Architect Archive
Thread: Latest Adds To TestCenter and Soon to Live.. Your FeedBack Is needed...
Jutewr wrote:Honestly, if someone forgets to pay maintenance on a structure, it's their own fault if the structure goes poof. And if they know in advance that they are going on a vacation, they can redeed their structures, pay enough maint so that they last, or give admin to someone who will pay for it. I know I used to check my houses every week before I got enough money to pay them through for half a year.The system we have right now works perfectly fine, and if some people seem to be either too lazy or too forgetful to pay maint, then it will be their own fault when their structures vanish.
Message Edited by Jutewr on 01-24-2005 09:53 AM
That would be fine IF (as already mentioned too many times) the time-warp bug didn't exist and TIMELY "structure reaches 0 maintenace and is starting to decay" emails were sent out. I myself have placed 6 months maintenance on a factory only to have it disappear sometime over the following weekend, and I have had instances where I had NO email about a harvester decaying by the time I went to bed at 2AM only to login at 10AM and find the email several hours earlier saying it's at 2% and of-course long gone by now (not that I would have had time to get to it if I got the email at 2AM because I was 8km from civilization where I just placed more harvesters).
My main fear is the time-warp bug depleting my entire bank account between the time I go to bed and get home from work and get to login the next day. My next fear is not being able to place a harvester at that uber 90% spawn becaue there is a sea of burning harvesters at that spot.
I agree that there should be better solutions, but as someone who has lost millions of units of resources, etc for whatever reason, I'm happy to get any love at all on this.
Message Edited by yoda101705 on 01-25-2005 08:38 PM
NewEco wrote:
taken from the thread, that apparently triggered the discussion here
Dvnce wrote :
I have a strong STRONG feeling that we (architects ) will be VERY happy pretty soon...
was that a statement that was based on secret hard facts only disclosed to correspondents or your general assumption that 20+ new people must be there for ANY GOOD ?
Actually, when i study "on deck" or check for feedback on my comments in the "in test: update notes", i am not able to
see any changes in the dev's mind concerning architect/politician issues and i am not able to see the
big picture
Is their any dev feedback given to you ? (simple yes/no answer is perfect)
Well, maybe this one here is the big picture:
http://forums.station.sony.com/swg/board/message?board.id=testingpublic&message.id=289#M289
Us Architects/Politiciansmight acknowledge this a countermeasure for the up-coming P12.1 "change", which i still consider as "profession to be eradicated type of a" nerf. But i guess that all the others will be"outrageously happy" with this proposed house purge system.
Message Edited by NewEco on 01-25-2005 06:17 PM
yes
and its not to late for me to give feedback... test this change let me know if its broken and continue to provide me with your posts about your feelings in regards to this issue...
Game is supposed to be a crafing Game...now its time for all archis to drop there professions and go Combatant because that is what SOE is doing to this game.
SWG = Combatant Game Soon.
Dvnce wrote:
and its not to late for me to give feedback... test this change let me know if its broken and continue to provide me with your posts about your feelings in regards to this issue...
Although I don't think this change will be reversed, there might be a chance that some structures are taken out of this change. Harvesters and factories come to mind, because you can't lose much with those (unless you store loot inside factories, what they're not meant for anyway), but it does help Architects quite a bit. So instead of forcing this upon us, let's make a compromise. Let it the way it is for houses and other buildings, but reverse the change for harvesters and factories.
Dvnce wrote:
NewEco wrote:taken from the thread, that apparently triggered the discussion here
Dvnce wrote :
I have a strong STRONG feeling that we (architects ) will be VERY happy pretty soon...Is their any dev feedback given to you ? (simple yes/no answer is perfect)yes
and its not to late for me to give feedback... test this change let me know if its broken and continue to provide me with your posts about your feelings in regards to this issue...
thanks for answering ! So, since i am lacking the big picture you have been provided by the devs ( this is no rant,just a fact. all i wanted wasayes/no thing and i am happy with it) to my i eyes suggestions do not make too much sense, just analysis and expression of concerns that should be taken into consideration, so here we go:
with the recent changes my following concerns are:
1. complete lack of repeating business for architects. Oncethe server has a saturating amount of structures and furniture, architects have "zero to none" business. The lamp thing is just a joke, actually, a bugged joke
2. lack of enough space for placing of harvesters. While this is probably not an issue for a planet like Lok, it appears to be a problem that good harvester places on other planets are rather rare. With the changes, i doubt that the hardcore ressource farmers will ever move from those places .... at least i would not do it, if i were them. Simply place your farm, and fuel the corresponding accounts with credits in the case something usefull spawns beneath the farm .... => leads evento reduction of costs for harvester farms
3. nightmare for mayors if people have placed their stuctures wrongly in a city. Nightmare also for CSRs because they have to find a solution if an account is apparently inactiv (paid or not) and the owner has still millions on bank account from which the house/structureis paid from.
4. not an architect issue directly but also about cities: Politician for no skill costs will lead to a (further) dry-out of existing player cities because everybody and his mom will try to run a city on there own
Although i don't know the big picture here are some ideas:
1. involvement of our profession in GCW (something like the speculations mentioned above)
2. more interdependence of architects with other professions:
-> raw materials for Shipswrights
-> use dependent decay of craftingstations
3. return to the old maintainance system not for sake of architects but also
for the rest of community (reasons mentioned above), and maybe do something
about the whiners that have lossed their house with all items
-> lower the effects of decay based house loss by something like the "ultima online moving crate"
a container that can only be accessed to remove things from it. In the event of house decay,
the "moving crate" gets stuffed with items and vendors. To avoidabuse make the moving crate
subject to database purge with top priority, once the account is not paid.
just my 2c
Message Edited by NewEco on 01-26-2005 03:05 PM
Dvnce, I know you are doing this already - but can you militate with TH and/or relevent parties on the corr boards to have them help us see that there is a slightly bigger picture here? We all know we won't get a roadmap but to hear that "Yeah, we're not just screwing you over" would help some.
Tzosskinati wrote:
Game is supposed to be a crafing Game...now its time for all archis to drop there professions and go Combatant because that is what SOE is doing to this game.
SWG = Combatant Game Soon.
Acutally, the couple of times I have lost factories and their contents (especially the doc factory with all the uber Lok WW and Tat Fiber in the input hopper and a full output hopper of BECs is one that comes to mind... in continuous use and constantly watched but still poofed) brought me dangerously close to throwing in the towel... (5 million+ units of uber doc resources in one fell poof)... As far as making sure my structures don't ever just vanish, this is greatly appreciated, there just needs to be SOME way for these things to poof eventually, otherwise yes there will be planets covered from pole to pole with disabled harvesters.
LastEE wrote:
Acutally, the couple of times I have lost factories and their contents (especially the doc factory with all the uber Lok WW and Tat Fiber in the input hopper and a full output hopper of BECs is one that comes to mind... in continuous use and constantly watched but still poofed) brought me dangerously close to throwing in the towel... (5 million+ units of uber doc resources in one fell poof)... As far as making sure my structures don't ever just vanish, this is greatly appreciated, there just needs to be SOME way for these things to poof eventually, otherwise yes there will be planets covered from pole to pole with disabled harvesters.
that would translate to:
new Maintainance system for houses and factories
old Maintainance system for harvesters
still i think the old system for all structures is better for the whole game. And yes, i have lost structures myself ... but that was my fault !
talking about cross-server lots, i think this would not do the the job, actually it would even push the phenomenon, because harvester farms only need to be paid, if there is something really good to beharvested. The rest of the time you just can ignore them .... In case there spawns something worth being harvested, just bank-tip to your share-buddy's dummy char the fee needed to unlock the condemned strutures, call your share-buddy make him login for 1.0 sec .... voila your done ! he does not even need to be in the vincinty of the harvesters, and even if it does need him to be there, so what, he has logged off there .....
acctually i am not sure if it needs to login to get bank-tips credited to your bank account ... interessting question, though, and we all have the means to figure it out .... because of the new maintainance system ...
anyhow, since it only takes a login for less than a minute to reactived your harvester farm, when ever you need it, i would say this is not countermeasuring cross-server-lotsharing
Message Edited by NewEco on 01-27-2005 11:04 AM
Sad day this black tuesday was!