Architect Archive

Thread: Week Two Pre-liminary

Zarcath
Tue Jul 29, 2003 3:35 am
#1

Factories/Crates - More specifically, how they're eating resources, the problems with ore mining unit, and the problems with crates.


Implementing Colorization - Not sure how probable this is at this point and time, but we should let them know it is a matter of importance to us.


Harvester Schematic rebalancing- Some mediumsasking for3 structural while others require 3 wall. Medium Flora being only slightly cheaper to make then a Large.


E-Mail notification upon status changes in harvesters and houses.


Furniture Fixes - Going to try and group up a number of small furniture bugs that should be relatively simple to fix, lamps not providing light sources, inability to sit on large bed,inability to pick up ballot box,inability to target couch. Small things like that, that an Apprentice Dev might be able to fix.


I know a lot of you are asking for the Devs to "do something" with the Construction tree, and to have experimentation "do something" as well. I have seen a few ideas, such as making experimentation decrease maint costs or increase harvest potential. I'm not sure this is a variable that the Devs want in the harvesters. If all the harvesters work at the same speed and cost the same for everyone to maintain, it's easier for them to track and regulate the player harvesting speed. Variables such as increased speed and less maint could potentially throw off the project economy plan that may have.


Example - New players that buy personals that only cost 10 maint and harvester at the same speed as a medium. This would increase the projected leveling speed for a new player. Harvesters need to stay at a set rate.


So we need to go back to the drawing board with the experimentation ideas. Increased hopper, useful, but I can't recall the last time I filled my harvester hopper to the brim. Maybe increased output hopper for a factory? Someone mentioned before that experimenting on factories is supposed to do that but it doesn't work?


Hmm...





Mitsudo - Ahazi
Takenoko - SWGCraft.com



Zarcath
Tue Jul 29, 2003 3:36 am
#2

Okay, well I'm not sure why it did that, but it is certainly annoying. I'll try to find a moderator to fix it.
Jafredes
Tue Jul 29, 2003 4:52 am
#3

Our Experimentation and Assembly skill should add up to 100 at Master (like everyone else now btw)!!!!
Padashar
Tue Jul 29, 2003 5:30 am
#4

Issues -


Player Run Markets


We are seriously having issues with the player run market. With the serious undercutting going on by PAs, independant architects aren't standing a chance and are spending many hours just bartering with players that are rude to us. There are good days and there are bad days but there are definitely MORE bad days than good days.


We are thrusting in 40,000+ resources in large houses and people are screaming at our prices of 150k or so. A weaponsmith and armorsmith is making something at 1/20th of the amount of resources we need on "medium" houses and inturn selling them easily. If this trend continues, very very few architects will exist and SoE can say goodbye to the player made cities. No one will want to contribute to them and make them if things continue the way they are now. Prices aren't getting higher they are getting LOWER. This is horrible.


This should be our Number 1 priority. SoE needs to do something to fix our problem with the markets. We have to shout to sell our wares. Even shouting, we have to deal with undercutting by PAs that seem to have unlimited resources. With weaponsmiths and armorsmiths, they can compete with one another because of decay.


If SoE implements an extreme decay on houses, people will simply NOT buy them. I think the problem is that houses aren't needed or necessary. What SoE needs to do is MAKE them necessary. There should be major perks for owning a house so everyone will want one. Without this necessity we are grinding and getting bored fast. The architect is losing its luster and it's what I've wanted to do ever since beta 2.




Padashar Rashere - Master Artisan / Master Architect / Droid Engineer
El'Fissa Estate(Moving - LOC to be adjusted) Naboo (between Theed and Lake Retreat)
Praetorian Emporium contains Master Quality (Architect, Tailor, Droid) Items

http://gamerscove.net/harvester.html (Calculate your Harvester)
Padashar
Tue Jul 29, 2003 5:33 am
#5

Also Zarcath it did that because you used a (...) three dots at the end of your post. 3 dots pushes the frame to the wide margin.



Padashar Rashere - Master Artisan / Master Architect / Droid Engineer
El'Fissa Estate(Moving - LOC to be adjusted) Naboo (between Theed and Lake Retreat)
Praetorian Emporium contains Master Quality (Architect, Tailor, Droid) Items

http://gamerscove.net/harvester.html (Calculate your Harvester)
B1acksun
Tue Jul 29, 2003 6:26 am
#6

Zarcath I dont understand why you are so hesitant to put forth the construction skill tree problem. It is NOT our job to tell them what to do with it. I mean they cant friggin have 4 skills that do absolutely NOTHING.



It is THEIR job to fix that. This is probably single biggest breakage in architect. You CANNOT ignore it. I dont care how hard it is for THEM to fix it. They cant have worthless things!!! It looks very very bad.



Having said that, It would be great if we can come up with good ideas for it. However, -something- has to be done. Construction is 1/4th of architect skills that are completely utterly U S E LE S S. I am not sure how better to make you understand the gravity of the situation.

ShaneMcMahon0
Tue Jul 29, 2003 6:28 am
#7

I agree with Factories/crate problem so anoying. Also agree with implementing colorization and furniture fixes, I


think we can wrap this all up into one. I think the issue with vendors items taking up item space in a house is a big


problem for thoughs of us who like to stock furniture and some smaller deeds in our house holds. I think another big


issue is the Resouce shifts. I think there should be some way to be able to tell when one is coming. I think maybe the


construction tree could be used for this. Maybe more experimentations allow harvesters to be able to estimate how


long a Resource would last there. This fix would kill 2 birds with one stone. I agree that better experimation to increase


harvesters would be bad. I think it should affect maintence price, but it shouldnt affect how much it takes in or how much


power it takes. I agree it would screw up the resouce economy, but I feel the maintence cost wouldnt screw it up as much.


This could help us architects make more money on houses when were selling them for only 4 creds per resource.



E-mail notification I dont think is a big deal right now at the moment. Most of us have a system of putting enough in for


a day or two days at a time. I think a better idea would be to implement more distance between the small, med, and large


harvester intake. Large harvesters are in many instance not even worth moving or building cause they dont do that much


more intake. I think the the smalls should stay at where they are. The meduims instead of being worthtwo small should be


worth 3 or 4 small. Large should be worth 3 or 4 med instead of just 2 meduim. The only benefit of large/meduim is to the


individual architect to save plots. Implementing this would balance out the Guild and solo architects I believe.




SWG Name - Jine Ires Server - Lowca Professions - Master Architect, soon to be Master Urban Planner
Grand Admiral, Co-Founder, Midgar located South East of Theed on Naboo at -3754, 2249

Join the town of Midgar, Website - http://www.SWGMidgar.com
ShaneMcMahon0
Tue Jul 29, 2003 6:29 am
#8

the wrapping up into one problem/issue reffered to the furniture bugs and color issue. The furniture in general should just be more useful all together.




SWG Name - Jine Ires Server - Lowca Professions - Master Architect, soon to be Master Urban Planner
Grand Admiral, Co-Founder, Midgar located South East of Theed on Naboo at -3754, 2249

Join the town of Midgar, Website - http://www.SWGMidgar.com
B1acksun
Tue Jul 29, 2003 6:29 am
#9

and quite frankly, if its a majority concern in the architect community you -should- report it.


That is your job as a correspondent unless you think you are intellecually superior to everyone else.



*shrugs*

Bolrus
Tue Jul 29, 2003 6:55 am
#10

Keep up the good work, Zarcath.


However, personally, I (and all those I play with, not just architects) think that probably the number one issue is :


Fix the darn administration functions for structures!!


DRAGON-LORD
Tue Jul 29, 2003 7:10 am
#11

The way to fix the PA/borrowed lots situation is to require surveyIII forSmall Harvesters, Survey IV for medium harvesters, andMaster Artisan for large harvesters. Then fix the X server lot sharing by making the lot limit account wide instead of just per character.




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Zarcath
Tue Jul 29, 2003 7:19 am
#12




Bolrus wrote:

However, personally, I (and all those I play with, not just architects) think that probably the number one issue is :


Fix the darn administration functions for structures!!


This was addressed in the previous report.






The way to fix the PA/borrowed lots situation is to require survey III for Small Harvesters, Survey IV for medium harvesters, and Master Artisan for large harvesters. Then fix the X server lot sharing by making the lot limit account wide instead of just per character.


If I'm reading this right, I think implementing certifications for harvesters would do more harm then good, resulting in less potential sales. If less people can use Harvesters, we will sell less, and they will harvest less, they make less items for others to buy. In reality, if all Architects stopped making harvesters, we would bring the economy to a stand-still.







Mitsudo - Ahazi

Takenoko - SWGCraft.com

sarnsereg
Tue Jul 29, 2003 7:19 am
#13

maybe durability should keep the same maintance rate but lower the cost and damage done if there is no maintance in the structure.



i think maybe for a factory power could be used less if experimented. since it only uses power when you are using it then maybe it'll use it at a lower rate if eficiency is upped.






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