Architect Archive
Thread: Biggest problem with architect....
DECAY
That said, I don't care if everyone starts selling small house for 3k or for 100k. I don't care if everyone crit fails 9 of 10 times on everything from you most basic chest to a grand PA Hall. I don't care if people buy my furniture just to look at or if there is actually a purpose to it(maybe storing items in chests). In the end it all comes down to the fact that its all there forever(if so chosen by the owner).
So, here are my ideas for decay.....(I just noticed another post on this but gonna post here anyways for the 3rd and final time of my idea on decay).
Harvestor Decay- Give harvestors a max amount of re-deeds(each re-deed decays it). It would probably need to be different for the different sizes(large have much more re-deeds than personal). Would also help push more people to buy large harvs(would also help solo arch's a little if you couldn't share admin rights on harvs). Maintenence would have nothing to do with this because harvs don't work unless fully maintained.
Factory Decay-Weapons and armor degrade for being used, why not factory's as well? As with harv's, maint shouldhave nothing to do with decay as with above reasons.
Furniture decay-Though it would be reasonable to have it decay on a per-use basis, that could be abused, plus most furniture isn't even usable(chests that don't hold things). Furniture decay should be slow and only happen while the furniture is placed.
House Decay-2 ideas come to mind. One is a slow gradual decay such as mentioned in furniture. The other, instead of buying a deed from an architect for an entire new house, hire an architect to fix/repair your house. Could have the architect use resources to make a house repair kit. Unlike Harv/fact, houses would degrade faster if not maintained.
As far as maintenence, give us a use for experimentation and finding better resources so I can charge 7-10cr/resource and have a reason to. Allow us to change the maintenece rates and re-deed/usage(if decay of somesort is added)rates of houses, harvs, factorys and furniture.
All of the above are just ideas off the top of my head. But all this could help Architects to remain a useful profession for all that are instead of knocking 90% of them out within the first 2 months of the game.
The only thing I don't like is having to worry about repairing or replacing my items. I like the idea of things lasting and not breaking down every time I turn around. Otherwise, I'd have been a marksman or something that uses weapons and armor.
To me, it's an annoying to have to replace things and having to constantly check to see how much something has decayed. I must say, however, that it could pay off in the long run.
Once Architect experimentation is implemented and the experimentation actually matters, you may find things like this happening. Maybe a good house will last for 6 months while a poor house 2 months before it needs to be replaced or repaired. That sounds reasonable to me, however in terms of economics, too slow for my wallet
I do like the repair function. It could work not only on decaying houses but also the buildings destroyed by opposing factions. (though nonaligned could repair everyones)
I wouldnt be surprised if Architechts will be able to build vehicles and later Starships. Id think they will require elements form the other elite artisans classes (armor, and weapons). They could have a new class but then it doesnt explain why MonCal get a bonusto architecht when they are supposed to be such great starship builders.
Once everyone has a house... ok well that's like saying once time comes to an end. Remember people are constantly joining the game. There are always new players (which means new future customers for us). Also, people will want to upgrade etc.
In any event, large harvesters are annoying and expensive to build. The only comfort I have is that once it's built I'll never have to remake it, I can redeed it. Take that away and they become far less attractive.
This constant new customer thing yuo speak of.....sure there will always be. But only enough for 10% if that of current architects or less to sell regularly. Also your supposed upgrade idea, lol, my point exactly, everyone can only upgrade twice if they don't skip a size(unless the wanna live in a PA Hall). A good majority of the people are gonna already have there 'upgrades' within 2 months or so. This still leaves 90% of architects primarily out of business.
Large harvestors are annoying to build......so. The higher end stuff shouldn't be that easy. You further proove my point, once its built, its done, you don't need another one to replace it. By also removing admin rights on harvestors will make them far more attractive. Put those 2 things together, and you can get a customer base that will come back to you continuosally for them. Thus keeping architects alive. If you really have a problem making the large harvestors, don't be an architect. How they are made is completely beside the point.
we'll run out of lots for the whole of the server after selling 90 lots worth of items, on average; at best.
so think of the life time of your charicter, and relize that at best, in all of the SWG life time, you are only going to sell 10large houses and10medium houses... that's if people like me who have sold a lot more, at a lot higher than 10k for a small house, don't change make it so someone trying to get by won't make any money.
1st: Remove maintanance fees for houses completely.
2nd: Add a decay timer on a house that lasts like a month for smalls, 2 months for med, 3 months for large, 4 months for PA's. Or perhaps the *initial* house decay timer is based on the quality of the house deed. (This way, a novices small is still as valuable as a Masters, but they will have to repair the house sooner.)
3rd: Introduce housing repair contracts of various sizes that can be craftable by architects that takes maybe 1/3 of the resources needed to make the house. This deed can be used to add to the decay timer (with say a certain ceiling based on house size). Smalls can be made at Novice, mediums at Buildings 2, and Larges at Buildings 3, and PA's at Master. The quality of the deed could determine how much time is added to the decay timer. This would be the recurring revenue that would keep architects in business. If someone fails to keep their house repaired, it falls.
As for harvestors, they need to have a re-deed counter to allow only a certain number of re-deeds before it goes *poof*.