Architect Archive

Thread: Week Two Top 5 List

Zarcath
Fri Aug 01, 2003 3:17 am
#14

I think I just solved the problem with retriving power.


Once you put the stuff in there, it just becomes "power", but if you retrive it, how is the system going to know what to give you back? It won't keep track of what you originally put in there. With credits, all credits are the same, so there's no problem.


Potential Energy would be a factor, they can't just give you back generic energy, some people may put in power and take it back out to get higher PE, or others may complain about getting lower PE energy back. There's no way the system could keep track of how much of what type of power you put into it.


Even with deeds, when you re-deed it, it's just a generic deed, there's no serial number on it.


That's probably why we can't do it.

Deoka
Fri Aug 01, 2003 4:30 am
#15

Well done Zarcath.


Please add to the factories and crates issue the fact that factories do not remove components from crates. Sometimes they do, but they never take all of them and tend to eat the raw resources when they fail on taking the crate items. Loading structural modules by hand into a factory is very irritating, especially when coupled with the other crate bugs. Also, crates are visible in the craft tool when making items, but cannot be used in those items...you still have to remove the components manually.


Both of these issues were things that were supposedly fixed in beta, but never have worked correctly. The devs need to be made aware that they are still broken.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Souldragon521
Fri Aug 01, 2003 4:39 am
#16



Zarcath wrote:

I think I just solved the problem with retriving power.

Once you put the stuff in there, it just becomes "power", but if you retrive it, how is the system going to know what to give you back? It won't keep track of what you originally put in there. With credits, all credits are the same, so there's no problem.

Potential Energy would be a factor, they can't just give you back generic energy, some people may put in power and take it back out to get higher PE, or others may complain about getting lower PE energy back. There's no way the system could keep track of how much of what type of power you put into it.

Even with deeds, when you re-deed it, it's just a generic deed, there's no serial number on it.

That's probably why we can't do it.






But does it really matter? I would like ANY energy back if I made a mistake or am going to redeed a harvester. For example, I apparently didn't delete the "0" that for SOME reason is placed in the transfer window by default and accidently put in 7550 instead of 755. Now my harvester is going to be going for the next 22 days!!! Except when I move it, all that energy goes poof. Now, I would take 6795 energy back if I could. I wouldn't CARE what type it is. It's energy.



Mansutyybacu (Retired)
Now residing on Vana'diel(FFXI)
JazzmanianDevil
Fri Aug 01, 2003 4:43 am
#17

A good list again, but Colorization (which I want very much also) is a "wish list" item, not something that's broken or severely hampering the profession. I know it was on week one, but perhaps seeing us spend one of our precious five issues per week twice would add additional impact to how serious the crit failure thing is. I would like to see colors replaced with crit failure rates. Having critted two medium houses on Wed. night this week, I fully believe the situation is out of hand.



lilililililililililililililililililililililililililililililililililililililililililililil
Jakyle Lv'Taryl
Retired and soon to be deleted Master Architect
Disgruntled Bothan Rebel Pistoleer
In the player built village of Twinloch, on Talus, Tarquinas server
Shop location, SW of Dearic at Neg 1110 by Neg 5015

Ciordia9
Fri Aug 01, 2003 6:27 am
#18

The list looks good. I'm not sure about colorization as well, people think its easy fix but I don't think it is.. it all depends if they ever had that concept in their engineering or not.. if not then it is deffinitly a future wish list item in their world.

Lamps that sit on tables is another bug still.

Having all our +structure/construction = 100% on master would be nice, be good to see if that fixed the problem with failures.

I really like the idea of using crates in a combine, but I don't know where this lies in dev eyes either..

They've got spegetti coding and so much is so tangled in there for them.

I'd love to hear a response to your first list.. makes aiming secondary lists pretty difficult.

Like to also mention I like your style change in your prose to them. Much cleaner, consice and representative.

-C9-



:: Serberus Osiris :: Kauri Regulator : Aspiring Commando ::
The message has come to me, and I comply with conviction.
B1acksun
Fri Aug 01, 2003 6:33 am
#19

ok guys, Zarcath already mentioned critical failures LAST week. So its kindav pointless to mention it in this weeks list of 5. It would be nice if they gave us some feedback on first listbefore we sent them 10 lists *grrs*
Zarcath
Fri Aug 01, 2003 6:36 am
#20






Deoka wrote:

Well done Zarcath.


Please add to the factories and crates issue the fact that factories do not remove components from crates. Sometimes they do, but they never take all of them and tend to eat the raw resources when they fail on taking the crate items. Loading structural modules by hand into a factory is very irritating, especially when coupled with the other crate bugs. Also, crates are visible in the craft tool when making items, but cannot be used in those items...you still have to remove the components manually.


Both of these issues were things that were supposedly fixed in beta, but never have worked correctly. The devs need to be made aware that they are still broken.







That slipped my mind, I will add it in with the Factory/Crate section, thanks


Most of the issues in this report (Construction, lots, colorization), may be far off "wish list" items, but they are worded imploringly towards the Devs to shed more light as to how they're "supposed" to work. I'm sure we will get a reasonable response for each topic.

Caijal
Fri Aug 01, 2003 6:43 am
#21

Much better list.

I think the increase in Structure Assembly addresses the crit fail issue, though it is a bigger issue on it's own, the items in the list are as important to me. (Plus, as someone said, Crit Failure Dumbassity was on the Wk1 list.)
azn_jedi
Fri Aug 01, 2003 6:43 am
#22

Nice Job Zarcath




MSE-Droid Fusion Grid. Providing Energy Solutions 1 credit unit At a Time!
Located a short run south of the Starport in Kaadara, Naboo. Waypoint 5124, 6059



monkeydust
Fri Aug 01, 2003 6:46 am
#23

Excellent report! I like it better than last weeks actually. My main beef is lot count (which could be somewhat lessened if I could experiment my harvester efficiency upwards). I still have not recovered from the resource shift on Starsider earlier in the week. People who placed harvesters for me are out of town. I would like to rely less on others for harvester placement because of these situations.



_________________________________
- Monkeydust - Order of the Silverflame -
---- Master Architect / Master Artisan ----
ShaddamtheIV
Fri Aug 01, 2003 8:31 am
#24

I am a Master Architect and I dont even have a ballot box in my schematics???


i have two different types of terminals one of which looks like a ballot box but wants the same resource requirement of a terminal???




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
RovaniDragon
Fri Aug 01, 2003 8:32 am
#25

For those of you who dont know how things work.

The more times they see us put Crit Fails in our weekely reports, the more chances of it actually getting looked at because week after week, the architechs are concerned about it.

One of these days, it will finally get the attention if we keep putting it as our #1 priority.


The logic of... well it was sent in on that first one so lets just forget about ever sending it it again is completely silly. The devs will be more apt to forget about our issues and move on to piddly stuff rather than fix something we all feel should at a minimum be looked at.
RovaniDragon
Fri Aug 01, 2003 8:35 am
#26

you are standing near a crafting station? it doesnt show up without being next to one.
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