Architect Archive

Thread: Latest Adds To TestCenter and Soon to Live.. Your FeedBack Is needed...

LastEE
Tue Jan 25, 2005 1:36 pm
#40



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.



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
yoda101705
Tue Jan 25, 2005 2:29 pm
#41


This is what the devs should really do:


-Eliminate Architect Profession entirely

-Eliminatestructure decay

-Give everyone a free small house, medium house, and large house

-Give everyone a free large harvestor (one of every type)


Oh look, we are halfway there with this patch.


/sarcasm off

Message Edited by yoda101705 on 01-25-2005 08:38 PM



Mayor of Nar Shadda, Dantooine, Starsider
Kurke Aumea
Dvnce
Tue Jan 25, 2005 5:41 pm
#42






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...





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Tzosskinati
Wed Jan 26, 2005 1:58 am
#43

Looks like its going live and all these opinions didnt matter as usual.

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.



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GummiShooter
Wed Jan 26, 2005 5:22 am
#44






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.





Jayden | JM | Matan
Master Architect (12pt) - Master Force Crafting
Tatooine | Bestine | -3150 -3700
NewEco
Wed Jan 26, 2005 7:02 am
#45




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



___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
Beladan
Wed Jan 26, 2005 7:07 am
#46

I have to continue to believe that this change is part of an overall mindset change at SOE and will result in changes for many professions in the coming months.


The problem is, as I see it, a lack of context around this change by which we can guage what it *really* means for us. If it's just "remove building destruction" that's one thing. If it's 'remove building destruction and add the ability to craft defensive structures on the battlefield in real time for the GCW', that's another thing altogether.


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.
LadyIllyria
Wed Jan 26, 2005 12:11 pm
#47

I've been thinking on this subject. Turning it over in my head, looking at it from both sides, then I looked at it again from a different angle. Simply put, I am going to have to be more careful and be sure to keep on top of all the structures I am admin on. This includes all the harvesters and various structures placed by other guild members that I manage. Perhaps this is their way to begin controlling cross server lot trading?

If only the owner of a structure can repair it once it's been condemned or such, the structure is useless unless you get that owner back on your server to help you with it.

All of our lots are within my guild, no cross server lot trade. However, I'm going to have to be sure that rather than putting off doing harvester maintenance tomorrow when I'm more awake rather than tonight when there is just a few thousand credits left, to do it right away. It's not like any member in the guild cannot just go to the treasury and retrive credits back in case I happen to be late, but if I am late, I'm going to need them to come with me.


Excuse me while I spend the day double checking the maintenance left on the guild's 100 (give or take) structures we collectively own and use.


Mistress Kyphi Makarha
Pawlin
Wed Jan 26, 2005 12:49 pm
#48

The impact to cross server lot trades could be a potential secondary reason for the change.


But to get to that point you'd have to forget to pay maintenance. I don't think they'd depend on that alone to curb cross server lot trades. Its more of an inconvenience to the lot traders than anything.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
LastEE
Wed Jan 26, 2005 11:01 pm
#49



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.



Pida, Master Ranger, Master Creature Handler
Kobak, Master Commando, Master BH
Muddy Master DE, Master WS
Katrina' Master Doc, Master ID, Musician

Bye
NewEco
Thu Jan 27, 2005 2:53 am
#50


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



___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
ElusiveDJ
Thu Jan 27, 2005 5:22 am
#51

I don't support this change at all. What if i WANT my maint. to run out on my house so I can upgrade to a larger one. If there is a way to remove maint. from houses, I haven't found it to date. I'm holding 9 houses in inventory with different amounts of large maint in the pool. No one wants to pay a large sum for a house and then on top of that have to pay for a large sum of maint pool already in the house. So the house is both unsaleable and useless if i'm living on a different planet then will accept the house.


My savings account shouldn't belong to the game, I'm the one that went out and used my skills and abilities to grow my money; it should be my sole decision how or if I want to spend that money. What if I'm trying to save up for one of those 2 million credit AV-21's or some other precious loot drop.


Don't touch my credits either in bank or in cash, they aren't yours to decide for me how to spend.


I have been getting the impression as of late (since the beloved vender change) that the developers are doing all in their power to make this game unenjoyable. Go ahead and mess with my money and i'll be one less customer you have collecting real life money from. Heck I'll go back to buying twenty nine dollar games at the gaming store and play solo with my puter at home.



Drift Wood
M.D.
Master Swordsman
Sataki
Thu Jan 27, 2005 6:40 pm
#52

It has its benefits but it is definitely a blow to us architects. I make more money selling swoops than selling deeds. However, this is gonna hurt! With no structure decay over time and usage there is currently no renewable source of income for us architects. The only way a player buys a new structure is if they move their house to a new planet and need a different style or if the structure poofs because of neglect. It is truly unfortunate. They should have made it so that in order to uncodemn a structure you need some sort of rebuild kit or something that we could maybe sell to make up for the loss. I think it is nice that players won't lose things because of lack of maintenance but it will hurt an already ailing architect customer base. As it stands, being an architect is nowhere near as lucrative as other Elite crafting profs. It is definitely nice to be able to make structures for myself and my friends but like I said, I bring in a ton more money selling loot posters and swoops!

Sad day this black tuesday was!



Aristaki
~ Order of the Fallen Cross ~


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