Shipwright Archive
Thread: The People Have Spoken... (poll results)
Niacia wrote:
4Bidden wrote:
I know someone with 7 accounts who voted... So my 1 yes vote for factory support had to go up against his 7 no votes.... 1 person voting 7 times.. How is that fair?
Maybe it is fair, because he pays 7 times the money you pay? Is it fair, that such a person has only one vote?
Just playing devils advocate, but even as a person with one account only I am not surr what is fair.
Anyway, what really would surprise me is a seven account person voting against factory support. After all, such a person would gain most by factory support. Just run the numbers: 70 lots available to feed factories. Well, some lots will be needed for factory and other stuff. Still, at least 60 lots should be available.
Also, how much time has such a person to play his shipwright? I play my shipwright approx 2h-3h a day. To play seven accounts, this would make 14-21h a day. Not much time left to do anything else. Such a person would profit, if he could speed up his crafting process, would he not?
If anyone profits from factories, he would.
Regards
Niacia
Elzar wrote:
#9b I'm kind of jumping to the end of this thread so if this has been addressed i apologize. I don't think you could get away with adding player city starship terms without adding a spaceport or landing pad for ships, at least not without sinking every single architect into a deep suicidal depression. As a master architect I've been looking forward to the possiblity of building starports. It won't revive arch as andead profession (according to most people) but it will give us hope for more additions to the game in the future. This is definetely a step in the right direction. If the Shipwrights can get on board that's one more reason they should do this, but please, don't slap a starship terminal on the shuttle port and say it "Shuttles you tothe Spacestation" or something stupid like that, give us something to do.
As for factory support I have an idea that may or may not work. You could make the use of factories a certifiacation similar to R.I.S. certification or 12 point weaponsmiths. You could get master SW and then have to craft like10 of every single item a shipwright can make then u qualify. With this method you may still get a lot of industries cropping up mass producing, but you could make factory items take twice as many resources to make the big boys suffer for flooding the market. Feel free to flame, i'm wearing my composite
thanks for staying on topic ![]()
this thread has been pretty well hijacked, i will over time start focus threads on most of these issues. hold on to your ideas ![]()
styx66 wrote:thanks for staying on topic
this thread has been pretty well hijacked, i will over time start focus threads on most of these issues. hold on to your ideas
Sorry for straying away from topic. This no factory thing is important to me, and so it is hard to refrain from discussion
Regards
Niacia
4Bidden wrote:I know someone with 7 accounts who voted... So my 1 yes vote for factory support had to go up against his 7 no votes.... 1 person voting 7 times.. How is that fair?
Maybe it is fair, because he pays 7 times the money you pay? Is it fair, that such a person has only one vote?
Just playing devils advocate, but even as a person with one account only I am not surr what is fair.
Anyway, what really would surprise me is a seven account person voting against factory support. After all, such a person would gain most by factory support. Just run the numbers: 70 lots available to feed factories. Well, some lots will be needed for factory and other stuff. Still, at least 60 lots should be available.
Also, how much time has such a person to play his shipwright? I play my shipwright approx 2h-3h a day. To play seven accounts, this would make 14-21h a day. Not much time left to do anything else. Such a person would profit, if he could speed up his crafting process, would he not?
If anyone profits from factories, he would.
Regards
Niacia
PetaByte32 wrote:
Its not about thinking differently. Its about the fact that using a vote to gain a top 5 issues isnt going to work.
Where exactly did i say this would become our top 5? I'm not even using a top 5 format at this time.
This will be the profession if the whole "Majority rules" thing goes forth. Because it isnt majority rules. Look at the votes. Some show 1/3rd against or for something. That is 1/3 of the shipwrights. That means if there are 1000 shipwrights thenthat vote tells us that 333 of them have a problem with whatever issue. 333 is alot. One is almost 50/50. So half feel one way and the other half another.
This is an inherent 'problem' with majority rules democracy. How about, say, a presidential canditate that loses by 2-3%. Do those 48% of the population who voted for him get some sort of compromise?
But still this isn't an issue for this poll. This was a VERY informal poll that i took time (albeit a long time, sorry) to go over and total up etc. This is not the foundations of the "Crusade of the Shipwright." As i remember saying in the first post on the poll, this is to get an idea of where the community stands. And now I know its very divided. Nothing more. Also in this post I asked on some of the very close issues ways to implement these things as you suggest. Why I haven't asked about factory alternatives? Well thats coming shortly.
Lets say this all passes and the DEVs get it. They agree with it and go ahead and make all the needed changes. What do you get? At least 50% of the current shipwright community unhappy with some part ofit and most likely pursuing other professions. Why? Because they think differently from you. So shipwright becomes a "Think like the majority or suffer" mentality. I saw a community like that once on an old 1930s newsreel. It was hard to make out because it was in black and white and everyone spoke german.
You're calling me a Nazi? Grow up. Refer to Godwin's Law.
This is as democratic as it gets. I hate bringing politics into anything, but according to you, 48% of america is "suffering" from an unjust democratic process.
The smart thing should have been to find the big issues and then find a compromise99% can agree with. Instead you will have a much larger percentage of the shipwright community skewed off in their own little world.
For example the whole factory issue. There are alot of compromises that could be brought forth to make99% happy. Limited support or certain items, that are sold in large numbers,made able to schematic. Just one example. "If you bend you need not break."
I say 99% because no matter what is suggested someone will have a problem. But you tell me which is better: 1% having issues or 33% having issues? I really want to know your answer on this. Also styx's answer on this.
You will never get 99% on a complicated/significant issue. Also, you will likely never get the devs to agree or impliment your idea 100% accurately on thisfantasy 99% approved proposal. I've been around a while, and I've done this before, andI know there will always be a good portion of people who disagree with the majority. Sometimes it's more pronounced, sometimes not. Meddling around for months on end trying to find a 99% approval rate on a proposition would end up with little to no progress. Not that i'm a pessimist but its unrealistic.
So what styx should do is cancel the whole vote thing and then make a post on each of the big issues to get feedback on real compromises from either side of the fence. Then find the best ones and submit those to the DEVs.
There doesnt need to be a cancelling of the vote because this vote isn't really that binding. Part of my job is knowing where my community stands, and now I know, and can start seeing what things people are most passionate about that i need to discuss with developers. Remember, please, I'm on your side.
Tyranus
pervel wrote:
The result of this poll will now be used to silence this issue completely.
This is absolutely not true.
Had more options been given in the poll, it is very likely that the small majority against full factory support would have shifted to a majority for some compromise.
Possibly, and I understand the concern that the all-or-nothing vote isn't quite fair. Again this isn't written in stone.
4bidden wrote:
I know someone with 7 accounts who voted... So my 1 yes vote for factory support had to go up against his 7 no votes.... 1 person voting 7 times.. How is that fair?
Ok, who? Can u be certain there wasn't someone on your side overvoting too? The odds are pretty even, if not skewed towards the 'vote for change' favor (usually people who want a change from something that would otherwise stay the same will go to more lengths to get it done.)
I will be putting up a factory focus thread soon to discuss possible compromises.
4Bidden wrote:
I know someone with 7 accounts who voted... So my 1 yes vote for factory support had to go up against his 7 no votes....1 person voting 7 times.. How is that fair?
Because that person pays 7 times the amount you do? I only have one account and I have no issue with those who pay more getting more oppurtunities to vote.
If they pay for 7 accounts, I pay for one, and we are given the same weight, is that fair even though I pay a fraction of what the other person does?
Cebre_Opasloa wrote:
4Bidden wrote:
I know someone with 7 accounts who voted... So my 1 yes vote for factory support had to go up against his 7 no votes....1 person voting 7 times.. How is that fair?
Because that person pays 7 times the amount you do? I only have one account and I have no issue with those who pay more getting more oppurtunities to vote.
If they pay for 7 accounts, I pay for one, and we are given the same weight, is that fair even though I pay a fraction of what the other person does?
However, bringing in friends is not fair anymore...
Regards
Niacia
styx66 wrote:
Do we want this across the board, or are there specific areas (say, YPR on engines or VSVA on weapons?)
Does this apply to all items, or exclude a few (say, chassis, missiles, etc)
What is the precise functionality we would like to see out of a player city starship terminal? Travel abilites or just ship configuration abilities? If we pushed for a more intuitive and useful shipwright sale interface (similar to ID), would this negate the need for this terminal?
1. To me, I think give us back all the experimentation we once had in beta. Was it me or was I hallucinating in beta with all those points on all items not just a few things here and there. I think the points given for weapon experimentation is accurate, and everything else that has a decent amount of experimentation to be done, should be boosted. Picking and choosing what to experiment on is good and all, but not having enough points to max out a line and then make the leftovers matter hurts alot.
2. Resources are the name of the game in all other crafting based professions. In shipwright many of the items change the name of game to bulk resources, no quality needed. Most obvious in my opinion is on chasis, it varies as you produce the higher tier ships but still blatantly obvious that resources don't affect the outcome that much. For instance, creating a Z95 with crap resources will probably put you at around 11k mass, but with great resources you get 12k mass. Now the difference in the resources I used for the two different chasis are huge, the first batch wasn't all truly crap but it was very craptastic easily found on vendors in the 2-4 cpu bins. The second chasis was the elite bin, the top of the top resources, to produce something most spectacular that most crafters are rewarded for. Instead shipwrights are shunned from using these resources in this instance because it means little to nothing once you move upwards in parts level. Now I am not saying that the boost needs to be something that counteracts the fact that its a Z95, but seriously, if I computed the cpu rates I would sell the first chasis for 20k and the second one for 95k, but the second one is only 1k more mass so who in there right mind would buy it. This needs to be fixed.
3a. As a former mayor and acting deputy mayor I would enjoy a little spice thrown to the player cities. As they are now, they are basically a place for players to organize and throw money out of the game economy, great idea hah. I still enjoy the feeling of community brought about by these but player cities need a little loving, beyond the voting changes that are in my opinion a great hinderance with a helping hand. Anyways you say how to implement starport in player cities... Well first off, you need to put a cap on the total starports per planet. This will enable zero or one player cities to get a starport on the core worlds and only a set number on the other buildable worlds. I would vote for 0 on the core worlds if you asked me, they have enough starports as is. A set number would let each planet have the same amount of starports if all the other requirements are met. One of the other requirements would be citizen count in a metro, I would say that only cities with 125 or more citizens should be able to place their starport. And more importantly, if there are one more than the set number of elidgable cities then the largest cities get it, not the first cities. As for whether to implement shuttles to just become starports or make a whole new building, that can be decided later, I would be for a new building cause well its a starport.
3b. Well you also asked why there should be pseudo management terminals and how to implement them. Well this is simple. People don't like to pull out a calculator every time the buy more than one piece to make sure they have enough power running through there ship as well as enough mass to fit all the new parts. How to implement such a device, you ask? Well simple again, toss architects a JTL bone, furniture style. Create some sort of furniture item that acts as a vid screen or HUD display, using your data pad, and allows you to move pieces in and out to get totals on mass and energy usage, without actually making the changes to the ship. These can then be purchased by Shipwrights and placed within their shops for their customers to use.
3b. OPTION 2 --- Get those art dudes to make an open-air terminal that is a player city building. This building when you are within range acts like the HUD for managing your ship, but does not actually remove any parts since your ship is parked at the nearby starport and not the player city air terminal.