Architect Archive
Thread: Week Two Pre-liminary
E-Mail notification isn't that big a deal. We could throw that in next week's report or later on down the road.
We should be able to see a listing of our harvestors in the field along with current power/maintenance in them. This would be a lot better than an email when the things run out of the stuff.
Maybe put this in the Datapad or have another item that will keep track of them.
An estimated time remaining on harvestors would be awesome too. Maybe add an optional component to the harvestors to give them this ability. A "Resource Gauge" component or something.
I think the major issues were reported last week: admin rights on houses, withdraw maintenance from harvestors, etc... By the way, have we gotten a response to those yet?
I think limiting the lot sharing will simply make individuals do their own maintenance / resource gathering, and then personally hand the resources to the architect (or use the PA merchant) It really won't affect the economy *as greatly* as expected.
A side thought would be to implement more lots. Unfortunately, the most logical place to do more lots would be on the Merchant tree (the ability to manage more land).
As far as the construction skill, what if the advanced construction techniques started reducing the number of resources needed for basic items (like structure modules?) as well as increased the experimentation. It would help Architects with their pricing (just because you have construction 4, and it costs half the resources to make structurals means you need to tell the client), as well as put a crimp on the Black Market, I mean, the Bazaar prices for materials.
I just find it funny that every other crafter can experiment to make their wares better and its considered balanced. Yet if we were to do so it would be unbalancing.
We spend a TON of resources getting to where we can do even large harvesters. We should be able to tweek their stats to be more effective.If I could make a large do 8 or 9kgh through experimentation I would sell it for a ton I mean at least 50% more than if it was a regular. So that will help eliminate making low level players advance to fast. I would think this would only be practical for the medium harvesters and above since getting eng 3 is not very difficult and if it was not kept within the confines of the architect line the exact problem you stated would be a concern.
this is what id like to see our experimentation effect
Durability:
Effect the rate at which an item is damaged due to improper funding. Slows the damage rate on all architectural items. Also reduces the maintfee by a percentage with a max of 50% and a reduction in power consumption of 25%, if the experimental durability is at 100%. The 100% would be almost impossible to achieve and would likely also require every experimentation point to get it this high. Why shouldnt we be able to make a more practical medium harvester that only takes 720cr a day to run? This would also address many of the complaints on excessive maintenance fees we see on different boards.
Effectiveness:
Effects the rate at which an extractor(be it power,mineral,chem,gas) extracts materials. This should maybe be the same as the durability scaling with a 50% increase at 100% experimentation. Once again it would be very very hard to get these this high. This would still give the Large harvesters caps at 10.5khg , mediums at 6kgh and smalls would be excluded from this unless they could find a way for the smalls to only be affected by architectural experimentation and not just general crafting experimentation. Also a slight increase in the maintenance fee might be required to make this feasable. it would also work well if combined with enhanced durability.
Storage:
If the two things above were included this might actually have a place then.
Anyone ever seen a fourth stat on our products? these are the three I remember seeing=)
Also factories and crates I totally agree on.
Colorization would be awsome. I felt like such a gimp the other night while decorating a PA hall. I kept getting asked..."can you do this in that color?". Of course I couldnt and they were happy nonethe less but still would be a nice bonus=)
Medium chems and gases definetly need to be fixed for their required components. We miss a whole segment of the population because of the unfair requirments for these two types of medium harvesters.
I love the idea of email notification for harvesters and not so much for houses though. Houses should be checked and folks should always know what they have in em. Harvesters on the other hand can change in a blink..literally.
Another thing Id like to see is additional lots for architects. I use to hate the idea of this but since ive gotten master its become obvious that 10lots is not enough. Especially since 2 are basically frozen by my structure factory that I have to have. I dont think extra lots should be a +1 lot per tier thing either. Else everyone would have just that one line trained for the lots. I think the answer may be with master architect comes lots +2. Twomore lots would work wonders for most masters I know. It might actually allow me to put a house down to sell stuff out of without the need to gimp my ore production=)
One other thing you mentioned was the 10cr maint for a personal harvester. I think I addresed this above, but ill say again. Even with experimentationthe maintenance on a harvester should never be below 50% of what it is now.I might haveread this wrong and your refering to 10cr per half hour, if thats the case im not sure that would really be overpowering since that still is 480cr a day.Eff4 in the merchant line knocks it down to 576cr a day as it is.(Havent gotten it yet but close and is a 20% reducedharvester maintenance).Also I couldnt imagine a small ever doing what a medium could. even if done as I stated above the cap would be 3kg on a small. This would also blow thechance for reduced maintenance as well since it would take literally all your exp points and top of the line materials to getit this high.
I agree with this. Don't think limiting lots would help all that much.
I think limiting the lot sharing will simply make individuals do their own maintenance / resource gathering, and then personally hand the resources to the architect (or use the PA merchant) It really won't affect the economy *as greatly* as expected.
It doesn't have to be granted from a skill. Just increase lots to 20 or something.
A side thought would be to implement more lots. Unfortunately, the most logical place to do more lots would be on the Merchant tree (the ability to manage more land).
This is an interesting idea. It may not put as big a crimp on the bazaar as you think but this is definitely something to think about.
As far as the construction skill, what if the advanced construction techniques started reducing the number of resources needed for basic items (like structure modules?) as well as increased the experimentation. It would help Architects with their pricing (just because you have construction 4, and it costs half the resources to make structurals means you need to tell the client), as well as put a crimp on the Black Market, I mean, the Bazaar prices for materials.
We have architects running 100+ harvesters on bloodfin, and you don't think it's a problem? It might be
uncommon now but in a few months when it becomes widespread I will say "I told you so"
I think before u send new stuff for week 2, i think u need to resend week 1 stuff over and over again till those problems are fix. Hell, u sent 5 things in like 4 days ago and none of those issues got fixed so u want to send 5 more???
Zarcath, all good points! Excellent work!
I do agree, however, that Administration rights should be addressed and fixed as quickly as possible.
It's hard enough to deal with moving my harvs, but I can't even have a friend plant my factory for me and use their lots spaces (which would make sense since it hardly ever moves). In addition, groups of friends can't share a house, which hurts our market. I'd put this up there as a high priority, if you can.
Bolrus wrote:
Keep up the good work, Zarcath.
However, personally, I (and all those I play with, not just architects) think that probably the number one issue is :
Fix the darn administration functions for structures!!
/agree
/agree
Broda wrote:
An estimated time remaining on harvestors would be awesome too. Maybe add an optional component to the harvestors to give them this ability. A "Resource Gauge" component or something.
I thought that resource depletion was based partly on time, partly on use, and partly random.It would be hardto gauge how long we have left if the amount of the material mined mattered, and impossible if the exact day of the shidt is random. Maybe we can get more details on how it works, but from what I've read, I got the impression there was a minimum and a maximum number of days a resource would last, and after the minimum passed, there is an increasingly likely (but stil random) chance of it shifting each day, until the chance hits 100%.
Is this not correct?