Architect Archive

Thread: Thoughts on Decay/Poor Market

Fitzhume
Mon Oct 06, 2003 10:29 am
#1

Hey, I have been reading some threads about the concept of decay, and how it may help to improve the market for Architects and Artisans. It is obvious why the market is so bad, or lets say not as good as it used to be. When SWG launched essentially there were thousands of new players all entering this game at once, and as people all progressed there was inevitably going to be a massive demand for houses/structures at certain time after launch. If this were graphed, it would look like a large bell-curve with # of structures of vertical axis and time on the horizontal axis. Now things are dying down because they amount of new players signing up will never be nearly as large as the initial launch. This really cannot be avoided. I agree that the having a decay rate added into the game would help to create more business in SWG. But I also have to agree that it is not fair that buildings essentially get 'wiped' out after a certain period of time. Placing furniture is time consuming as well as space consuming. Consider someone has to move everything out of their house to a new one (I recently did this) it can take many hours of transition to transfer 150 objects. I have 2 ideas on how to help remedy these types of problems with decay rate and the recent poor market.


1) Designers should stagger releases of new house designs as well as new furniture. By increasing the options a consumer has will allow preferences in consumer purchasing to increase the overall market production. This is a great way to keep the market fresh for Architects by giving us options of what we choose to stock up on, as well as give other players the ability to have distinctive styles in furniture and houses to differentiate people more from each other. Certain houses, especially high level should have more variation in their schematics- This would help to allow Architects to specialize in certain types, instead of having all Architects the ability to essentially make anything at anytime.


2) I agree with a decay rate, but I do not agree that people should lose everything. One possible solution to this would be to have a type of decay rate on structures that only the Architect is able to repair. Maybe this type of repair has experience requirements that coincide with Construction Skills and Housing Skill. Such that (example) maybe to repair a large Naboo house would require both the Construction IV skill and Housing IV skill, and for small houses maybe Construction I and Housing I. Anyways you get the picture. To make it more valid than a simple 'repair' maybe Architects have to craft 'Structure Repair Kits' that might require like 10k resources. In this scenario players maybe once a month are forced to contract a Architect to 'repair' their house for maybe 20-25k. This would be a great way to keep business up without forcing people to kiss their house/furniture goodbye permenantly.


Just my thoughts, looking forward to further input.


Fitzhume - Master Architect - Kettemore - Naboo





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X Fitzhume Emit X
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ILIADo
Mon Oct 06, 2003 10:40 am
#2

I am totally new to the Architect field. I agree thought that decay should be an viable option. Perhaps the elements that go into making a structure could go bad and that specific item in the schematic would have to be replaced. Example a wall section deteriorates and an architect would have to craft a new wall section to replace the bad one. This could only be done by an architect and would alleviate the need for total house or other structure destruction.


Just my thoughts.


Iliado Skartanian.

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