Architect Archive

Thread: State of the Architect and October Top 5 issues

_-ArchAngel-_
Mon Oct 20, 2003 10:15 am
#1

Alright folks, time to post your top five post patch issues. Please list them in the following form:


1. Issue one
2. Issue two
etc...
5. Issue five


Please don't include anything from the list below:


http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=25314


Also please exclude discussion on decay, renewable income and criticial failure. All of those issues have been given to the devs, and the devs are looking into them (albeit slowly).


I had the opportunity to discuss things with the devs recently. They are aware of of our issues. Essentially I said, "So what do you know about our problems" and he read all the stuff I had posted back to me, so I'm sure they know what's up. So please be patient folks, I expect they'll be fixing stuff in time, and they seem really sympathetic with our problems. True to dev style however, they haven't given out any timeframes (and I don't blame them, as they have alot of work ahead of them), but you can be sure things will be getting better eventually.


By the way: thanks toeveryone forproviding intelligentfeedback and suggestions. It's nice to see that we can have civil discussion without having too many flames. Hopefully what comes out of these forums will form the Architect profession for "generations" to come.


I'd also like to encourage people to check out the Test Centre for the upcoming player cities. While things are still a bit "raw" (said: buggy), it's definitely worth your time to just check out a few structures. Unity has a little city going already if I'm not mistaken, so go have a look.I havent had the chance to check them out yet (TC is always offline when I try to log in) butI've heardit's definitely something to behold.


So that's pretty much it!
Good luck out there.




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

StPhil
Mon Oct 20, 2003 11:00 am
#2

Top and only issue = Morale



Architects have been very discouraged for a long period of time now, costing us a number of fun and veteran players (including our old correspondent, and it seems our new one is feeling it as well). The atrocity of the last patch really did not help matters. Experimentation was included (which some feel breathes new life into the profession, and others like myself feel makes it more like 'work' and less like 'fun'). The hopper capacities were horribly messed up, and this was after we were assured these changes would not go live. Ug.


I barely have the energy to continue this lackluster post, and I'm curious to see how much response you do get here. The current state is this as I see it. My PA has 3 architects. 2 are secondary accounts to folks who play combat mains, and myself who only has 1 account. We used to have 2 other main playing architect, but both have since left the game from the same morale issues. The profession was listed as one of the top 5 advanced professions mastered, but I'm certain that is from all the seconday accounts people make.


Player Cities will be something new to see and enjoy, but I don't think it will impact the problem that the profession is not fun to play, and is being relegated to peoples seconary characters. If something could be added to make the profession 'fun', and not 'work', that would be the best thing for us (1-civil war structures, 2-the rest of the furniture types that we can see in game, but cannont make, 3- let walls be made in a factory to reduces our drudgery for crying out loud).


-Phal




-Phal (Froggie Power!)
Dayln
Mon Oct 20, 2003 11:07 am
#3

Angel,


hmmmm Hands are too tied to respond.


Allof the top 5 issues are either on the list you told us not to include or is the dreaded "decay" word. Only one item on that list has been addressed ( experimentation, and that only half addressed ). I am afraid if I were to add smaller things I would take away from the importance of things you dont want on this list.


In other words.... cant answer, you told me not too

Gnomepunter
Mon Oct 20, 2003 11:12 am
#4

Well, this kinda goes along with the factory issue already mentioned but, it is different and should in turn fix a lot of the factory issues for us.


Schematics we make to use in our structure factories are broken. Instead of inserting the serial number ofthe part you used to make the factory schematic, it's blank (or has a square (wildcard?)). I am not sure about walls but I do know the crafting stations do not insert the serial number of the items from the factory crates adn thus they will not work in factories to pull from crates.


Fix the schematics and I think they will fix our factory problems. I am not sure what all schematics do this. That's something only the programmer will be able to do because I just don't have the resources to try and make every Architect schematic to see which are broke.


Perelay
Mon Oct 20, 2003 11:39 am
#5

Issue #: Who knows.


It is my understanfing that crates are now usable as resource for schematics. However, I see a shortfall in the implementation of this. When you use a crate to fill a single item slot, one that only takes a single item to fill, the crate works great. When you need to fill a slot that allows for more than one item the crate autofills all item counts. The only example I have for this at this time are walls.A wall requires 10 structural modules to make. Due to the fact that I could only scrape together 10-20k of lowgrade ore I made 10 crates of 100 structural modules. However, I could not use the crates to provide 1 module from each crate to make the schematic. I had to remove one module from each crate to create the schematic. The factory would not pull from the crates directly because I did not use them directly in making the schematic. I had to periodically remove the modules from the crates to feed the factory. Since the factorys input hoppers are limited to 100 items this was a tedious task. Walls are good for grinding, but, are pain when you need them in quantity. The factory can make them, but, not from crates unless you use only one crate. This becomes a pain when you have to burn so many resources to make schematics that are only good forjust a few walls. Instead of eating thousands of units of low grade ore I want to be able to use those resources more efficiently.



Thanks


Perelay


Twilahs
Mon Oct 20, 2003 11:51 am
#6

I don't know that I'd call these issues a top priority, however it seems the Devs are altering our schematics a bit anyway, so now is a good time to address them (assuming they aren't already planning to do so):


1) High Efficiency Moisture Vaporator Schematic: This schematic calls for 6 Structural Modules when it obviously should be 6 Wall Modules to be in line with other heavy harvesters.


2) Medium Harvester Schematics: Medium Chemical, Flora and Gas harvester schematics require 3 Wall Modules, while Medium Mineral and Moisture harvester schematics require 3 Structural Modules, these should be changed to also be 3 Wall Modules to make them in line with the other medium harvesters (or they could all be changed to require 3 Structural Modules of course, but I feel that skews things in the wrong direction).




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Fitzhume
Mon Oct 20, 2003 11:54 am
#7

Hey- in addition to those 5, here are some ideas think should be addessed


1) Generics take more resources, yet essentially have less space- schematics should be the same at least, or reversed.


2) # of items in buildings are same in small and mediums- mediums should have 200.


3) This idea Idont have a solution too, just an obvious problem. The devs have made many goal/quest setting situations nearly impossible to those who are crafters. An example (not really my biggest prob but its the best example) are holocrons. Artisans who dedicate all their pts to artisan skills will never be able to achieve these types of items unless we spend millions of credits to buy them- There should be some extention to the artisan class in general to incorporate it into the rest of the game better. Right now it seems like we sit on the sidelines and just provideluxuriesfor the rest of the players who get to experience unique aspects of the game most of us wont see. As I stated earlier I really dont have a solution, but its worth mentioning to the devs. Right now I am working on CH, not really because I wanted to be a CH, but there are things I hear about that I want to see and I feel I have to do it in order to witness/participate.



-Fitzhume - Master Architect - Kettemore






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X Fitzhume Emit X
Obsidian Dagger Squadron



Dilvish-Ahazi
Mon Oct 20, 2003 1:10 pm
#8

Crafting stations -- this partly afffects all crafters, but is in our domain, so-- the devs should tell us why they went out of their way to make ratings visible -- how is the tool/station rating supposed to matter? It seems the benefits should be higher, more noticable, than they are now...




Dilvish - Ahazi apprentice Dabbler
Kalkin - Ahazi Crafter -- Assembly Rating +44.4 Craft Stations
stocked at -499 -4148 in Senia Naboo, right next to shuttleport
Ender007
Mon Oct 20, 2003 1:30 pm
#9

THE TOP AND ONLY ISSUE: LACK OF RENEWABLE INCOME


I now you guys have pointed out the little things that drive us crazy that need to be fixed. Certainly the factory pulling from crates to make walls drives me a little isane, but the only issue I really care about is the lack of continuing business from my customers who have now almost all upgraded to Heavy Harvestors and medium or large homes.And I don't see many of them trashing their existing structures just to get a higher extraction or hopper size.


In a post far far away I mentioned that we should be involved in the war through production of destroyable structures. I stand by that as one solution to this issue. Their are many others. I just want this topic addressed by the devs ASAP.


I would also like to add that giving us player cities buildings is only a stop-gap. Many Player Towns already have dedicated Architects so there will be very little business to be found in these structures.




______________________TTG is DEAD... LONG LIVE DOTB!_______________________
Shiner Bock: Master Architect, Master Droid Engineer, Master Artisan
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DeathLemur
Mon Oct 20, 2003 1:33 pm
#10

If it hasn't been mentioned... loosen up the restriction on placing harvesters on hilly/sloping terrain. Its bloody annoying to not get a harvester anywhere near a concentration of resources because there's a 2% grade...



--
Mordus Crestingrider -- Fraggers Hall, Corellia
My hand's been cut off, my friend's frozen in a block of carbonite, and it turns out the guy that killed my teacher is also my father. But I have good news... I just saved a bunch of money by switching my X-Wing's insurance to Geico.
Fix the resource markets!
Kitsunetsuki
Mon Oct 20, 2003 1:44 pm
#11

Thunderheart wrote:
Almost there....


Stay on target...

(Somebody had to step up to the plate here.)
Archimast
Mon Oct 20, 2003 1:44 pm
#12

One issue that bugs me a lot is the Structure Factory. Why does the Struc factory need to take up 2 lots while all other factories are one lot. Is there something to the architects? Why do they rob us of 1 lot? Not that we dont need it, having the resource requirement we have and in addition to the low (lower than50%) concentrations of ore (I dont complain about the resource requirement and low concentrations as I undestand it as a trade off for not having to deal with special resources).However, this needs to be balanced in accordance with the other professions.



Functionality of crafted items: The one thing that we craft andhas an important fuction in the game are harvesters (that only a small % of PCs use). Houses are semi-usefull fo crafters-merchants while furniture is useless (except for decoration but in oposition to storage limits). Some type of functionallity should be added to both furniture and increase the functionallity ofhouses.



Decay:For me decay is the most important issue as a driving force in the economy. There is a lot of money in the game that doesnt come out of the economy. Decay to at least harvesters is one way for money (that gets accumulated in the hands of miners) to disappear. Money goes from fighters/missiontakers --> crafters --> resource miners --> ??. Resource miners only loose some small% of moneyto maintenance while their resources stay in the economy in the shape of harvesters / houses / furniture / cloth. The proposoed reduction of mission payout will not help the economyit will slow it down making crafters lifes more difficult. While item decay and increased functionality of craftables willor should stimulate circulationmoney and at the end money going out of this circle thus stimulating the economy and stabilizing.






Aenaos Silverfire
Master Weaponsmith, Merchant, Master Architect, Master Artisan
Stores: 452, -5284 Coronet (Weapons) &
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Stock List
Dilvish-Ahazi
Mon Oct 20, 2003 1:46 pm
#13

Critical: pulling bricks/walls from crates in a factory not just manually at a station.



Dilvish - Ahazi apprentice Dabbler
Kalkin - Ahazi Crafter -- Assembly Rating +44.4 Craft Stations
stocked at -499 -4148 in Senia Naboo, right next to shuttleport
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