Architect Archive

Thread: Collection of Bugs, Errors and Oversights 08-11-03

WarGhul
Tue Aug 12, 2003 1:30 pm
#14

You are crazy BrianMandinga.


A 50% failure rate? It must be just you. In the past 4 days I've built:


3medium mineral installations.


1 med chemical


1 med gas


1 med water vaporator


2 factories (structure and equipment)


3 large houses


1 med house


I crit failed about 7 structural modules, 1 wall module, 1 med mineral final assembly and 1 large house final assembly.


Admittedly, the large house final assembly failure hurt, but still out of 47 wall modules I failed 1, and out of 12 final assemblies I failed 2. So even with that, it is a failure rate of 1 in 6, which isn't anywhere near 50%. And given the complexities involved I'm not all that surprised at the failure rate. Sure I'd be happy if we got a better structure assembly skill upon reaching Master. And I'd be happyif we got fewer crit fails.


But I put most of the blame on my substandard Personal Crafting stationcause there are no resource shifts on Lowcaso I can't get anything with a conductivity more than 834 or so. If I could experiment my crafting stations up to 99% effectiveness and the same with my crafting tools, I'm pretty sure I could reduce my failure rate to near 0, especially once I reach master.


-I AM WARGHUL


Cyberthugg
Tue Aug 12, 2003 2:26 pm
#15

war your a moron .... just fyi ..... this isnt a whats important to you list this is a collection of BUGs ..... ERRORS ..... AND OVERSIGHTS .... just because you dont care about it doesnt mean i shouldn't post it.... stop being so full of yourself. the fact that it does not cost much more to make the heavy than it does the medium is important to some of us because it effectively reduced the demand for that particular type... it IS a balance issue andsome people feel it needs to be addressed just like everything else.... your the type of person that thinks top 5 lists are gonna save the world. This is a list as complete as I can make it not whittle down to what makes you happy ...... if you don't like the list then tough #### deal with it and move on ... make your own and stop crying.
Cyberthugg
Tue Aug 12, 2003 2:28 pm
#16

finn thanx for the info ill add that as a work around for that bug.
Naufragus
Tue Aug 12, 2003 3:56 pm
#17

can we just get the emial that whats-his-name the correspondent uses and just all email this everyday...


it is just about time the harvesting mechanism works or an explanantion on why they cant fix it

Deoka
Tue Aug 12, 2003 9:07 pm
#18

Crafting:


E. Med flora takes about 12k resources. Was mistaken when I initially posted that. On the other hand a heavy moisture harvester only uses 8k resources for some reason.


I still think the vastly differing resource requirements for same size items is an oversight, and therefore a valid issue. And water harvesters are mostly used by medicine crafters who can certainly afford the higher priced harvesters, not chefs


F. If I am reading the patch notes correctly this should be fixed tomorrow (yay)


Harvesters


A. Appears to have been fixed. At least I have seen no posts reporting it lately when it was a daily issue on this forum for quite a while. I have not experienced this myself for at least a week now. In fact, the opposite is true. I have a few harvesters that are using LESS maintenance than the normal rate consistently, even though the normal rate is showing in the status window. I got my fingers crossed that they slipped in a stealth fix to architect experimentation, since I always have experimented harvesters hoping that itwould be fixed at some point.


B. Also appears to have been fixed. Hard to tell for surewithout large downtime though.


Houses


A. I doubt that this is a bug. Running through a populated area where houses had items on the balconies would cause a lot of load time. Would be nice to have dev confirmation that this is intended though.





**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Jezebelle2004
Wed Aug 13, 2003 12:16 am
#19

Confirming Power Core bug is NOT fixed as of yesterday.



Run 1....Put in materials for 5, recieved 4


Run 2...Put in materials for 4, received 3

BrainMandinga
Wed Aug 13, 2003 12:38 am
#20

How about the critical failure rate of anything in the architcet field? I made it to novice architect with less than a dozed critical failures. Since becoming an architect, I have been running about 50% success rate on wall modules, which is a killer in regards to ore, which is already incredibly demanding. I have also had a critical failure on my first medium house.


This is getting out of hand. I have lost close to 40k units of low grade ore since beginning this profession due to critical failures. I understand that there is a certain amount of risk involved, but 50% success rate? That is ridiculous. Real builders don't fail at making houses 50% of the time, it is more like 2% of the time if that. Why is it that I have gotten to be a higher level crafter, but my building skills seem to have gotten worse? That does not work for me.


Devs, please help us out and fix that percentage, it is way to high a failure rate. The quantities of ore an architect uses is obscene enough, much less the quantity wasted when you fail half the time. A medium house doesn't take 14k units of ore at this rate it takes 28k units because of the failures.




"Which did you like better? 'Jedi' or "The Empire Strikes Back?"
"Jedi"
"Blasphemy!"
"'Empire' had the better ending. I mean, Luke gets his hand cut off, find out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All 'Jedi' had was a bunch of Muppets."
Vilkata
Wed Aug 13, 2003 1:21 am
#21






Cyberthugg wrote:

U. Bio engineers should be the ones to make plants and give them more than 3 types.




Responsible bug reports do not include personal bias opinions. Please remove this one, we make furniture, a plant is furniture, it's not a bug or mistake. The more you dirty honest problems by sneaking in personal opinions, the more you detract from the validity of real problems.


On an unrelated note. I had my factory eat 8 structural modules when it ran shy trying to make wall modules because it took me over half an hour to get the stupid factory crate with the last 2 structures in it to let me retrieve them. Anyway, it ate the components and didn't produce the product (rather than just stopping since it was shy of the required components). This has only happened once to mefor this item, though I've lost several power core units.


Sergeant Vilkata Grazioso - Master Architect, Master Creature Handler




Master Sergeant Vilkata Grazioso
Leader of Praxis Imperia
Master Teras Kasi Artist

Master - Musician (Holo #1), Artisan (Holo #2), Droid Engineer (Holo #3), Doctor (Holo #4)
Master - Creature Handler, Architect, Medic, Scout, Swordsman, Brawler, Image Designer, Entertainer, Dancer, Marksman
Cyberthugg
Wed Aug 13, 2003 6:17 am
#22

a plant is furniture? .... A plant is a decoration not furniture. that is fact not opinion. my opinion is architects shouldn't even be doing furniture. if your gonna lambast my post at least do it correctly and while we are on the subject how about re reading that title.


BUGS


ERRORS


OVERSIGHTS <------ wonder what this means.


The fact there there is only one type of creatable plant and it is under furniture is either lazy or an oversight ... i choose to beleive they are not lazy and lump this into oversight .... sorry protest decline im keeping it in.

Zakker
Wed Aug 13, 2003 6:59 am
#23

I can confirm most of the first post's oversights/bugs/etc. I'm not only climbing the Arch squares (painful) but tailoring, mastered artisan, merchant and some chef.


The higher in furniture I had climbed (I did NOT corelate these two things till posted above) the higher my fail rate. I won't even attempt houses or climbing anymore arch. squares till I hear better about the criticals. I had spent a week collecting enough ore/steel and other resources to make two factories, and not only criticalled 1/8 th of the structural modules (bareable), 1 of three walls (each factory, and painful as hell) and then criticalled one factory. Not to mention the same for a chemical medium harvester last week.


So I plan on it costing the price of 2 to create 1.


I don't have NEAR the same crit rate on any other line, of course nor is it as painful when I do.


I do not understand how arch's can sell their wares for so cheap on Ahzi, I must be very unlucky or value my time and resources highly comparatively.


Thank you for listing these problems, Personally, I think they should be concentrating MORE on crafting issues and the economy then on pvp and the melee. Who cares if someone can kill you with three rancors or whatever is the weekly issue with pvp. Because of their oversights on this game they have KILLED this economy for dedicated, hardworking, HONEST people who have tried to contribute to this game.


I believe they knew about most of the issues, don't care or made sure their own employees who play the game, friends and family and beta people where rewarded by being able to use the beneficial bugs (factory to name just one) to get ahead of the majority. I do not believe people who have played this game for longer then 3 months DIDNT know about this stuff, and DIDNT have the opportunity to fix it.


Come on, they don't think the average player of this game is that niave do they?



Zakker/Zak'kitty


grrrr




the continuation of the chipping away of the foundation of America's goodness is inpart due to its own secular society- holding in high esteem- its own members who dive head first into the cess pool of immorality. http://fisherpics.com/movie.swf
Vilkata
Thu Aug 14, 2003 3:53 am
#24






Cyberthugg wrote:

a plant is furniture? .... A plant is a decoration not furniture. that is fact not opinion. my opinion is architects shouldn't even be doing furniture. if your gonna lambast my post at least do it correctly and while we are on the subject how about re reading that title.


BUGS


ERRORS


OVERSIGHTS <------ wonder what this means.





Main Entry: over·sight
Pronunciation: 'O-v&r-"sIt
Function: noun
Date: 15th century
1 a : watchful and responsible care b : regulatory supervision <congressional oversight>
2 : an inadvertent omission or error


There, you don't have to wonder anymore. Nowhere in that definition do I see "personal opinion". Plants being defined as furniture in the game is not a bug, error, or oversight, it's intentional and practical. It's people who keep pushing trivial personal crap like that at devs constantlythat are clouding the real issues since they have to weed through all of the excess to get to what is actually broken. I was polite in my pointing it out the first time, but if you want to get into it, there it is.


If you want to waste the dev's time with personal opinions, fine, label it as such, but don't try to pretend to be in it for the community when you're speaking for yourself.


Have a nice day.


Sergeant Vilkata Grazioso - Master Architect, Master Creature Handler




Master Sergeant Vilkata Grazioso
Leader of Praxis Imperia
Master Teras Kasi Artist

Master - Musician (Holo #1), Artisan (Holo #2), Droid Engineer (Holo #3), Doctor (Holo #4)
Master - Creature Handler, Architect, Medic, Scout, Swordsman, Brawler, Image Designer, Entertainer, Dancer, Marksman
SummerDream
Thu Aug 14, 2003 4:22 am
#25

H.Many folks are reporting that advancing up the furniture line appears to increase thier chance of critical failure on all Architect lines instead of decrease it. This is unconfirmed but enough people have mentioned it for me to decide to list it as a possible bug.)


I have this happening too, since when i passed to forniture I to III i am having about 2.5x criticals than i used to.


C.Paying Maintenance on Harvestors sometimes cause the amount to be subtracted from the maintenance pool instead of added. Seems to occur when the harvestor is going through a pay cycle and you attempt to pay.


And not only - but when you open a ticket they say it's your fault and that this isn't happening :/


Luckily happened to me just once so far.


B. Ore mining units made in a factory come out individually, not in a crate.


AND THANKS GOD! Yesterday on 6 crates, i had to do tribal dances, logouts, cursings and tickets on all of them but once to take off the items from them. Particulary hilarious a crate with 3 generator turbines which let me take off two, but not the last one for over an hour. So welcome the ore mining units out of the crate, same me an hour of cursing.


G. At times items can not be removed from crates. Sometimes the count decrements 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.


Exactly


F. You cannot place items on tables or at various levels in a home without learning how to play Tetris.


And on upper floors you're screwed anyway






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Cyberthugg
Thu Aug 14, 2003 6:39 pm
#26

It may be intentional but its YOUR personal opinion that its practical. Sorry, protest still declined it stays.


don't like it? eat my toe jam and make your own list .... otherwise ..... no otherwise .. eat my toe jam you pud

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