Architect Archive
Thread: Harrison's Lots
The only hinderance I see is preventing people with access to multiple accts from using one acct to create a charactor give the lots to his other charactor then delete that charactor and repeat. currently the system is bugged so deleting charactors isnt an option but once they fix that it will be hard to prevent it.
I think they would have to implement a system that would limit the number of lots not to a charactor but to an acct. if a person sells all 10 of his lots and then deleted the charactor any of his new charactors will not have any lots though we could still buy some that were for sale. this would enforce the hard cap that the devs want but allow those who need more lots to obtain them and allow those who dont want thier lots to sell them and earn money.
Architects and artisans have been screaming for more lots since they chopped them down in beta. Everybody has the same number of lots. No one is different. all is good in the eyes of the Government.
I havea couple ofideas for a lot system.
1, allow players to sell/trade lots they do not want. This is the simplest system and would allow the devs to keep thier hard cap on the number of available lots per world. Then restrict classes of structures to professions. Only Artisans can use harvestors, Only advanced crafting professions can use Factories. Non Crafting classes restricted to Houses and Military buildings etc...
2. Vary the number of lots a person may have dependant on thier Main Profession.
First create a set of types of lots.
A. Factories. (Restricted to Advanced Crafting Classes.)
B. Mining. (With the exception of the personal extractors these should actually be restricted to the miningprofession which currently does not exist. Restricted number to level of miner)
C. PA (Restricted to those The PA Leaders. They would have the authority to place these structures.)
D. Housing (Ignore Lot size on houses but only allow each player 1 house of any size.)
E. Seperate deeds for business buildings. (Restrict to Merchants. Restrict size to level of merchant.)
This by far is the most complicated but probably the most Accurate way to handle the lots issue.(By re adding the mining profession you remove the burden of collectign resources from the Adv Crafting. This will allow miners to control the price of resources and stabilize the market. This would be very benificial to Architects who now are forced to undersell to stay competitive.
3. Simply reduce the number of lots players start with and increase them as they advance. Players start with 2 lots and as they advance they earn access to more lots base on the number of skill points they have left unused then they slowly increase to 20 to 30 lots as they use up thier skill points.
This is one alot of people seem to be touting or a close variation of it. I personally don't like it. I would actually prefer the ability to sell lots I don't want. and also have a lot system based on class/type. So A combination of Ideas 1 and 2. This allows the devs to maintain a hard cap.
>I havea couple ofideas for a lot system.
>1, allow players to sell/trade lots they do not want. This is the simplest system and would allow the devs to >keep thier hard cap on the number of available lots per world. Then restrict classes of structures to >professions. Only Artisans can use harvestors, Only advanced crafting professions can use Factories. >Non Crafting classes restricted to Houses and Military buildings etc...
/agree. I think that it would add dimension to the game to allow people to sell their lots. Let's face it not everyone wants to run harvesters, and there are certainly plenty who won't use all 10 lots. Since each person can only have one character per server there isn't even a worry about someone selling themselves lots from dummy chars. At this point unless I am mistaken the only way to effectively have more than 10 harvesters would be to get admin rights on another players harvesters. This does not lend itself to anyone really creating a large-scale business as at the very least for every 10 harvesters you are in effect bringing in a "partner". The ability to transfer ownership of a lot would be good.
Also, I agree that it is silly that everyone gets the same number of lots. Working up the artisan tree/the elite artisan professions should be giving access to more lots.
I guess there could be some reason that the devs don't won't to see any really LARGE scale corporations. I mean even within a PA you have individual owners (accessors) of the harvestors, this I guess would be more of a co-op than what the transfer of lots would allow someone to do.