Development Cycle Archive

Thread: Publish 7 Feedback: Lighting Objects

dhcpSilicon
Tue Mar 16, 2004 4:28 pm
#14

My alt character is a master architect, and I don't see this as being a recurring income situation. People will either buy them once and let them burn out, or never buy them to begin with. It's too big a hassle to use good resources to produce something that only lasts a month. At the very worst, each light should send 1 credit per hour from the house maintenance pool to the architect, though I don't even see much of a reason for that.


Please find a way to bring the architects some income without light bulbs that burn out at a ridiculous rate =)
Naufragus
Tue Mar 16, 2004 4:39 pm
#15

yes with experimentation you might get 40 days instead of 37 .....wow.....


most archtiects dont see this as a "renewable" source of income...


most seemed to agree it was a pointless and more ofa hassle and many predict lamps will go the way of the vehicle color kits...


candles, while pretty will be more at home in EQ2


Meplorium
Tue Mar 16, 2004 4:39 pm
#16

I put some in a large tat for display and the light is over powering. The light from the lamps are fine, but the natural light from the house is too bright.


Also that decay stuff is too much. If I have to replace a lamp once a month or a candle every two weeks chances are I won't bother after the second time. Kind of like vehicle customization. It gets old very fast.





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Tier-ra
Tue Mar 16, 2004 4:41 pm
#17

My friend in game says she made candles with 9-15 day lives. Funny thing is, they "burn" while in your pack. They are decaying all the time, not just when they are used.


Wonders what happens when they "go out"? Do they remain in inventory? Do 0(0) candles still work, like clothes?


*tries to apply SOE logic to this....unsuccessfully.





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mmaughme
Tue Mar 16, 2004 6:49 pm
#18

The new lights are cool, but I'm disappointed by their wattage. I replaced a torch with a free-standing lamp (the tall, skinny one), and the room got DARKER. To quote Mr. Smith, "That isn't a light, that's a dark. Turn that on in the middle of the day, and the whole room goes black." I had to put the torch back, as it was giving off more light.

This was the dark Corellia/Generic planet house, small, with two oval rooms.




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Akkori
Tue Mar 16, 2004 8:11 pm
#19

They work great! I made some on Tempest wid mid/high level resources and got 14-15 days for candles and 33-37 days on lamps. about 60-80% on them all.


I'm really hoping you guys let us turn OFF our innate HOUSE lights now so we can decorate and add some ambience to the place. Colored lights shoudln't be too hard to add since they are in streetlights already. I wans't able to turn the lights off....I'm wondering if maybe we can get a general houseing command liked /lightsOff and /lightsOn that will switch ALL lamps in the house. Not CANDLES tho, as they cannot be "switched" off.


The factory time seems to be kinda long tho. 160 seconds on the lamps, 144sec on candles. For such a tiny thing, they take too long to make. Also, considering the size of the Structure Factory (supposed to be a manufacturing plant for HOMES), maybe we could be allowed to run 2-4 lights at the same time in a single factory. Or just reduce the complexity to the mid double digits. ALSO, make the crate sizes 50. Your DATABASE and us will love you for that. 10 per crate is too little.



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SithLizard
Tue Mar 16, 2004 8:14 pm
#20






dhcpSilicon wrote:

My alt character is a master architect, and I don't see this as being a recurring income situation. People will either buy them once and let them burn out, or never buy them to begin with. It's too big a hassle to use good resources to produce something that only lasts a month. At the very worst, each light should send 1 credit per hour from the house maintenance pool to the architect, though I don't even see much of a reason for that.


Please find a way to bring the architects some income without light bulbs that burn out at a ridiculous rate =)







There isa solution: Sony should MAKE the lamps cost more to create in resources, hence they will be sold at a higher cost to customers. On the other hand... make them last longer than a mere month.


Problem solved: the Artisans will make a higher profit margin from the initial sales, simply because the lamps requires more resources to create. On the other hand, the players only need to replace them once every few months, thus lessening the inconvenience factor of having to buy dozens of new lamps every few weeks.


SithLizard
Tue Mar 16, 2004 8:17 pm
#21






Tier-ra wrote:

My friend in game says she made candles with 9-15 day lives. Funny thing is, they "burn" while in your pack. They are decaying all the time, not just when they are used.






Blah. So what happens when the candles and lamps are sold in the Bazaar and they end up sitting in Bazaar for several days? They are burning the lightbulb all that time?



Xscape
Tue Mar 16, 2004 8:27 pm
#22

They Look Great and can be used to make really nice looking interiors, however the logic of having torches that do not decay and high tech lamps that lasts less then they do RL beats me. Please make torches decay also or make at least the free standing lamps not decay.






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SueDenim
Tue Mar 16, 2004 8:29 pm
#23

I think these new lights are great!

Good lighting is a must for a good tailor shop, so at the very least you'll get a lot of repeat business from us! And whoever's saying "houses are already well lit" is nuts, or certainly doesn't have a large Corellian/Generic, anyhow.

In the short period I've been using the new lights, though, I noticed something odd.

Sometimes, when I'm walking away from the light source, the ambient light it generates appears to go out or disappear - as if it was switched off/picked up. Only temporary, and a shift of position of some sort seems to restore everything quickly, but odd, and not like anything that ever happened with torches.

BTW, these new lights, plus the new /move up and /move down commands allow lots of cool effects. My architect used a Nemoidian Birdcage plus 2 of the "two blue candle" lights to make a great chandelier!



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Galdara
Tue Mar 16, 2004 9:51 pm
#24

The new lights don't give off as much light as torches. My non-architect character will just keep the torches and maybe add one candle for affect, but won't bother having to add even more itemsinto her house to get the equal amount of lighting. In order to not have dark corners everywhere (Medium Tatooine-Kettemoor), I've had to add an inordinate number of new lamps. Since I'm an architect, and space is limited as it is, this wasn't happy news. But they do look nice! Love the candles especially. They just don't light up the room like the torches did. Would have prefered a whiter light, too. The yellow is just so dim.


Lifespans ranged from 9 to 15 days I think on the candles - didn't have very good fiberplast to work with. The lamps last from 21 to 42 days depending upon materials and experimentation results. I'm very concerned with the decay of the crate. I've heard the items that come out of the crates will be back to their undecayed lifespan, but on the vendors they'll appear to not be very good when in fact, they could be much better. I quickly shuttled all my crates to a vendor, but that's not how I wanted to display them. Vendor looks messy now. Since candles will decay every two weeks, about, we must be able to sell them accurately in crates for folks to keep some on hand. They'll panic when they see their crates decaying.


Stark-Fuji
Tue Mar 16, 2004 9:57 pm
#25

Talus dark? Bah. I love it.



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FoPJester
Wed Mar 17, 2004 12:49 am
#26

Hand crafted full sets of each new light source. Theywork out fine. I find the inconsistence in resource usage for the free standing lamps disturbing; candles, tabletop- and desktop lamps all use the same amount of resources within their group, the free-stander's don't. Well, if it is intentional: go ahead, make my day.


What really disappointed me was that no changes have been made to the ambient lighting within the houses. I can only speak for corellian and generic designs placed on Corellia. Placing some free-standers there makes you want to wear the collectors edition shades again. The ambient lighting is much too bright and makes it really hard to place additional sources of light without being constantly blinded.


So, thumbs up for the objects,thumbs downfor the unchangedambient lighting on Corellia.




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