Architect Archive

Thread: Crafters Workshop.. New Structure Idea # 2.. Open Discussion

GuardianHawk
Sun Jun 06, 2004 8:43 am
#40

I am a Master Doctor, and justdropped in to take a look at what is going on in your forum. So you might want to get out your rotten food and get ready to start throwing as you yell at me to go back to my own forum. But if you will permit me, This post really got a lot of thoughts running through my head.


First, it seems to be that half of this suggestion is about storage space. I really think the developers need to look at the storage space and lot usage for all buildings. A medium having 150 same as a small house is silly. Plus the large doesn't have much more storage for the extra lots it uses. How about going back to a basic formula for every building. storage = number of lots * 75 or something like that so the larger houses are proportionaly useful.


Second, the other half of the idea is a unique look to the builldings to make them stand out as special buildings in a city. Here I am not sure where to begin. I do like the basic thought. But then I have to ask will most of these buildings will be just buildings that are homes? Then why would any person want them to be noticable? It almost implies that there will be something for the public to do there, like use a vendor. But running a vendor is not part of a crafters profession, that is really a merchants job. I say that but there is certainly some argument on that front. In the Doc Forum many docs want a vendor avaiable to them at the master level so they can sell their stuff. To this point I have been opposed because I think that is the role of the merchant. However, the merchant is largely broken because it seems everyone just picks up artisian business 3, places a vendor and drops it and they have their vendor without being a merchant. However, if the building has a specific look for just one profession and has a master certification, I could see a comprimise where there could be a vendor for that master that is restricted to only products that the schematics are part of that crafters skill tree. Sorry this is a little off topic. But if it is to be a specific "master" of profession X then there really should be a reson to go there. So maybe the building could come with this vendor and it could only be placed in that building.


Overall though without the special purpose master vendor in a special master crafter building, I would have to say I that I would just perfer some addons for houses. We already have crafting stations that can be put in homes. And I do like the idea of a factory in a house VERY much. So why not just at a schematic somewhere in archt to build a factory station to be put in a house just like the crafting station works? In an effort to keep in line with lot counts, I can easily see that placing such a factory (even inside a house) would take up a lot as not to put things out of balance. The good news would be for the database in that it might be easier to keep track of a factory inside a house then outside. As things load only when entering the house. The acutal size on the DB would likely still be the same or maybe even slightly larger but it would get "hit" or requested from the DB much less frequently as people running past the building wouldn't call for it to be sent to their computers.


I don't understand why the factory would have to be smaller then standard factories (in terms of hopper) or slower. What harm would there be to replace the external factories. We can still have the external ones if people want to use them, but this would make the ones in the house a bit more handy.


I could also see a use for a multiplied factory. Say there is a 2x and 3x factory. Just think of it this way. A deed for a internal factory could use as part of it's schematic a requirement for one of the external factories. And then include optional slots so that you could use 2 or 3 factories as part of the schematic and then the run speed of the new internal factory would be 2 or 3x. Of course it would also use 2 and 3x as many lots as well. No corners to be cut, it will need to be balanced. The idea here would be to reduce the number of buildings on the servers and make it easier for crafters to use them. Of course some crafters will still want to have separate factories rather then combined ones so they can run different jobs overnight instead of one job that will go fast. But it would be their choice on how they want to setup.


I do think the idea of a unique look is important though. I know that aspect could cause some development issues. But I would really like to see if internal factories were made that they looked skill appropriate. For example as mentioned before the chef one should look like an oven of some type. Also a doctor one should look like some sort of medical equipment. Each profession should have it's own look to the factory internal or external, special building or addon inside a home.


A theme running through the idea is that crafters may have a need for more storage. And just decorating a house uses up many of the available item count. And as I see it, item counts should be more geared to decorating a house then using it as a warehouse. So here comes what might be a new idea not sure. READ THIS PART. if we want to use buildings for warehouse and factories then it would make sense to me to have additional storage modules that could go into houses. Think of it like adding a set of shelves, cabnets,or something. The archts could make such and item and the item if placed in a house would increase the lot usage of the owner of the house but would also increase the storage limit on the house. Maybe to keep it simple it would have to be a container inside the house that has it's own storage separate from the house storage but it would only be usable and placeable inside a house. This way, we crafters could use whatever size building we want to call a home. If we want a large building and lots of decorations we can do that. If we simply want a warehouse we can buy shelves or cabnets to put in to increase the limt so we don't have to have 4 small houses next to each other.


The end result would still be able to control the number of items in the game based on lot usage. just replace placing extra houses with storage modules inside a single house, the lots could equal out. This would clean up the servers DB and unnecessary structures which should help the server, and save me a lot of running around back and forth between my storage houses.





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Wright_left
Sun Jun 06, 2004 10:02 pm
#41

I'm going to stand firm on the point of the buildings being unique. All these ideas for modifying the houses now are well and dandy, but we need shops/stores/workshops to stand out in a city. In my city we have medium and large houses around the shuttle port for stores. That's dumb, I don't shop at people's homes. The only way I can tell it's a shop is by reading the sign. I want to get off the shuttle, look around, and imediatly know where the weapon shop is, the architech shop, and whatever. Just like how we can recognize the med center and cantina. It's not that far fetched to ask the art deparment to model new stuff. I've payed them 180 dollars so far after buying the game, I think they can spend sometime, after the expansion maybe, to create new buildings.


The item storage thing will always be a sticking point. Of course everyone wants more, we just need to convice the devs it's worth it.


I think crafters are crafters and merchants are merchants. If a crafter wants to sell their stuff, their going to have to be a merchant too. Of course running a vendor is part of the crafter's job. Of course having a unique shop that stood out from the rest of the buildings would imply that there is something for the public to do there. That's that crafters do, they sell stuff. No one builds things just for their personal collection. I don't quite understand GuardianHawk's idea that these are places where that shouldn't stand out because their just going to be people's homes. I suppose there's no garantee that there will something for the public to do inside, but that was the whole point of this thing when it started. A chef wanted a resturant, sounded like a good idea.


Maybe the end idea is too split up the workshop and the store. The workshop could be all the other stuff people wanted to do to people's home, and the store could be the unique place where crafter's could sell their wares. Though I like the original idea better, a workshop plus shop in one.


I don't think the buildings should come with a vendor. It's just common sense that a crafter needs some merchant skills to sell stuff.


The factory inside the workshop would be smaller so we could still sell the bigger factories. We want more products, not to remove the old ones at the same time.


There's no need for that fancy whatever you were talking about for factory speed. They just need to tie factory speed to experimentation. Which is obivous to everyone but the devs.


Don't really like that whole item storage idea either. We just need to get the limit raised, problem solved. Maybe have the max item limit related to experimentation too, sense it currently does nothing.


Don't agree with most of your ideas GuardianHawk, but at least you're thinking. I think we have to wait till after the expansion to see any results though.


ZeroK0ol
Tue Jun 22, 2004 2:17 pm
#42

ok im not a master Arch but i am a master WS on my alt and i LOVE this idea. I LOVE that its 4 lots with 400 storage becuase now i have somewhere i can store ALL my resources in one place. look at it this way i have 2 small houses to store my resources with 150 storage each... thats 300 storage for the same alotted lots.... LOVE THIS IDEA please make it happen







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Numen
Wed Jun 23, 2004 7:39 am
#43

Sorry if this was mentioned earlier



Another option IMO would be just one crafters workshop. I realize it would be nice to get 4 different ones, but I just don't see the artwork being done for 4 new structures coming anytime soon.


People would then be able to insert their own crafting station, and the factory would function only when a specific station was inserted. This would allow for high quality stations to be used as well. I have no use for a 0 rating crafting station when I have some 44+ ones already sitting in a medium house.



Amandil Morier - Tempest - Master Chef
Happymob
Wed Jun 23, 2004 8:26 am
#44

As a crafter, I love the idea. Some quibbles -


If you can get 400 storage and 4 lots, go for it. I suspect that 75 items/lot with a cap of 250 is intractable. 3 lots and 225 storage or 2/150 is probably a more realistic goal.


I am assuming that the rating from the crafting station used transfers to the structure. As someone else pointed out, this is no good with a +0 crafting station. An architect who is serious about making these would need to be serious about making good crafting stations.


Don't reuse the hospital floorplan. This is my least favorite floorplan in the game. A ramp that isn't particularly friendly on the outside, and a long hallway with a left turn to even get to the main area. On top of that, there are only two rooms and no second floor. I like the idea of a large open area on the first floor (perhaps with a semi-separate area like the cantina bar to act as a special crafting/factory area) with a second floor with 2 or 3 small rooms.


The built-in factory is the real highlight. For crafters who build everything custom, but still require factory components, a small (and slow if necessary for balance) factory is very nice. Even for those who mass priduce, having a small factory to handle a special order would be nice since you wouldn't have to interrupt your normal factory production schedule. A 20 unit input and 20 unit output hopper sound about right (particularly if the factory storage is separate from the structure storage).


I don't really need another structure (I use a hospital and a merchant tent now), but I would sacrifice harvester lots for one of these if they were available.


Anything to make player cities more interesting (I recognize this isn't a player city structure). Correlian houses are boring.



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GogoDodo
Mon Jun 28, 2004 11:20 am
#45

New House idea


ore

metal

chem

walls/structure modules

power core/generator

Structure Storage Unit

Base house exterior

Base house interior

Optional Equipment



Basically its a new house schematic, you put into it the basic house plan which is the exterior and interior appearance

as well as the floorplan and floors. You put in all the normal house components, but also have the optional area where you

can drop various new components, including crafting stations, large structure storage units, Integrated storage units, Lighting/coloring fixtures, bioengineered components, droids, etc.


The new house would allow for alot of customization. The large SS units give you more floor space, Integrated ones
give you built in cabinets with their own storage size seperate from the house (50-75 per unit depending on quality), crafting

stations would allow you to craft anywhere in the house liek you were at a station, bio components would allow for different

wall and floor textures or action bonuses, lighting and droid components would povide a light show or entertainer boost.


Take the same houses we have now, cut out the whole planetary restriction crap and make 1 small house with 8 different interior/exterior designs (a sub component) and the optional equipment stuff.


G



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
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Shilak
Tue Jun 29, 2004 10:15 am
#46

Just passing through, as I like to keep upto date with what is going on in the other crafting professions when I noticed this thread. As a Master Armoursmith/Master Artisan, I feel the original proposal is too limiting, in order for it to be of any real use to a hardcore crafter it will need the following: -


1) Space, the space needs to be equal or greater than that given by the current combinations of small house and factories, i.e. if its 4 lots it has to be at least 400 storage space.

2) Factory schematic slots, there needs to be enough space in the input hopper to do full runs if it is going to mean us loosing a factory lot or two to place it. Here I think the most demanding item is personal shield generators, to do a full run of 332 you need72 spaces in the input hopper for the components.

3) There needs to be space in the room with the crafting station to place crafting stations of other types.

4) The specific build in crafting station needs to be equivalent or better than a 100% current one (+50 maybe) to give an advantage from placing it.


Right, I think thats all my issues, therefore time for my solution. I feel the specific crafters workshop should be as follows: -


- 3 lots.

- 200 space.

- include a specific crafting station with +50 bonus.

- include a specific factory with standard input and output hopper size, i.e. 100. Factory could possibly have a production speed modifier to give further incentive to getting the structure.

- have a solar panel or wind gen on the roof/next and make the factory not require power.

- footprint should be similar to that of a medium tatooine house.

- layout should have an nice entrance into a showroom/shop area, stairs/lift down to a workshop/factory area and stairs/lift up to a living quarters. Of course this is only a suggested layout, but matches the popular layouts of existing crafter homes, i.e. medium naboo or tatooine houses.

- Showroom/shop area should be large enough to display a selection of goods and place 6 vendors without seeming too crowded.

- Workshop/factory area should contain the specific crafting station, the specific factory and space to place all the other crafting station types for those that need them.

- Living quarters should consist of one or two rooms and possibly a balcony on the upper floor.

- Last but not least, they must have distinctive looks from the outside to make it easier for customers. I would suggest one for each crafting profession.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

GogoDodo
Wed Jun 30, 2004 1:00 pm
#47

how bout modules you can buy from an arch that have their own storage space but only take a preset amount of space in a house.


Like a cabinet that takes 10 units of space in a house but can hold 50 items with those items not taking from the house inventory.


heck even make the units of house space they take up and total storage be dependant on experimentation.


G



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
MrMon
Thu Jul 01, 2004 3:12 am
#48

Great idea but.....


....2 lots please!




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Kristania
Sun Jul 04, 2004 5:00 am
#49

Still too skimpy on item count. Our server is already bulging with tons buildings being used for storage. 200 item count is insanely low for an armorsmith..not many that have been around a long time would bother with the move. No crafter is going to want to use up 4 of his lots for 400 either.



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Kevie
Mon Jul 05, 2004 12:52 am
#50

i love the idea to have a specific building for a workshop, but i love my lab in the basement of my naboo house-

makes it more realistic that i play a mad scientist


in all serious though, i would like different floor plans for each profession.....

BE's, docs and chefs would all need the same food/chem crafting station, but it would be nice if the chef's workshop had more of a kitchen feel to it (bar counters, stools, ovenetc.), docs/BE's with more of a lab feel to it (bacta tanks, data terminals, beds for docs, cages for BE's monstrous creations)




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Kitalowe
Wed Jul 07, 2004 8:59 am
#51

This debate over 2 lots versus 4 lots is crazy. If you have a storage of 300 or better yet 400 in one of these buildings any crafter is going to go for that. I'm a master WS and I would love to have one of these, because what it comes down to is right now you have every master crafter placing atleast 2 small houses to get those 300 stored items IE.........4 lots. So to conserve the server integrity they should implement a 4 lot building that holds 300-400 items that can be used by master crafting classes novice-master. It would cut down on the amount of buildings and increase a new market for architects. You could charge a pretty penny for one of these building. Your already charging 40k for a factory 50k for a med. house, and 45k for a high end crafting station. make it all part and parcel and you will make a good amount of cash 140k for one of these little buildings.

And on top of all this you make a shop that looks like a store, you would be in heaven.



Founding Member of Unity
Blingdenstone
Thu Jul 08, 2004 8:46 am
#52

I think the idea is really great. Hope the Devs take notice and look into it. Of course if they decide to go ahead with it, they will decide the final needs. Whats best for the game while trying to keep most of us happy. The more ideas we can decuss may give them need input to really make us happy. Remember though they will do whats best for the Game in the end. With so many variations, they seem to be doing a great job. Lets try and keep up these great ideas and maybe we will see some come true.
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