Architect Archive
Thread: Week Two Top 5 List
I'm going to send this out Friday afternoon or night. Those of you that get to respond please do so. If a reply warrants changes in the list then the appropriate changes will be made. I have not recieved any word as to what actions have been taken from the first weeks report. These are not listed an any particular order.
Construction Tree - A widely debated topic and well-known concern, Architects feel that the Construction skill tree, or the apparent lack of skills, deserves attention, in the way of bringing the tree up to par with our other trees.
Perhaps if we were given some insight as to what the Developers had actually planned to do with the Construction tree and/or what role experimentation is supposed to play in with structures. With that information we would be able to re-asses the usefulness of the tree to determine whether or not it should be re-balanced.
However, despite which side of the Construction / Experimentation fence an Architect stands on, all Architects agree that our Assembly and Experimentation skill bonuses needs to be raised to be on equal terms with other crafting classes. Currently, the Experimentation and Assembly skill bonuses provided upon reaching Master status only amounts to a +55 bonus, as opposed to other crafting classes that receive a +100 bonus as a Master
Factories and Crates – An annoying occurrence that has yet to be resolved, players often have difficulty with removing items from a crate. The items become “stuck”, attempting to remove the item from the crate will show it tick down, but re-tick up. Other times it refuses to tick at all. The problem does not seem to be related to inventory space. It has also been reported that if a factory uses up it’s maintenance pool while in a crafting session, instead of stopping, the factory will continue to use up the resources but not provide a product, effectively “eating” resources. It is also in the opinions that the Structure Factory uses too many lots, an already precious commodity that Architects are reluctant to spare.
Colorization – Perhaps the most commonly asked question that an Architect receives, currently we are unable to make any color decisions with any of our products. Color options are in great demand, especially in the case of furniture, where more often then not, the default colors are hardly desirable. Lack of color options ruins possible potential sales of furniture. Most people would agree that choice of color, in the real world and in game, is a major factor when making a decision on what to purchase. Item colorization could be implemented in our skill tree through Furniture or Construction trees, in a similar manner like that of the Tailor.
Lots – Some in the community have voiced a concern with the amount of lots allotted to us. A typical Architect would need a house (ranging from 2-6 lots), a power source (1 lot), a structure factory (2 lots), and whatever left goes to harvesters use (1-5 lots). Suggestions have been made such as increased lots for Architects, in the form of lot gains through skills. Others have suggested that the required amount of resources for buildings are simply too high and should be lowered to more reasonable amounts. Is the idea of additional lots being considered? Or will additional lots be strictly reserved for future expansions?
Mixed Bag of Furniture Fixes – A handful of small bugs that we would like to see addressed with in pre-existing furniture, seemingly simple fixes.
Lamps from Furniture II do not provide light sources
Inability to sit on Large Bed from Furniture III
Inability to pick up Ballot Box Terminal from Furniture III
Inability to target couch from Furniture III
Master level Armoire has the same graphic as the Armoire from Furniture II
Chests, Armoires, Toolchests and Bookcases that can be used as containers
Mitsudo - Ahazi
Takenoko - SWGCraft.com
I know it has probably been said a lot but the use of a crate in the ingredient hopper would be nice. Either make that possible or take the crate out of the possible selection list for ingrediants while crafting. At least then I would believe that it being there might have been the accident instead of being able to actually take an item from the crate in that screen. Loading 60 structure units into a factory for a heavy harvestor takes longer than the factory to actually produce the walls.
Extra lots have to be at high skill lvl. The idea that someone could spend 11 skill points to get 1 extra lot or 4 more to get another and so on down the line might be a bit much. Possibly 1 lot extra on each of the 4 lvl 4 skills and 1 more at Master.
Either something like that or make the lot uses on a Master architect(possibly lower) different than other classes. Like a large house only requiring 3 lots at Master or something and a small using 1. Big thing on the Factory also. I can somewhat see why it is 2 lots. They made the think huge, but then it outputs 10 walls into this little box that is the size of a chest. Totally agree on the 1 lot idea. The 1 profession that really needs the lots they give the factory that needs 2. Go figure.
Let u sknow if you hear back about Construction!!
Other furniture concerns:
1)scale, The large bed is hideously small as are a few other items (upholstered chair)
2)Functionality could couches be segmented and the segments made seperatly so more than 1 person can sit on a couch?
3)Choice, really not a whole lot there right now especially in the way of art rugs etc etc i am tired of potted plant style 1 and wonder what happened to style 2 etc.
4) Colouring not to hard already exists for clothing why not furniture?
I am also hoping that when player cities are introduced that civil engineering falls under the architect tree maybe replacing the currently worthless experimentation tree.
Still dying to see what a med and large flora farm actually look like
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After all, Critical Failures were in the week one list, and I think the idea of these lists is to provide NEW fix suggestions each week. Think about it... have you seen ANY of the things from the week 1 list fixed yet?
Just think of this as a "to do" list for the devs... These items are actually items number 6-10.
Seriously tho... Would you think it a good idea to waste a "fix me" slot by mentioning something twice?
Tho, a suggestion for the construction skill... Let us construct cans of paint in that skill line. The paint can then be used to color the walls of 1 room(or the exterior). Higher construction skill gives us better color choices. Paint, being cosmetic, could even have a limited lifespan, of say 1 realtime month, or it could just slowly fade, or peel. This would give us some type of repeat business, as well as give people a chance to make their houses stand out.
Or even better, a higher construction skill would allow the architect to place large structures on not so even terrain. Level 1 construction would let us place a structure even if 1 "terrain block" wasn't quite right. level 2 would give 2, and so forth. Although there would need to be a minimum per structure tho... It wouldn't be right to only need 1 block on say a wind generator. In they past, people had mentioned terraforming, but I don't like the idea... but letting us place on slopes... now that's a good thing, but we'd need some limits.
-Loserwan Ka'newbie
Tarquinas, Talus
ImLucas - Yeah, I was sort of thinking about Harvesters that could be built on platforms so you could place harvesters on slopes and possibly on water locations. Something like Rupulsorlifts or even good old fashion wooden beams. Maybe increased maint cost to run them on rough terrain like that?