Architect Archive

Thread: Whats Next?? Getting our Voices Ready...

Cafa
Fri Jun 03, 2005 11:38 am
#92






Pawlin wrote:






Anthemion wrote:
Pawlin,

...
Suggestions:


  • Make good resource spawns not occur under harv farms. (advantage to the active miners)

  • Reduce lifetime of admin rights on Dvnce's "commercial" structures. (requires logging to mule toon regularly)

  • Limit the number of admin rights a player can have. (ex. I can only have admin on a total of 20 structures)

  • Formalize the valid forms of lot "renting" between active players similar to the secure trade feature. (formalize the definition of abusive lot swapping)

  • Prohibit cross server lot swapping posts in the forums. (unfortunately, adds to the forum moderator's duties)




Some good ideas there and a combination of them might help drastically cut cross server lot trades.


The one about limiting the number of admin rights per player is something that Cafa and others would object to since they have bigger guilds with a lot of cooperation. e.g. sharing factories, or a cooperating on harvesting. So if we're trying to find a solution that wouldn't hurt anyone then I would not want to add that to the list. For example my own guild mines and sells fusion power. Our guild leader does the maintenance work. So we put them on admin. If you nerfed the # of harvesters someone can have on admin then that would inconvenience my guild. And of course see all of Cafa's posts above too on that topic.


Its hard to know if SOE will want to delcare cross server lot trades as against the rules and enforce that. I haven't seen them do so yet, if they have then I missed it. Sometimes they allow things that just seem crazy like Jedi fight clubs. And other times they 'fix' something that wasn't intended like the solo group nerf.

There isn't always a lot of obvious rational behind those choices and I think there might be reasons were' unaware of or debate within SOE on that stuff.








Ultimately, my biggest fear is that they will look at Dvnce's submissions, skim through 1 thru 4 and see #5. #5 consist of variable changes more than anything. Simple in comparison to any other request. #5 is all we'll get done for the next year and when the outcries ensue they'll say exactly what they told the DE's:


"It's what you asked for!"


Fivo Asia





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Anthemion
Fri Jun 03, 2005 11:54 am
#93


Cafa wrote:

Ultimately, my biggest fear is that they will look at Dvnce's submissions, skim through 1 thru 4 and see #5. #5 consist of variable changes more than anything. Simple in comparison to any other request. #5 is all we'll get done for the next year and when the outcries ensue they'll say exactly what they told the DE's:

"It's what you asked for!"

Fivo Asia





I agree whole heartedly. This is a somewhat complicated issue that in not architect specific and we need to avoid another slap-dash fix that makes me/players not want to keep playing the game. This issue needs to be separated from our immediate requests and explored more thoroughly considering all the valid play-styles.

This cannot be treated like the development of a new game. There are existing players, guilds, and play-styles that need to be considered.




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
LadyIllyria
Fri Jun 03, 2005 10:32 pm
#94

Makarha's Estate is a community. Every building you see with the 'Makarha's Estate' name in the title, I've built and maintained from our business. Currently, the Estate has the following:


0 Lots: City Hall, Cloning Facility, Garage, Bank and various gardens.

5 Lots: The Estate Manor House (Guild Hall)

5 Lots: The House of Makarha Business (Large House)

5 Lots: The Crystal Garden Oasis (Cantina)

28 Lots: The slave kennels (14 Small Houses)

2 Lots: Kitchen (Medium House)

2 Lots: Cafeteria (Medium House)

2 Lots: Barracks (Medium House)

8 Lots: Crafting Buildings (4 Medium Houses)

40 Lots: Warehouses (20 Small Houses)

2 Lots: Structure Factories 1 and 2

6 Lots: Equipment Factories 1 through 6

4 Lots: Food Factories 1 through 4

3 Lots: Wearable Factories 1 through 3

4 Lots: Heavy Water Harvesters

9 Lots: Fusion Harvesters

2 Lots: Heavy Gas Harvesters

8 Lots: Heavy Flora Harvesters

11 Lots: Heavy Mineral Harvesters

40+ Lots: Medium Houses for Employees and Residents


None of these are cross server lot trades. I am admin on each and every one of these. Each member of my guild not under prospect status has full access to all the buildings on the Estate since we work together to make the Estate the best it can be. The hunters bring back loot to keep for themselves, give to me to sell, or to decorate the Estate. The scouts bring back creature resources and place them in the warehouses set up for them, so that the crafters amoung us that need such, can get them. I manage the harvesters for the guild, and seperate out all the resources into the respective warehouses for our crafters to use. I manage the business house, making sure the vendors are stocked, and I send out emails to the crafters when we're running low of particular item. The business pays for all the maintenance in the city, including personal homes. We have no taxes. We love our Estate, as so does everyone who comes to us, once they understand how we operate.


I would be happy with any thing that would not destroy that which all 40 of us have worked on for a year and a half now. I am very much against the idea of limiting admin rights, that would hinder a lot of guilds. Limiting lots per account, I would not have any problem with, but others in my guild might and I know a lot of others that would have those problems.


There is code in place already that we could use for this. The condemned system and the city residential system. Perhaps a building/structure could be 'locked' against use, if the operating player has not entered the building they have set as home during a set time frame. I would say the min would be 1 month, and max of 3 months. I would even be willing to go once every 3 weeks to syn it with city maintenance/voting cycles.


Or perhapsto always allow guild members to be set as admin. It could still be exploited though.


Or perhaps monitor account/character activity on a given server. If they do not sign in and are not active x amount of time during a week or month, the buildings become locked or condemned.


Of course, I would just be happy with a character/building purge right about now, of inactive accounts, and/or getting rid of the whole condemned system so that buildings burn down.


Mistress Kyphi Makarha




TK42I
Sat Jun 04, 2005 12:07 am
#95

Speaking of which, I've noticed Thunderheart has been monitoring the city and housing forum a little bit more than usual? Is that a good sign or hopeful thinking?



Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

Pawlin
Sat Jun 04, 2005 12:27 am
#96






Anthemion wrote:

...This issue needs to be separated from our immediate requests and explored more thoroughly considering all the valid play-styles....





I would agree to removing the idea for now so we can have further discussion.


Its obvious we don't have an ideal solution right now that makes everyone happy. I don't know if that will ever be possible, but I'd prefer the status quo to goofing things up and huring the game for some people. (not counting imaginary people who might only theoretically exist maybe possibly cause its not impossible)



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
brokguitar11
Sat Jun 04, 2005 3:34 am
#97


Can i just add 1. make it easier to craft by adding (make last item) button on crafting tool. Uses the resources and produces same item you made last. this would cut down dullness by hmmm...1 million percent give or take 1 percent.2.content,more content, oh and more color for furniture, forgot to say more content i think. We need more things to build, this should be vast and great. 3. Really IMHO condemed buildings should bedestroyed now. I dont know if decaying buildings or harvs is a good idea, unless you dont pay maintenance then they should decay. 4. cutdown the spammers shouting by allowing us to place a 10 word message that can hover above our heads to act as a billboard for our shops. It can have the waypoint and what we sell listed right above our names and does not fade out like if you shout it, it just stays. Hope that made since to everyone. 5. Deposit 100 million credits into all crafter accounts.< i like this idea the best
Anthemion
Sun Jun 05, 2005 12:11 pm
#98

Good, now we have a concrete example of who would be hurt by some possible efforts to deal with lot swapping.

Dvnce, please add the missing Schematics to the list of things to be addressed for our profession. Possibly to be mixed in with the furniture colorization section. This should be easy since the art is already in the game.




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
Pawlin
Mon Jun 06, 2005 4:08 pm
#99






Cafa wrote:




...and they took away the cool armoires from us and gave them to the faction recruiter. ...





The 'cool' armoire was always the faction armoire. THis is how I recall the blundering going down: First the master armoire was bugged and had the same artwork as the middle level brown one. It was like that for a while. Then they finally 'fixed' it by changing the artwork for teh middle level armoire to the faction armoire. Then they finally fixed it for real by changing the master armoire to the proper white artwork and changing the middle armoire back from the faction armoire to the brown one.




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
Cafa
Mon Jun 06, 2005 4:10 pm
#100






Pawlin wrote:





Cafa wrote:




...and they took away the cool armoires from us and gave them to the faction recruiter. ...





The 'cool' armoire was always the faction armoire. THis is how I recall the blundering going down: First the master armoire was bugged and had the same artwork as the middle level brown one. It was like that for a while. Then they finally 'fixed' it by changing the artwork for teh middle level armoire to the faction armoire. Then they finally fixed it for real by changing the master armoire to the proper white artwork and changing the middle armoire back from the faction armoire to the brown one.






Yeah I know, and I can get plenty now. But they don't say "by Fivo" on them.



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Pawlin
Mon Jun 06, 2005 4:14 pm
#101

You mean you didn't run off 22000 of them and stockpile 5 storage houses full? I coulda sworn that SOE said we players do that with everything in order to monopolize the economy.






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
Arturun
Mon Jun 06, 2005 9:22 pm
#102


How about making large amounts of harvesters near each other break down faster? Or make them require more maintenance (mineral harvesters kick up sand and dirt that gets lodged in other harvesters), or cause some to suddenly stop working/ be destroyed (a gas pocket explodes, or a mineral/water deposit collapses). That idea is similar to the idea of having resource deposits be lower under large mining fields.


Also, an idea that would be more harmful to guild operations like those of Cafa and the Estate, if x harvesters are in an area of a certain size, make the good resources with high stats spawn less often near there, and more often or in higher concentration near independent harvester fields.


Completely eradicating cross-lot trades would hurt far more people than it would help. From what I have read, and from what I have seen in-game, many of the large-scale operations are run by a group of people, not the single crafter that, from what I understood, are talking about Dvnce. And even if you are talking about the large groups, they most likely contain a large portion of crafters, and so it actually helps their portion of the game.

Pawlin
Mon Jun 06, 2005 9:39 pm
#103






Arturun wrote:


How about making large amounts of harvesters near each other break down faster?...






Problem with that I think is that they would have no way of knowing if the harvesters are lot trades or just owned by different people that don't even know each other or shared by guildmates.


Usually a good resource spawn is going to attact a lot of different people who don't know each other. I mean I have often found then when I finally find a good % of a material that other people already have a bunch of harvesters there.




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
VWBugKing
Tue Jun 07, 2005 8:33 am
#104







Arturun wrote:


Also, an idea that would be more harmful to guild operations like those of Cafa and the Estate, if x harvesters are in an area of a certain size, make the good resources with high stats spawn less often near there, and more often or in higher concentration near independent harvester fields.








The problem with the idea of having resources not spawn under large amounts of harvestors is two-fold.


First: When a really good resource spawns, and we find a nice place to put our harvestors, there will generally be a lot of non-cross-server lot trade harvestors there. So the resource shifts, and if this idea was implemented, then there would be no chance of there being a decent spawn of a resource under the current harvestors. Sometimes when there is really not anything uber to harvest, I just leave the harvestors where they are, and harvest the highest % resource under it for grind materials. So now under the new system, because my harvestor was part of an area that had a large amount of harvestors in it, there is not a decent % of resources for me to harvest. So you are penalizing the normal player that supposedly everyone is trying to protect, and not just the Cross-Server Lot Trades.


Second: The players that do Cross-Server Lot trades, will just combine together, and go find more people to expand their business. Knowing that SOE/SWG can't just say "dont spawn decent % under every harvestor field" and the servers automatically do it (without damaging the economy). They would simply double their efforts in finding more people willing to help them out with the cross-server lot trades. Find a group of 5-10 players that want to do a super resource business, and get them to each go to 7 other servers to get more lots. So they increase their business from 80 lots to 400 - 800 lots for them to pull resources. With 350 - 750 (counting some lots for all the Large Houses they would need to store all of the resources) harvestors down, there is no way that SOE/SWG could handle making sure each field they place. And if they tried, then the Cross-Server Lot Traders would get smarter. Instead of placing 80 harvestors together, they would do smal groups of 10-20 throught the planet, so instead of a couple huge harvestor fields, we now have 40 - 80 smaller harvestor fields that are disrupting more people trying to get a city started, more people trying to place a harvestor, and there is no way that SOE/SWG is going to be able to ensure that each field is found.



Now, I would like to kick in that I want proof that Cross-Server Lot Trades is damaging the economy we are in. I am a Master Weaponsmith on Wanderhome. I am only a 10 point Weaponsmith, my only Lot sharing is with my brother, and between us we have 30 lots. We have3 Large Houses, 1 EQ Factory, 1 Wearables Factory, 1 Structure Factory, and 2 Merchant Tents. For Harvestors, right now we only have 2 Mediums because really we are still trying to get everything organized like we want, and we want to get it all streamlined before we start focusing on resources. Even with that, I am making about 100k a week on the Bazaar selling weapons. When I flashed my M. Architect title in CNet for 20 mins, I received 5 special orders for Factories and Houses. Gave each a price I felt was reasonable, told them to give me a couple days to do some factory runs of Structure Mods, and made my sales. About 150k I would say was my total. I quickly turned off my M. Architect Title knowing that just those orders would completely deplete me of my Ore. I am doing very well as an Architect/Weaponsmith on Wanderhome, and my M. Architect/M. Chef is also doing very well on Eclipse. I am still making sales left and right (thankfully mostly due to the fact I have a nice guild that promotes my sales and I have a nice customer base). Right now, the thing that is hurting me more then anything in the game (including the non-crating of OMUs, and all of the issues that Dvnce posted on this) is the Galaxy Wide Vendor Search, but I have found some ways around it.


So, long story short. Those of you that believe that Cross-Server Lot Trades is damaging the economy, please show me proof. I want facts that show this. I want fact to prove that the upstart Armorsmith/Weaponsmith/Chef/etc. is not able to make a decent amount of money because of the Lot Trades. The only thing I see Lot Trades doing, is creating Wal-Marts of Resources. Wal-Marts are great, generally you can go to a Super Wal-Mart and get everything you need, from food, to a vacuum, to underwear, but a lot of people that shop at Super Wal-Mart still go to the grocery store, still buy things at Gas Stations, still buy things at Mom and Pop Hardware Stores. And the Mom and Pop Hardware Store still makes enough money to stay in business. The same applies here. I can still sell resources on the Bazaar or on a Vendor and compete with the "Super Wal-Mart" Lot Trade Business that has 400 Harvestors deployed, because the stats on the resource, and the economy set the price per cpu. And I will garuntee that the Lot Trade businesses are not undercutting the economy only making fractions of a cpu just to make sales, otherwise they wouldn't go through the long boring tasks of maintaining all of the harvestors. So the little 5 lot resource business can still make a decent profit, as he can still sell at what the economy is holding at.




««««««Straiff Blackthorn - Eclipse»»»»»»
««««««M. Architect / M. Chef / M. Artisan»»»»»»
««««««Avatar Industries - Ratava, Lok»»»»»»

««««««Gaidin Namor - Wanderhome»»»»»»
««««««M. Bounty Hunter / M. Carbineer»»»»»»
««««««Namor Industries - Heaven's Gate, Dantooine»»»»»»
Page 8 of 12