, you get a bank like deposit/withdraw window. I suppose its not a high prioirty considering there are no resource shifts anyway. Not moving harvesters at all atm.

4) Confirmed, this does work, and it is VERY Nice to have. Expecially considering the recent house space limit changes.

5) Better how? Less Failures? Would be nice. It is odd however that master architects get +60 to assembly, while other crafting professions get +100. You want us to lose tens of thousands of resources repeatedly? Not like were spending a few dozen on a blaster or something.

6) This idea IMHO is silly. People pay a lot of maintenance on houses on a daily basis. They shouldnt decay too. Granted, in theory, eventually everyone will have a house, and noone will need the services of an architect of any kind. Decay would SEEM to make sense. However, someone spending 140k credits on a house, or 300k on a PA Hall? These items shouldnt decay with the proper maintenance.

Possibly allow the Architect to make Structure repair devices, or something need to fix a structure if the maintenance drops and the structure drops below 100%. But atm im way to busy crafting and selling to even consider any sort of decay for anything i make. Just seems VERY silly.
Fraktur
Sat Aug 16, 2003 9:52 am
#48

I'd like to see buildings decay. Meaning, you would either:


a) Need to hire a master architect to come to your home to repair it.


b) Need to purchase interchangeable items from the architect (power core units, wall modules...) to repair the house.


I'd like to see a set # of times harvesters/houses could be redeeded. For example... engineering level deeds would not be able to be redeeded. at novice architect, you could perhaps redeed once or twice per structure. As the Architecht gained experience, and progressed along the Archi tree, the # of times a structure could be redeeded would be based on the craftin architect's skill & experiementation. i.e. a mid level architect could make a harvester that could be redeeded 3 times, whereas a master architect could make a harvester that could be redeeded 5+ times. All varying on the size of the structure & difficulty level of crafting the structure. Certain races that gain bonuses in experimentation (humans, and the fish face race...) would naturally have structures that could be redeeded more, if not only once more, but more nonetheless.


I'd like to see structures, mainly harvesters, have an experiementation efficiency value that would allow them to harvest resources at a higher rate. Using more resources/maintenance of course, but they would produce more in less time. In conjunction with my idea about the # of times a structure could be redeeded, this would then give the architect the option on what he can make the harvester do, and also give the customer base the option of having a "longer-lasting" harvester, or a "faster-producing" harvester.


I'd like to see more furniture/plants, with the experimentation making the item more elaborate, or experimentation so the furniture is more durable.


I'd like to see structure factories having a larger input/ouput/ingredient hopper to make the larger modules.



I realize this is a lot to ask for, but Q asked what we would like, and here is my 2 credits worth.


Thanks for listening!


Tik - Master Architect on the Lowca server.

Savage1
Sat Aug 16, 2003 9:54 am
#49

Re-Post: I tried to Quote Q's post and it totally hosed me up with HTML error this, or some crap. I made it all raw text and got that blob you see above. Hopefully, this post will go through. (I really hate this forum system btw hehe)


1) I don't think you guys really read these very well. Granted, you have lots to go through, but please. Simply read, and comprehend. The above text may be a bit misleading. Let me put it in the simplest terms possible.


a) The Power Core Unit Factory Schematic is bugged. When trying to make these in a factory, you lose resources, and do not get the desired amount. All you need to do is TRY to make one, or more of these in a factory, and you will INSTANTLY understand.


b) Harvesting Mechanism. This Item cannot be crafted. Period. This is needed for medium, and large Flora farms. Chefs and Medical professionals everywhere are SCREAMING for these harvesters. They are impossible to make. Simply take a second, and try to make one. The Problem will be INSTANTLY apparent. You cannot Craft a Harvesting Mechanism at all, by any means.


2) This happenned to me as well. After a server maintenance restart/patch i had lost over 24 hours of maintenance, however the power was still used at the normal rate. (ie. I had the Harvester paid and powered for 2 days 12 hours. I had returned to the harvester the next day, roughly 24 hours later, after server maintenance. (the morning restart etc). Instead of seeing 1 day 12 hours and enough power for 36 hours. I saw 12 hours of maintenance and 36 hours of power. This was the case for ALL my harvesters. This was on starsider btw, all harvesters effected were large mineral, and solar power harvesters.


3) Maintenance can be reclaimed from Vendors, as well as a PA hall. The "mechinism" seems to be in place to some degree. Also , when depositing power, you get a bank like deposit/withdraw window. I suppose its not a high prioirty considering there are no resource shifts anyway. Not moving harvesters at all atm.


4) Confirmed, this does work, and it is VERY Nice to have. Expecially considering the recent house space limit changes.


5) Better how? Less Failures? Would be nice. It is odd however that master architects get +60 to assembly, while other crafting professions get +100. You want us to lose tens of thousands of resources repeatedly? Not like were spending a few dozen on a blaster or something.


6) This idea IMHO is silly. People pay a lot of maintenance on houses on a daily basis. They shouldnt decay too. Granted, in theory, eventually everyone will have a house, and noone will need the services of an architect of any kind. Decay would SEEM to make sense. However, someone spending 140k credits on a house, or 300k on a PA Hall? These items shouldnt decay with the proper maintenance.


Possibly allow the Architect to make Structure repair devices, or something need to fix a structure if the maintenance drops and the structure drops below 100%. But atm im way to busy crafting and selling to even consider any sort of decay for anything i make. Just seems VERY silly.

Morel
Sat Aug 16, 2003 10:16 am
#50


Thats the point man, Ya, right now we need tons of resources to keep making stuff.. But the key point is that eventually we wont have anyone else to SELL TOO. Everyone will have heavys in the bank, everyone will have everything they would ever want or need..


Secondly Houses a luxury item? Have you been to Corellia? (at least on Bloodfin that is) Houses are popping up so fast that i'm having UO flashbacks..


Like I said, if they're gonna have unredeedable stuff make the resource shifts last longer. Alot longer that way you won't have to be buying every week.


You could also have the Experimentation do something like effect how many times something can be re-deedable. A novice could make something movable say 1-2 times. but a full blown master could have it be movable 5 or 6 times..


GoatX12
Sat Aug 16, 2003 10:22 am
#51






Enkidu wrote:

I would like to see furniture decay based on the number of people that enter the building in which the furniture is placed.


If you want to get more fancy, replacing power modules, etc. from harvesters and buildings would be a realistic addition.


-Mohenjo







I personally feel that if items decay this could cause people to not want to buy items, especially with the already limited space thanks to this last patch, than throw decay on to that, what exactely is the use of furniture than?
GoatX12
Sat Aug 16, 2003 10:29 am
#52

OH and one other thing, why would I be paying maintenance on a house that is decaying? Hmmmm isn't maintenance in real life supposed to prevent decay? So do away with maintenance, and than I'll be happy to see decay go in.
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