Architect Archive

Thread: The Decay Issue.

Vshbaa
Sun Jul 27, 2003 1:33 pm
#1

Actually in real life homes actually do get moved. Not just trailers but normal sized homes can be put onto a truck and ported to another location.



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Vshbaa
Former CURB Alpha Tester
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Deoka
Sun Jul 27, 2003 1:52 pm
#2

Meplorium I am assuming that you have never used heavy harvesters.




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Caijal
Sun Jul 27, 2003 2:03 pm
#3

Indeed.

Having to remake my medium and large harvesters every week would cost me more than ... well more than anything. Rediculous idea.
MagusAlbertus
Sun Jul 27, 2003 2:43 pm
#4

i like the idea.
Meplorium
Mon Jul 28, 2003 12:17 am
#5

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.




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Untermenschen
Mon Jul 28, 2003 3:44 am
#6

I agree about houses, deeds for a house should not be reclaimable. That would, as you say, help enormously.

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.
killbuckner
Mon Jul 28, 2003 4:24 am
#7

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.

Souldragon521
Mon Jul 28, 2003 8:00 am
#8

I COMPLETELY agree with this idea on non-redeedable structures. I posted this as a possible suggestion to a problem one of Zarcath's suggestions caused. I haven't had to move my medium or heavy harvesters since I placed them and that has been three weeks.
If you don't want to build things...don't be an architec. Plain and simple.



Mansutyybacu (Retired)
Now residing on Vana'diel(FFXI)
killbuckner
Mon Jul 28, 2003 8:08 am
#9

You haven't needed to move your heavy harvesters for 3 weeks? How is that possible? Do you just automatically start harvesting the next highest percentage resource after they cycle? Do you just not care if you end up sitting on a 45% density of a lousy metal?
ShaneMcMahon0
Mon Jul 28, 2003 8:10 am
#10

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)




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Baronis
Mon Jul 28, 2003 8:25 am
#11

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.




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Meplorium
Mon Jul 28, 2003 10:44 am
#12

BTW Starsider has had no resource shifts, ever. There was some added a week or two into the game, but that was it. I only use mediums, not larges. I get enough plots from friends that the return on a large isn't worth it. Houses should at least not be redeedable and haven't to start from scratch with the harvestors isn't such a bad thing. It would case the architechs that sell their stuff for dirt cheap to be completely out of it once a resource shift happens. If you are smart and save up for the shift, it isn't a problem.



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
Kaeil
Mon Jul 28, 2003 11:00 am
#13

"...shift happens." -Meploruim



Context is a choice, not a necessity.

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