Cities And Housing Archive

Thread: Lot limits too low?

Peeter-Griffin
Wed May 18, 2005 7:46 am
#1

I think that having 10 lots is a little too low. I have a large house, and as a master architect, i also need a structure factory, and an equipment factory for all the stupid little pieces that go into power cores and such. So right there, ive used up 7 lots, SEVEN! Now i only have three left! And also, i recently mastered pilot and bought a nova, i think that uses up a lot doesnt it? So thats only two lots left. I could get rid of my large house, but i want a large one lol, small ones just suck. I only have two (or maybe three if im an idiot) left for my harvesters, and as you may or may not know, architects take up MASSIVE ammounts of recources for all the pieces that go into houses. Why cant the limit go up to 15 lots? Or heres another solution, they could make it so that people that have mastered certain professions, prefereably ones that rely heavily on large quantities of recources like architect and shipwright could get a bonus lot or two to help them get recources. Buying quantities that large is stupid, especially since i can just make myself great harvesters in the first place. Who's with me!



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No comment...


Peeter Griffin, Ahazi
Master Artisan, Master Architect
I suppourt a pre-NGE SWG!!!
KinjiruSpleen
Wed May 18, 2005 7:55 am
#2

I agree completely.


Maybe base the number of lots available on the profession??





Kinjiru Spleen
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Imperial Officer - ...Has Mastered the Imperial Pilot Profession
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GanymedePharuu
Wed May 18, 2005 11:15 am
#3

i disagree.

while it is a pain to have to decide how to use a limited amount of lots. that is an intended design feature in the game. it promotes us having to make decisions, and that is a key feature in any good Roleplaying Game.

also, it is this way because they want to promote interdependency among players.

if everyone with a master crafter box had enough lots to harvest all their own resources, then another player couldn't start a resource company. it would make people more independent, and less interdependent, and that's a bad thing in these types of games.

i already see enough independency in this game, where there's hundreds of tiny resource vendors scattered across the planets. why not organize a resource corporation? it's MUCH easier to cooperate with others and combine efforts to get things done, than it is to compete with others.
competition in this game is a great thing, but the current situation with many small independent crafter/vendors all around makes for a VERY difficult market to succeed in.
the only people who truely succeed are those who have the millions to buy the skill tapes to get to 12pts in their craft.

this game is set up just about PERFECTLY for large corporations to be set up and compete for market dominance.
but instead most player choose to do things the hard way and try and go it alone. it baffles me why they choose this.

speaking of building up corpoations to dominate a particular market.
i did just that with radioactive power. i knew of a few large resource companies who needed bulk power, but saw there were no vendors who could supply them with the amounts they needed. so i hired other players to run generators for me, and i surveyed each week, and had them move the generators around. i would loan them the generators, and pay for the power they harvested. then resell it for a slight profit.
everyone involved made millions from this, but eventually i got burned out doing all the surveying on my own.
but with better organization, and more help with the upper management, there would be almost no problems.

that right there is a totally different way to play and enjoy this game.

if we allowed people to become too independent (more so than they already are), then things like that wouldn't be possible. and this game might as well be a single player console game.



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Zarquonlal
Wed May 18, 2005 5:20 pm
#4

I certainly would support a change to make the number of lots dependant on skills. We already have that as far as merchants go (where more merchant skills = ability to list more items), I feel that a move to progessive allocating of lots would make a lot of sense. On kettemoor the housing/harvester market does not support prices in the 10+cpu range that are common for weapons/armour/food etc. That being said, high quality materials are still required to produce high lvl harvesters. The only way that archs can make a go is to swap out some lots (you can view this as player co-operation if you'd like) in order to free up sufficent to be able to aquire resources. (or find a stable mining partner who is willing to sell at 1.5-2 cpu for high quality resources..a longshot to be sure).

If Architects (and ahem. Shipwrights) were alloted a higher number of lots, this would not have any impact on the majority of the resource sales (as quite frankly I've only ever purchased resources as my time as a Weaponsmith). The major impact would that dedicated miners would potentially resort to picking up the arch skills to achieve the greater number of lots.

I do agree that co-operatives can be constructed to harvest bulk resources (and the more power to you), but I haven't met many professional miner's who would sell decent quality minerals at prices that would permit an architect to make a profit)

Or, lot swaps could be nerfed, and no solution put in place for those players, increasing overall frustration with the game.
Certainly giving the possiblity for futher lots in exchange of removing the fields of burning harvesters would be a good deal.

/shrug...I'm a frustrated ex-architect in case it isn't evident (also ex-Weaponsmith...never did make 12 point...)

btw. the Nova doesn't take a lot anymore (/cheer)

Message Edited by Zarquonlal on 05-18-2005 08:26 PM



Zarquon'Lal - Master Marksmen, Pistoleer, Bounty Hunter and Pilot (Imperial)
Maudite - Master Shipwright, Weaponsmith.
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Alukolli
Thu May 19, 2005 6:29 am
#5


there are 3ways to get more lots/resources if needed.


1. use lot swaps with either static or mobile harvester to pull up resource needed


2. rent lots from ig friends or anyone else withing your own server


3. hire and resource gatherer or buy resources.



i bet you will find more options then this


but also on ahazi the resource prices have been drooping lately. to find grind ql resource at 1-2cpu are no biggie. to find HQ ones are much harder though, they are usally prices at 3cpu and up


if you are having an hard time with HQ resources try find som resource gatheres that need some sales, and try get an fixed prices, it all player economy based, thats the good part.


also i think the lot limit are fine just will make you plan ahead more, and thats cool



____________________________________________________________________________________ Name: Craminu
Profession: Trader-structure-enginnering
Vendor: 1810 4749 Jackpot on LOK
Vendor goods: Architect Structures-Resources-
Custom orders: yes by mail-Architect/artisan goods
Guild: Charm
Mayor of jackpot
Peeter-Griffin
Thu May 19, 2005 6:32 am
#6

Really? Nova doesnt take a lot? Cool ^^ guess i should have checked how many lots i had left but i was at school at the time of posting this thread. I guess both u guys make good arguments, i wish the devs would consider this and give an opinion about it.



--------------------------------------------------------------------------------------
No comment...


Peeter Griffin, Ahazi
Master Artisan, Master Architect
I suppourt a pre-NGE SWG!!!
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