Architect Archive

Thread: Decay situation with lamps exactly why additional decay for structures is a bad idea

PadreBook
Tue Mar 23, 2004 9:10 am
#1

For those that don't know, lamps start their decay countdown timer from the moment they are made, i.e. they decay when they are in the factory and when they are on vendors. This is the sort of flawed implementation that could be disastrous for structures whether harvestors or factories or houses. Additional decay on structures is bad.

Padre
RotorofCorRng
Tue Mar 23, 2004 10:17 am
#2

Ok, so because SOE is imcompetent we forget about trying to "fix" the problem?



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summs63
Tue Mar 23, 2004 10:39 am
#3

I have seen that the lamps start their decay in the factory, but as soon as you take one out of the create it starts its decay timer over from the beginning again, not sure what everyone else is getting, but thats what I have seen...




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Niklesnitz
Tue Mar 23, 2004 10:41 am
#4

Does it show on the counter that these things are decaying?


I have several hand made lamps and candles. When I set them down the timer starts. When I pick them up, the timer stops. I examine them over and over and the timer never moves while in inventory. When I set them down, the timer ticks down from the time it displayed when I first picked it up.


So, they are not decaying for me, at least in my inventory. Does this only happen with factory produced ones?



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Niklesnitz
Tue Mar 23, 2004 10:48 am
#5

Also, decay for houses would be a bad idea. Who wants to move everything out of their house once they get it set up just right? Not I!


Harvesters, they will have to seriously rethink the resources involved in these to make them economically viable to buy over and over.


The way they make things decay in this gameis rediculous. My gun lasts longer than the paint job on my droid or my vehicle. bleh!!!!






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Archimast
Tue Mar 23, 2004 11:12 am
#6

Thats a weak argument. Just because faulty, without testign implementation is allowed to happen by soe and their developers .. so do not do changes, do not try to improve the game ... thats not a logic to me.


In any case its really funny that no one that is against structure decay does not present the real truth why he is against decay in structures. Namely that you will not be able to keep up the 100s of static harvesters you have aqcuired and allows you to fload the market with cheap wares, oce harevsters decay and you will need to put money and effort to keep those huge fleets.





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LonelyGhost
Tue Mar 23, 2004 11:42 am
#7

The answer isn't that difficult actually, and has been suggested a dozen times here & there.....Repair Packs. All the Devs need to do is allow us to craft repair packs that can dropped on the structure management terminal that will "refresh" the house. Forget maintenance on houses as we know it. Set an EXPERIMENTAL maintenance value for each home/building thats slowly decays away. Then it can be reset by dropping a RP on it. Just to throw out a number, say the max Maintenance on a house (perfect resources used) is 30 days. A repair pack specificly made for a small 2-lot house takes maybe250 materials to make and adds 15 days to the timer. Medium RP take 500 materials, Large 1500, and Halls 2k.

I dont think harvs shoudl be changed. Well, I wish they would bring back the ADD maint/power interface to the way it was during a very short time (I think it was only on Test, not sure tho) when you entered the FINAL desired amount of maint or power, and the harv pulled JUST ENOUGH out of your bank or inventory to meet that target value. THis way you could just hit every harv and say "Make your total maint 12k, and your total power 10k".



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Pawlin
Tue Mar 23, 2004 12:04 pm
#8

Hey, if a bug or two were to stop things then we wouldn't be playing this game at all.


Bugs in the implementation of decay on candles doesn't mean we should never have decay on other structures.


I'm not sure how the best way to implement decay on structures would be or even if its really necessary for all structures. People have proposed to have decay only happen when you redeed something and I think that method is relatively safe to attempt and pretty reasonable as far as impact to the player base.





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Pawlin
Tue Mar 23, 2004 12:08 pm
#9






LonelyGhost wrote:

...Forget maintenance on houses as we know it. Set an EXPERIMENTAL maintenance value for each home/building thats slowly decays away. Then it can be reset by dropping a RP on it. Just to throw out a number, say the max Maintenance on a house (perfect resources used) is 30 days. A repair pack specificly made for a small 2-lot house takes maybe250 materials to make and adds 15 days to the timer. Medium RP take 500 materials, Large 1500, and Halls 2k.

...




House maintenance acts as one of the very few money sinks in the game. As it is there are way too few money sinks. So I don't think they'd be reducing the existing money sinks by removing house maintenance costs.


True the use of materials is an indirect money sink but not as much as just paying the existing maintenance cost unless you make them extremely resource expensive.







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
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** Please refer to Elyssa's answer
Pawlin
Tue Mar 23, 2004 12:20 pm
#10






Archimast wrote:

...In any case its really funny that no one that is against structure decay does not present the real truth why he is against decay in structures. Namely that you will not be able to keep up the 100s of static harvesters you have aqcuired and allows you to fload the market with cheap wares, oce harevsters decay and you will need to put money and effort to keep those huge fleets.






That seems like a pretty big fat, unfairassumption IMHO


If I loose all my harvesters then big friggin deal, I can just make more... I'm an architect ya know. But if my armorsmith neighbor lost his shop I think he'd quite probably quit the game because of it and I'd hate to see thator if our city lost its vendor mall then that would be truely a devastating impact several people.


I'm not entirely thrilled with structure decay because of the harm it could cause any/all players if implemented poorly. As it is I hate seeing someone loose their house through a bug or because they forgot to pay maintenance. If that happened a lot more often through some form of increased decay then it could really really potentially hurt a lot of people and make their game play an unhappy experience.


I'm not opposed to structure decay altogether but I'm just very concerned that it be implemented in a way that doesn't burn everyone just for our financial benefit.





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
Meplorium
Tue Mar 23, 2004 12:33 pm
#11

Decay on candles and lamps are rather pathetic. Same goes for custom tools for vehicles or droids. Do it once and then you are done. As for structures, those are the life line of architects. The servers are getting deed saturated. I'll do my run of BER14s, those will sale, my crafting stations are as high as they will ever go. So I don't see any point in continueing architect after a couple more weeks. Maybe for the paints, but those only come out once a month. It isn't enough.


So some turn around is needed. Lamps and candles don't get us there, structures do. One short term solution would be to enable house storage to be experimentable. That will get the house marking moving again and allow those to be high selling items. More types of harvesters such as high BER 2 lot deals that have good terrian handling. Then when space expansion comes out have structures for that. Basically decay would not be needed at all if new items were put into the game. Stuff falling apart doesn't make people want to play and how many harvesters of the same type do we want to build? Repair tools? Hell no, those are as annoying as candles degrading or vehicles needing a new paint job once a month. We need new items that get the customer excited as well as us.





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