Architect Archive

Thread: Dvnce Top 5 issue status??

RotorofCorRng
Mon Mar 22, 2004 12:01 pm
#14

Personally, I think the "Top Five" should be reviewed/updated a week after each publish. This would allow deletion of items fixed, addition of new items, and after a week minors bugs "SHOULD" have bueen "hotfixed."



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RotorofCorRng
Mon Mar 22, 2004 3:38 pm
#15

This thread drops faster than a two bit Hoe.



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Naufragus
Mon Mar 22, 2004 3:46 pm
#16

what are our top 5 issues again??????


Dvnce
Mon Mar 22, 2004 4:05 pm
#17

He he.. Sorry missed this thread.... Here is the state of the Top 5 .. As we all know under AA our Top 5 obviously shifted.. We spent a lot of time debating what was current issues.. Since then some of those have infact been addressed and handled.. I am supposed to submit a new Revised and Current List of Issues.. OF which I would say the majority of the work we put into the list we made last month can still be used...


Heh.. I actually started a new job that pays ... well alot more and gives me alot more time for Forum "play" So in the next couple days.. I will be spending some time Editing the Top 5 to remove addressed items and then putting them on the table again for open discussion...








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Pawlin
Mon Mar 22, 2004 4:36 pm
#18

Thanks Dvnce.


How frequently are we supposed to provide a new set of 5 issues?


Are the DEV's supposed to provide us specific answers to the top 5?


These questions may be answered somewhere else but if so then I missed it. I dunno if it was ever explained by SOE or what.



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

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ElBlufer
Mon Mar 22, 2004 6:15 pm
#19

Cant wait to see the answers from the DEVS! Thanks for the answer DVANCE



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Thornstar
Mon Mar 22, 2004 9:00 pm
#20

please dont take out renewable income issue. Candles are a welcome addition to the game but I have since has 0 orders for 0 credits since this patch went live. so i still have no renewable income. I think it needs to go in the top 5 again. I dont know what happened to all these "hundreds of interior designers" that Thunderheart talked about, they sure dont exist on infinity server.


I know that we pushed the move up/down command but in all honesty that wasnt directly related to our profession, any player can do that, and most of the stuff that you can put in houses arn't even crafted by us.


It would be nice if we could craft packs of furniture, rather than single items. a pack would include, armoirs, bookshelf's, chests, tables and chairs, all of the same style for each pack.

It would be nice to have different styles of plants too.


Maybe I am just getting extreemly bored of this game, ive made a post about the politician profession mess too. A sign that SWG really is going dry after just 7/8 months?


Each time I try a new profession, i seem to grow tired of it within a few weeks.
Bandola
Tue Mar 23, 2004 6:06 am
#21






Thornstar wrote:

please dont take out renewable income issue. Candles are a welcome addition to the game but I have since has 0 orders for 0 credits since this patch went live. so i still have no renewable income. I think it needs to go in the top 5 again. I dont know what happened to all these "hundreds of interior designers" that Thunderheart talked about, they sure dont exist on infinity server.




Well from what I am hearing candles hardly qualify as a renewable income source anyway, sure they are supposed to decay, in fact they do it so well they apparently even decay in crates and inventory, but they appear NOT to decay once placed, or at least they DO, but they stay lit indefinitely once they reach zero, so once placed how you want them, then as long as you don't pick them up (and why would you want to if you got the placement perfect), they will still be there when the galaxy implodes on itself. What exactly is renewable about that ?





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Bandola
Tue Mar 23, 2004 6:43 am
#22

If I got it right, then this was the list of our top 5 issues:


These are the Final issues that are relevant to the Architect Profession

Issue 1). Bugs These are what we have set as bugs, we need them fixed or addressed and clarified at least if this is as intended..
Harvester Anime.. Not working when harvesters reload..
Master Armoire still is not right.
Factories are stopping before the 100 item limit in output hopper is reached.


Issue 2) Interior Design. As a viable role for architects there are many changes that need to occur. The following is a list of what are our priorities in this category..

Up/Down ability on item movement.(yes announced that this is being worked on but this will be an issue until in fact this feature actually makes it in game)

We need colorizing options for furniture especially those that require hide or wood as ingredients.. Either in the same style a tailor chooses colors or using a craft able tool that shares the same platform as the new vehicle customization tool.

Storage type furniture needs to be used for that purpose(in the way that we are using backpacks now for storage.( chests, armoires, cabinets. Etc.)

New Furniture. Even one or two per patch would be nice.

Lights Lights Lights. Can these work please..?


Issue 3). The way things are working and the way they should.. There are a handful of instances that just need a little revamping or tweaking..

Fusion and Solar harvesters are not having an option to experiment on effectiveness on final assembly ..

We should be able to experiment on factory effectiveness. A well set up manufacturing center should produce items on an assembly line faster than we can by hand..

If it’s a chair we should be able to sit on it.. If it’s a bed we should be able to lie down on it.

Factory crates should ALL(especially Ore Mining Units)go to 100 item limit and identical crates of less than 100 items should be able to stack.

Allow resources to stack to 1million units. This will help tremendously on storage issues.

Lights Lights Lights.. Can these work please..?


Issue 4). Renewable Income. With saturation of harvesters on our servers increasing the need for our services are dropping.. This can be addressed in a few ways.

We want a role in the GCW. Building facilities and items that can be destroyed.

If a structure falls below 0 maintenance then it should take a repair kit(craft able) to get that structure operational again. Repair kit should require items like a new power core (generator), lubricating oil, and resources that would restore structural integrity(metals).

New structures always raise new demands.. Especially ones that are Player City specific(would also add benefit of joining a city)

We need to be able to offer a wider variety on some structures. For example Give us experimentation on houses.. It can have a swinging effect like if we increase storage capacity of a house it has higher maintenance costs and visa versa.

Issue 5) Our Role in the GCW. Every profession should have a specific role in the this war. It only makes sense that architects should be able to make any structure involved in bases.

If a person wants to place a base/turret they should have to go to faction recruiter purchase a schematic with their faction points then have an architect build this item. The architect should have to get some items from other Professions Like Weapons Core from a WS for the Turrets, Reinforced Armor Plating from AS for bases, Clothe From Tailor for banners and flags.. These items will also help with our issues on Renewable source of income..

Allow us to also make new items.. Walls .. Gates.. Towers(watch/sniper) that can also be added to fortifying bases(all destroyable)
RotorofCorRng
Tue Mar 23, 2004 6:53 am
#23




Actually our top five issues, from stickied thread that Pawlin started, and Dvnce said he used, are/were as follows:


My comments are in red below





Ok, I think we've had enough votes on this to call it closed.


TOP 5


I - Add an /levitate command to move furniture or other items in houses up or down. (18) (ADDED in lates published)


B - We want new types of furniture and different colors. (17.5) (NOT addressed)


#1 - Lack of experimentation on fusions and solars. (16)(NOT addressed)


M - Please add experimentation to factories so that it does something. (9) (NOT addressed)


F- Ore mining units don't crate. (9)(NOT addressed)


I'm removing #2 - Display bug on harvesters for power balance which got 13 votes since it is already being fixed in test center.


TOTALS


1-16, 2-13, A-4, B-17.5, C-4, E-2.3, F-9, G-4, H-1.3, I-18 , J - 2 , K-8 , L-3.3, M-9, O - 1, P-5, R-2 X-3.5, Y , Z-2, AA, AB, AC


Decay = 4 no, 3 yes = -1(Very important issue which we are split on, so likely will never get addressed)


Newer options:


Y - Apprentiship program instead of AP to get master.


Z- more lots for master x


AA- Warehouse building


AB - Colors or designs for interiors such as wallpaper or flooring.


AC - Design a floorplan with current houses as a shell.





Rotor - Will cease to exist May 3rd.
RotorofCorRng
Tue Mar 23, 2004 7:07 am
#24

And here is "My" Top 5 Breakdown:



Sorry for this, just dont know how else to put it, and I feel things need separating.

Top 5 Bugs:

#1 Harvester Power Balance Display.=Addressed/Fixed

#2 Master Armoir.=Addressed/Fixed

#3 Ore Mining Units Not Crating (Feature or bug?).=Not Addressed

#4 No lamps light other than City Lamps.=Addressed/Fixed

#5 Harvs Animation.=Not Addressed

Top 5 Issues:

#1 Experimentation on Solar or Fusion Generators.=Not Addressed

#2 Experimentation on Factories.=Not Addressed

#3 Corellian Housing Suc....err.... is way behind others.=Not Addressed

#4 Mx over time decay.=Not Addressed, but they may call candles renewable source [shrugs]

#5 Lack of Vertical Axis Movement on Furniture.=Addressed

Top 5 Wishes:

#1 Allow us to Color Furniture and Housing Interiors.=Not Addressed

#2 Functional Furniture (Armoirs, Cabinets, etc.), and furniture placing on balconies/terraces/porches.=Not Addressed

#3 Let us build Combat Structures.=Not Addressed, but hinted

#4 Structures Factory 1 lot.=Not Addressed

#5 Allow Master Architect choice of Large House for two lots. Perk for going all the way and to help lots issues.=Not Addressed





Rotor - Will cease to exist May 3rd.
RotorofCorRng
Tue Mar 23, 2004 7:09 am
#25

When you look at my post above, I guess you could say that 26% of my issues have been resolved. However, this does not mean I am ready to let go hehehe. However, it is progress.



Rotor - Will cease to exist May 3rd.
Bandola
Tue Mar 23, 2004 7:21 am
#26

thx for putting me right rotor, I used the search function, little wonder I didn't find the correct thread !




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