Architect Archive

Thread: Update on New Lights

Sneezy
Mon Mar 15, 2004 11:14 am
#1


OK, update on lights.


1) They are now experimentable 50% OQ, 50% DR. I was able to get 41 days with 1 amazing using 950-ish average stats on the lamps. A friend ingame said he was able to get 15 days with the candles, but I haven't had a chance to round up some decent stat'd resources to test this myself.


2) They still show as decaying when crafting, sitting in factory, or crated just about anywhere but on a vendor. However, this ONLY affects the LAST item pulled from the crate. They crate in stacks of 10. So if you don't split the crate, you will get 9 items with the max time determined from your experimentation, and 1 item with the shortened timer as determined by however long it sat in the crate (and not on a vendor).


3)When a light is placed in your house, the timer continues counting down until it has 0 days left. If you do not pickup the candle, the light appears to last forever. If you pickup the light, the lifespan is set to 0, and it will no longer light if you place it in your house again. It will retain its appearance, it just won't give off light anymore.



----------------


General Light Info and answers to questions I see popping up in the forum:


You can see screenshots of all of the lights on Warcry: http://swg.warcry.com/index.php/content/new_lights


Your old lights will not suddenly start glowing. If you want light fixtures without the glow, you can either use burnt out ones, or use one of the few"OFF" variety lights.


Right now, all of the schematics are found in Furniture 2 skillset.



Schematics are:


Candles: 20 metal, 20 organic, 15 fiberplast. (55)
Free-standing lamps: 105 metal, 20 mineral (125)
Desk Lamps: 35 metal, 20 mineral (55)
Table-top Lamps: 50 metal, 20 mineral (70)





Lepo Otrooc
TC Master Architect
Skystone, Tatooine


Pawlin
Mon Mar 15, 2004 11:27 am
#2

Thanks for the update Lepo.


I gotta assume that those things are still buggy. I cant' imagine its intentional for crated objects to decay or that lights at 0 points should still work until picked up.






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
Naufragus
Mon Mar 15, 2004 12:18 pm
#3

can i just be the first to say this is just outright silly...


wasting good metal on making something that will last a month...


do you really think people are going to really care if it lasts 42 days as opposed to 35...


golly gee, this one will last 4 more days.


big f'ing deal


its a waste of the programmers time, our time and resources and our customers money....



Sneezy
Mon Mar 15, 2004 12:24 pm
#4






Naufragus wrote:

can i just be the first to say this is just outright silly...


wasting good metal on making something that will last a month...






hehe, yeah. I don't plan on using my good stuff on the lights I sell. But there might be architects out there who decide to specialize in lights, and for them, that experimentation will be a selling point.


More choices = good, even if you don't plan on using them





Lepo Otrooc
TC Master Architect
Skystone, Tatooine


Pawlin
Mon Mar 15, 2004 12:49 pm
#5






Sneezy wrote:


More choices = good, even if you don't plan on using them







Ya.


I'm sure a lot of players will not use lights or candles much if at all. They might try them out once and then get tired of them and never use them again, much like the vehicle paint kits.


However, I know that there arealso a lot of players that take a lot of time to do nice home decorations and those folks will want candles. They really wont' mind if they have to buy new ones once a month, but if they can get more time out of them then its a bonus.




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
Naufragus
Mon Mar 15, 2004 12:59 pm
#6

just wait till i get all my skill clothes on and build the UBER 45 day lamps and monoplize the the market
Sneezy
Mon Mar 15, 2004 2:23 pm
#7






ComicsGuy wrote:

Also, the lights only decay when placed in the house, correct? What would happen if people moved all their lights to a travel pack in the house each night, or on days they don't intend to play? Will that extend the life of the lights?


FInally, I'm still confused about the last item in crate decay bug. Are you saying we should immediately put all the items on a vendor to prevent this decay? Any other workarounds?





Uncrated lights only decay when placed. So if you pick them up, the timer stops. If someone was really worried about decay, then they could, like you said, go around a pick them up when they logged out.


If you examine a crate that isn't on a vendor, you will see the timer decaying. When you pull the item out of the crate, even if the examined crate says 2 days left, the item you pull out will say 41 days (or whatever your experimentation showed). Except for the very last item you pull out of the crate. Its timer will say 2 days left.


To use an example:


You make a schematic of a free-standing lamp. You experiment the time up to 41 days.


You stick this schematic in your factory with enough resources to make, say 100 items. You log out, and get some sleep.


The next morning you log in. You'll have 10 crates (100 items/10 items per crate). If you examine them, their timers are all ticking. The timer starts when the last item in it is finished (interestingly enough, the timer starts at the first item, but when it sticks the next item in the crate, the new item's timer resets the entire crate). So your crates will say something like 40 days 13 hours, 39 minutes, 13 seconds forthe first crate completed and 40 days 16 hours 39 minutes 13 seconds for the last crate completed.


You uncrate 20 items. 18 items will say 41 days left. 2 items will show whatever their crate timer said. As long as these uncrated items aren't placed (in a house/merchant tent/whatever), their timer will remain frozen forever.


So now you have 8 crates.


Lets keep one in your main inventory.
Put one in a backpack in your inventory.
Drop one in your store room house.
Drop one in that factory bin you use to store stuff in
Drop one on your vendor.
Put one in a droid storage compartment.
Put one in your bank's safety deposit box.
Give one to your next door neighbor.


The only crate whose timer will stop is the one placed on the vendor.


Now, when all those crates are uncrated you'll get 72 items with 41 day lifespan, and 8 with whatever their crates timer was down to.





Lepo Otrooc
TC Master Architect
Skystone, Tatooine


ComicsGuy
Tue Mar 16, 2004 1:07 am
#8

Wonderful. As long as people don't pickup the lights, they'll last forever, until/unless this bug is fixed. And how often dopickup their furniture once it's placed? (Answer: very seldom, and even less when they find out they should leave lights alone.) For one brief, shining moment, we almost haddecayable items to sell...


Also, the lights only decay when placed in the house, correct? What would happen if people moved all their lights to a travel pack in the house each night, or on days they don't intend to play? Will that extend the life of the lights?


FInally, I'm still confused about the last item in crate decay bug. Are you saying we should immediately put all the items on a vendor to prevent this decay? Any other workarounds?

Naufragus
Tue Mar 16, 2004 1:09 am
#9

i think its great the lights keep working...leave this bug in...
RazorBluewing
Tue Mar 16, 2004 1:19 am
#10

Thanks Sneezy for the heads up. Too bad they don't use the electronics GP module. I made a run of 1000 of them in anticipation of this update.

Oh well...
Bandola
Tue Mar 16, 2004 4:25 am
#11






Sneezy wrote:

If you examine a crate that isn't on a vendor, you will see the timer decaying. When you pull the item out of the crate, even if the examined crate says 2 days left, the item you pull out will say 41 days (or whatever your experimentation showed). Except for the very last item you pull out of the crate. Its timer will say 2 days left.






Ok, I'm kinda with you, but what if that last item has gone past 0? does the timer start counting down on the next one? I guess you have not had time to find out yet...




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

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