Architect Archive
Thread: Complete Architect Issue List (long)
This list was compiled with the help of many forum members, especially Cyberthugg (whose list I used to create many of these points). Most have been verified, those that have not been are labeled as such. I need as much info as we can get for bugs, because I plan to make this our big report to Thunderheart. So let's make sure it's complete
-------- Legend -------
Bold= Top 5issue
Blue = Dev feedback or info
Orange= Comment
Yellow = Unverified
Green = Fixed
**Stars** = Category
Underline = Sub-category
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P.S. Sorry about how ugly this looks. It looked so much better in WordPad. I will make a nicer webpage format with CSS and the works when I get the chance.
**Bugs**
Bugs are coding mistakes, oversights or parts of the game that aren't functioning as they should be (or as we expect them to).
Top 5
- Balconies are not considered part of the house. Unable to place items in this location.
There has been a great interest in this lately. - Factories can not certain items use items from crates as components. You must load them all by hand. Specifically structural modules being used in walls.
Posted this in dev forum, no response as of yet. - Structure factories take up 2 lots, but other factories take up one lot
Was advised it's being worked on. No info on release time. - Certain items made in a factory come out individually, not in a crate. Known items - Ore Mining Units and Trees.
Devs are aware and working on it. No info as of yet - When attempting to place a furniture item against a wall after rotating it, and moving it, the furniture items dissappear inside the wall. You can no longer see them or click on them.
CSRs will attest to this being a big problem
Furniture
- Radial menu for rotating objects is reversed. Left is Right and Right is Left. Rotating furniture from the radial menu rotates it the opposite direction from using the /rotateFurniture command
- Sitting on chairs places the individual at the very edge of the chair and after a few seconds moves the player off the chair so he/she is sitting on thin air. (aka Rocketchair)
- Ballot Box Terminal once placed cannot be picked up.
- Ballot Box Polls only last 1 hour and can be changed by everyone.
- Ballot Box only gets one experimentation point.
- Light sources (except torches) do not function.
- The round yellow couch (Furniture III?) cannot be targeted once dropped in a house. (Intermittant)
Reports of this have been increasing. - When multiple people sit on chairs/couches they ghost into each other.
- The master architect Armoire has the same art as the Armoire you get at Furniture 2.
Advised that this is being fixed, still no comment
Structures
- Archway between the first and second rooms in medium tatooine house doesn't allow furniture to pass through.
- Crafting stations used to give GCXP and were changed to give. Structural XP, however their available experimentation points still run off the artisan line instead of being switched to the architectural line. Personal harvestors are also affected like this.
Not sure if this intended or not
Devs are aware of the issue. No info as of yet - When you attempt to redeed harvesters that have run out of power it gives you the "hopper must be empty" message, even if the hopper is completely empty. Only seems to happen on harvestors that have run out of power. Also happens if you have a 0 count of resources in the hopper (as in its listed for removal but its count is 0)
Doing "discard ressource" on the 0 count ressource fixes the issue.
Adding one power can also fix the problem. - During periods of server downtime, maintenance is used, but nothing is harvested and no power is used. This was very obvious during the 8 hour downtime one day.
- On a balcony one can never see anyone else that comes onto the balcony.
Fixed? - Problems with building Power Core Units in factories. You have to put in the resources for at least 4 to get 2 identical ones (required for PA hall). The rest of the resources just disappear.
Fixed? - If you attempt to reclaim any deed and your inventory is full the deed will vanish.
Fixed? - The factory owner gets all factory xp, even if an admin loads a schematic. The factory must be loaded on someone's screen for the owner to get any xp at all.
Factory XP completely removed? - Small Generic Planet House Style 2, Floorplan 2 is incorrect Currently is called Small Corellian House Style 2, Floorplan 2, but is placeable on any planet.
Was advised it's being worked on. No info as of yet.
Fixed
- Resources in input hoppers on crafting stations are lost if the player gets disconnected or logs off.
Fixed and confirmed - At times items can not be removed from crates. Sometimes the countdecrements by 1 and goes back up again. At other times, items can take up to an hour to appear in your pack. This seems to be tied to server or database lag, as switching sub servers or simply waiting fixes the problem. It can be a real pain however.
Seems to be fixed - Factories shut down after making 100 items and do not work again unless you redeed them or wait for a server reset.
Fixed
**Exploits**
Exploits are ways of taking advantage of coding or a bug in such a manner to do things that one is not normally permitted to do.
- If you get a critical failure and the resources are stuck in your crafting tool. Do not back out. instead type the following commands:/nextcraftingstage, /nextcraftingstage, /nextcraftingstage and /createprototype. You will notice that your tool is now counting down even the the onscreen window is doing nothing. when its done the item will appear in your inventory. This only works if the resources are stuck in the tool (Architect only). Otherwise you crit fail as normal.
Yes this is an exploit, even if we love to do it (unless of course the devs consider it not to be one)
**Gameplay**
Gameplay issues are issues that affect either us, our products, limits the enjoyment of the game experience or makes our life difficult.
Top 5
- You cannot place items on tables or at various levels in a home without great difficulty. Fine tuning items is very difficult as well. The interface is very cumbersome.
- PA Halls do not use equal lot sizes. Lot sizes for PA Halls are too high in relation to actual item storage availability. PA leader can't store his equipment, and have a nicely furnished PA Hall at the same time. Being PA leader also limits gameplay possibilities because no lots are available to do anything else.
- Having 3 small houses is better than having 1 large house.
- Rotating large beds have a bizare axis point for rotating it, somewhere to the lower-right of the bed. Rotating it usually puts it into a wall, so positioning it is a pain
- Multi spot furniture items such as couches only have one available spot to sit on.
Furniture
- No lay on bed ability.
Seems kind of pointless, but after all, if the beds are there you should be able to lie on them. - Droid detection units do not function.
- Curtains in Naboo houses have full collision applied. Makes it difficult to place furniture.
- Cafe Table 2 looks almost exactly the same as Dining Table. Furniture is limited enough without having almost identical items. (there is a slight difference but they are close enough to cause some confusion.)
Structures
- Medium Corellia Houses are the same size as small Naboo ones, despite 10x the mineral costs.
- Generic House Style 2 takes 2 extra structure modules, and needs a specialized crafting staiton to construct, even though the only difference between it and Floorplan 2 are the placement of the two rooms.
Crafting
- When attacked while crafting, the crafting gets cancelled and all ressources are lost. This can be very frustrating for architects when getting ambushed as many ressources can be lost.
- When it was fixed so crates could be used in crafting .... all containers started showing up in the window. While this is better than not being able to use crated product it does tend to clutter up the crafting window.
- There is no UXP for deeds
Was advised this was intentional because leveling architect is relatively easy
Fixed
- Experimentation does nothing for architects, which essentially makes the entire Construction line worthless.
Fixed with upcoming player cities - Master architects only have +55 architect assembly and +55 architect experimentation.
Fixed on TC - When attacked while crafting, you have to cancel the crafting menu while it was initializing by clicking on the "X". After killing the creature, I can not craft anymore. Everytime I craft I get the message "Failed to start crafting session"
Fixed
**Balance**
Balance essentially determines how a profession or character stacks up vs. another. Imbalanced characters or profession make people want to migrate towards the stronger profession leaving the lesser profession abandonned or damaged.
Top 5
- Architect structures are permanent making renewable income non-existant. There is no return business.
Devs are aware of the situation. No response yet. - Ore concentrations never higher than 60something %. Due to the massive ressource requirements, it is extremely difficulty to get a reliable supply of ore.
- Architect products are significantly devalued, selling at 4-5cpu vs. the weaponsmith or amorsmiths overall higher cpu income.
Submitted. No response yet - Critical failures can cause severe economic damage to an architect, especially when suffering several in a row, or when just hitting the next tier in the construction tree and failing on the first object. A working suggestion is that only ressources, and not subcomponents are lost
Devs are looking into it. No comments yet - Holocron crafters (crafters that are power-leveling up a profession because a Holocron told themto) are devastating the Architect economy by selling items (such as houses) at sub-cost just to get back some of their grinding money. This affects classes with little or no experimentation such as tailors or DEs as well.
Submitted. No response yet
Other
- Crafters cannot get Holocrons without spending exorbitant amounts of money. Holocrons can sell at values up to and exceeding 5 million credits. Even Masters would have difficulty affording that.
Submitted. No response yet
**Wishlist**
The wishlist is composed of things that are not necessary to the game, but would definitely enhance the playing experience for everyone involved.
Top 5
- Corellian house artwork in closely resembles generic house artwork and in no way resembles the Corellian artowrk in the cities.
Come on art team, you can do better than that! =) - There is only one type of tree you can make yet the schematic is labeled as style 1 which suggests there is more than one available style. In addition to this, we know other tree styles exist because we see them in NPC cities.
Hueable furniture is especially in great demand - Furniture such as armoires should be useable as containers. People use backpacks for storage, why not make furniture do the same?
Devs are considering it. No comments yet - Make all structures experimentable in one way or another. This will reduce one-branch wonders, and increase product value.
Other
- Make data terminals do something!
Some suggestions are: Have terminals report harvester status, report friend's location, remote harvestor/vendor/structure administtration. Make them do something, anything. - Increase factory crafting speed (or make it experimentable). Factories produce items much slower than can be crafted by hand. Holocron posted that factories produce faster than hand crafting (a while ago, no longer have refference link for it).
I also added the following point under **Ballance**:
- Construction tree seems to favor non-masters. Master only get gardens.
Thanks for all your hard work and dedication to this field. I am proud to be a Master Architect and proud to have you as our "Spokesman to the Dev Gods". Keep up the good work and hopefully some of our ideas will be implemented.
Fetor
New item:
Under **Gameplay**
- Structures of a similar level have dramatically different schematics. For example: medium mineral mining installation requires only structural modules, where as medium chemical extractor requires walls. Many harvesters are affected in this manner (from medium to large harvesters)
Oh by the way, if you haven't notice, this is a work in progress ![]()
I don't want to sound like everyone else, but I guess I will. *grins* Well done on being able to codify and list many of our most aggrivating problems. It's great to be able to come to this board and see the work you've done and think "Wow. This is great. Yes. Yes. Yes. All those points are things I've been saying for months."
*laughs* So, thank you for all your hard work and dedication. We'll keep hounding you, though with our ideas. After all, we want to be the best class in the game. Hah.
-- Jenni aka Rosette (Master Architect, Sunrunner)
1-Allowed to color furnature
2-A bigger differance between novices and masters (experimentation points)
3-More lots for masters or advanced players.....
or
Special Buildings that can only belong to ARchies that take 1 lot....
_-ArchAngel-_ wrote:
- Architect products are significantly devalued, selling at 4-5cpu vs. the weaponsmith or amorsmiths overall higher cpu income.
Submitted. No response yet
This is a problem with architects, the devs cant MAKE people charge more :/ But fixing experimentation to make masters different from novices would help.
I love the idea of only losing components.. But should you really post exploits.. i mean post the exploit as something that needs to be fixed, but give instructions on how to do it?
But the list is awesome, great job! I hope they do some of these things, especially the item storage vs lot usage
That is a royal pain :/