Architect Archive
Thread: The Decay Issue.
Meplorium I am assuming that you have never used heavy harvesters.
Having to remake my medium and large harvesters every week would cost me more than ... well more than anything. Rediculous idea.
A very easy to implement and something that would give longevity to the architect is to have all structures Not Redeedable. Once you place it, it is placed. You can transfer the structure, which is just wonderful. You can destroy the structure if you don't have anyone to transfer it too to free up plots. Being able to reclaim the deed though kills our profession. Structure decay will take months for them to work out and often it is the architects that have to explain game mechanics to people. Explaining structure decay will be a pain and well get very messy when people have items in their house when the structure dies (read tons of csr complaints that go unread). The maintenance decay is great as players who go inactive will lose their structures. Anything more than that is unnecessarily complicating the game.
If deeds were not reclaimable, then business would boom when there is a resource shift and people will always want a new house to move here or there. This also adds realism to the game. Houses just don't get packed up and moved some where else. That idea is just stupid. They can be transferred from player to player which I love. Deeds can be placed, but that should be a one time placing.
Resource shifts would be a lot of work with no redeeding. As an architect though, you can easily make back up deeds of all your harvesters so you are not affected and make a bunch of sales on harvesters to others. This is a great way to get structures out of the game and make a new structures needed. All that it would require is breaking the redeeding process which the developers could do by the end of this week.
Either way this is done, there needs to be a mechanism to remove structures form the game. Not redeeding structures would be the simplest to implement and comprehended by your average gamer.
But with resource shifts being the way they are now (once a week), it is simply not reasonable to force people to buy new harvesters every time. Enough people are complaining about resource shifts already that hopefully the devs will change them to have a period of once a month, but even then, harvesters should still be movable.
Houses shouldn't be movable. There just isn't any good reason why all houses should be mobile homes. If you prefer, there should be another "trailer" type house that is small but has a solid number of times that it can be picked up and moved.
I think its a little extreme to make people buy a new harvester every time the resources shift. Like I said before I still think that you should be able to move them a few times, and that number would vary by the quality of the materials used to make the harvester and the skill of the architect. Whether the effectiveness of the harvester drops every move or there is just a set number of moves you can make I don't care.
As far as the speed of the resource shifts. There is one simple change I would love to see. I Have no problem with the fact that some days you wake up and a resource is gone. But I think that in the survey tool, you should be told how long a given resource has existed. If you want to place a harvester on a resource that has been there for 5 days you are just begging to have to move again tomorrow. If you place a harvester on the first day a resource exists, you can be reasonably sure you won't have to move it for a week. I just don't think people should have to sit there and keep a spreadsheet of resource changes if they want to stay effective.
If you don't want to build things...don't be an architec. Plain and simple.
I agree with this idea except for when it comes to large harvesters. They take so many resources and u have to move them every week or even every 2 weeks, it would hurt are profession more than it would help.
Either this should only be for small harvesters, houses and factories or architects/artisians should have a skill that allows them to move harvesters (NOT Houses and factories, these should never be moveable)
I can agree with the non-redeeable houses. It would be much simpler than trying to place any kind of decay on them that would probably cause more player frustration than good.
I don't agree with the no decay on harvesters and factories though. Like others have said, because of the resource shift problem. Allow people to move them when the resource shifts, but place some sort of decay on them so that they have to be replaced over a period of time.
"...shift happens." -Meploruim
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