Cities And Housing Archive

Thread: TOON LOTS FOR BUILDING

DrSanyo
Wed Mar 16, 2005 6:14 am
#1




At some point are you all going to increase the number of lots each toon gets? IE: Merchants / artisans should have more lots than a brawler




Sanyo Mizzirahhi
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BalkanDain
Thu Mar 17, 2005 3:32 pm
#2

I agree.... im the leader of my guild and i only had enough lots to place my house and my guild hall... how im i going to play my city hall?



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Mosati
Fri Mar 18, 2005 4:45 am
#3




BalkanDain wrote:

I agree.... im the leader of my guild and i only had enough lots to place my house and my guild hall... how im i going to play my city hall?




City Halls do not take up lots. No City Structure takes lots.




Mosati Ryatu

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Member in good standing of the Glaston Pirates


MeciniaLua
Fri Mar 18, 2005 7:03 am
#4






DrSanyo wrote:




At some point are you all going to increase the number of lots each toon gets? IE: Merchants / artisans should have more lots than a brawler







I seriously doubt we'll see an increase. Originally in beta their was no limit, which quickly led to problems hence the limit.



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Mosati
Fri Mar 18, 2005 11:36 am
#5

Those with master of anadvanced crafting professions should have more lots just because they should logically have a greater demand for storage.


But by that same line of thought I always figured that only those with skill in the Survey tree should be able to place medium and heavy harvesters but that always gets shot down by those whomaintain that it'd put resource prices through the roof. I was always content with 3cpu for regular stuff not the "at cost" pricing that seems standard now.



Mosati Ryatu

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Smart_Darwin
Mon Mar 21, 2005 12:18 am
#6

At cost resource pricing? I must be shopping at the wrong places (everywhere on Bria). I cant find any grind resources for less than 2 cpu and in 100k lots.



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Mayor_Mojo
Mon Mar 21, 2005 5:26 am
#7

The solution of course is to reinstate the original idea of a Miner profession who is alloted harvester lots as he progresses. The next best thing would be to divy out harvester lots to a crafter as he progresses to master. This would not only help solo crafters and guild leadersbut keep non-crafters from selling or borrowing their lots out or being resource miners, server swaps, etc. Of course they'd have to program harvesters to be a different type of lots then houses and factories, which only crafters should be able to own as well.




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Kinshi
Mon Mar 21, 2005 5:28 pm
#8

Werent there some recent changes that reduced the lot cost for a PA hall and large houses, and I dont recall City Halls and other Civic structures taking up lots from a player.

Also the item limit was increased in many houses, thus mitigating the need for more houses to use as storage PLUS Veterans got the yacht which now gives you a free 75 item storage flying house. Also you can load up on mouse droids w/ storage compartments

Not to mention all the stock room space on vendors, and the 100 items in your saftey deposit, and the fact personal inventory has been raised to 80 items (which can go even higher with the use of an equipped backpack)

Dont agree that professions should get more or less lots than another, specially when once can be a Master Brawler and a Master Artisan at the same time.

Ever consider you may just have too much junk and maybe dont need that large house, and can shift stuff into a smaller one freeing up lots to use for harvesters? Small houses can hold a lot more junk than they used to, and take up far less space.
Mosati
Mon Mar 21, 2005 7:44 pm
#9





Kinshi wrote:

Ever consider you may just have too much junk and maybe dont need that large house, and can shift stuff into a smaller one freeing up lots to use for harvesters? Small houses can hold a lot more junk than they used to, and take up far less space.




Ever consider that elite crafters needthe room because they have so many sub-components and resource needs? Ever consider that some people don't exploit the vendor system or the factory hoppers to get extra storage?


I'm not saying a profession should get free lots by default, and limit any lots to mastery boxes to prevent dabblers.

Message Edited by Mosati on 03-21-2005 06:46 PM



Mosati Ryatu

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Member in good standing of the Glaston Pirates


Pelf
Tue Mar 22, 2005 6:55 am
#10






Mosati wrote:





Kinshi wrote:

Ever consider you may just have too much junk and maybe dont need that large house, and can shift stuff into a smaller one freeing up lots to use for harvesters? Small houses can hold a lot more junk than they used to, and take up far less space.




Ever consider that elite crafters needthe room because they have so many sub-components and resource needs? Ever consider that some people don't exploit the vendor system or the factory hoppers to get extra storage?


I'm not saying a profession should get free lots by default, and limit any lots to mastery boxes to prevent dabblers.

Message Edited by Mosati on 03-21-2005 06:46 PM






I agree w/Kinshi on this one. (fyi..i've been an armorsmith). Alot of players struggle w/storage issues, not just crafters.


I still have my surveying skills on my master rifleman, as well my scout abilities (harvesting). I use them as needed and provide resources cheaply/or at no cost to friends/guildmates. If they ask me to hold on to the resource for them, ie, they're low on storage ability atm, i do. (I don't chargea storage fee...).


I'm not saying a profession should get free lots by default, and limit any lots to mastery boxes to prevent dabblers. This comment has me concerned not so much as what i think you mean, but how it can be interpreted, such as if i start out as a novice medic, i have no lots for a house, because the crafters thought that their storage of resources/components was of higher priority than my storage of medical supplies. If i wanted a house/storage i should have started as an artisan :/, or because i wanted to be lets say a doc/rifleman, i can't have a house and a hospital, because w/the skill pointsleft overi wouldn't be able to master artisan, but only 'dabble'.


I've heard alot of anti-dabbler talk lately. Seems like ppl are saying if your not going to bea master of a profession, ya shouldn't get the benefits of (any of) it....well in that case why don't we just move all the crafting schematics/mods, etc from every box in artisan that's not novice, into the master artisan box. It'd be a messed up route to get to artisan crafting survival knives thru to you were done w/that and having survey w/the ability/range ya got at novice i believe. Not only would that prevent dabblers, it'd prevent all but the the most 'devoted' artisans from ever attaining master.


Dabbling is one of the best features of this game, your not tied down to one particular class, or profession but can move from one to another and mix and match. I'd hate to see what would happen if they suddenly said, "Once you reach Master of a profession you will not be able to surrender those skills". How many ppl would leave the game if they did that? A second way to prevent dabblers from 'dabbling' would be to require they ONLY have skills necessary for the elite profession they were attempting to train master in :/, ie if your an armorsmith, your an armorsmith nothing more, nothing less. Another bad idea.

Message Edited by Pelf on 03-22-2005 05:58 AM

Mosati
Tue Mar 22, 2005 5:09 pm
#11





Pelf wrote:

I'm not saying a profession should get free lots by default, and limit any lots to mastery boxes to prevent dabblers. This comment has me concerned not so much as what i think you mean, but how it can be interpreted, such as if i start out as a novice medic, i have no lots for a house, because the crafters thought that their storage of resources/components was of higher priority than my storage of medical supplies. If i wanted a house/storage i should have started as an artisan :/, or because i wanted to be lets say a doc/rifleman, i can't have a house and a hospital, because w/the skill pointsleft overi wouldn't be able to master artisan, but only 'dabble'.


I've heard alot of anti-dabbler talk lately. Seems like ppl are saying if your not going to bea master of a profession, ya shouldn't get the benefits of (any of) it....well in that case why don't we just move all the crafting schematics/mods, etc from every box in artisan that's not novice, into the master artisan box. It'd be a messed up route to get to artisan crafting survival knives thru to you were done w/that and having survey w/the ability/range ya got at novice i believe. Not only would that prevent dabblers, it'd prevent all but the the most 'devoted' artisans from ever attaining master.





Actually what your saying is closer to what I mean. First everyone gets the 10 basic starter lots, that I am in no way suggesting a change. What I am proposing is that those who master a profession get a bonus.


Now at first I figured those who craft, (and i've always considered medical professions as being crafters,) should get additional lots upon mastery,but looking at those I play with everyone has the storageproblem, equally the combat types because most of those I know make a good chunk of their money by collecting animal resources, hide, bone, Janta Blood and other items in that. So it only makes sense that everyone gets an additional lot or two on mastery of any profession.


Perhaps lots aren't strictly the answer. If there were a method of combining lots in to one home for an expanded item capacity we could incorperate the new lots and get the increased storage we need without littering the landscape with warehouse homes? If we surrendor the mastery and loose the extra lots we just wouldn't be allowed to place any new structure until we either gave up item capacity, gained a new mastery or redeeded soem structures.

Message Edited by Mosati on 03-22-2005 04:10 PM



Mosati Ryatu

M-TK/M-Sword- Vagabonds Rest - Naboo - Starsider

Member in good standing of the Glaston Pirates


Jacie
Tue Mar 22, 2005 9:16 pm
#12






Mosati wrote:




BalkanDain wrote:

I agree.... im the leader of my guild and i only had enough lots to place my house and my guild hall... how im i going to play my city hall?




City Halls do not take up lots. No City Structure takes lots.







not true, they take up 1 lot each, Example: My city hall and garage take up a total of 2 lots.



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DarkDemonKnight
Tue Mar 22, 2005 10:08 pm
#13

City halls do take lots at the start (aka placing them) but once you place them you get them back. They dont take 1 or 2 lots from ya due to the elections and having a new mayor etc and giving them the ability to place stuff in the city hall or rob it either way. Some people i talk to before said they lost 1 or 2 lots after they placeda city hall but after looking into some stuff we found out it was just the multi passenger ships that took the lots.


Anyways i dont think they take lotsbut to prove it i will try and get 1 or 2 lots open and place a city hall . If that doesnt work i will get my alt and place one and see the effects.



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