Architect Archive

Thread: Architect Issue #4 Bugs ***Open Discussion***

LonelyGhost
Thu Mar 25, 2004 10:25 pm
#14

Structure decay, IMHO, will save Architect as a profession for more than 5 people per server. But I'd prefer to see it manifest in a better way that a simple decay-and-its-gone way.


How about giving Architects a schematic for a Repair Kit that can be dropped on the structure Management terminalthat repairs its condition to full value? Then for harvs, remove the re-deed cost and replace it with a Redeed Package that you drop on the harv that allows it to be re-deeded?


This gives Architects a new source of RENEWABLE income. And if they finally make experimentation count for homes, the Maint value for them can be adjusted through experimentation.



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kastlyn
Fri Mar 26, 2004 2:12 am
#15



Dvnce wrote:
This is where to add to this list... Is there any other bugs out there that are directly related to our profession?

Issue #4 Bugs

System Manufacturing error #7 --- This bug is very annoying and is costing many crafters resources. We have tracked as best as we can to narrow down this bug It needs to get fixed ASAP






Is this the only bug we have listed? Bugs should be issue #1, and please don't forget about factory experimentation (speed AND storage, please) as well as fusion/solar deed experimentation.



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MistakenIdent
Fri Mar 26, 2004 11:47 am
#16


  • OMU in crates.

  • Deeds in crates.

  • Crafting Stations require Novice Architect to craft, but still are using Artisan Experimentation. Either move them to Master Artisan, or change the experimentation.

  • System Manufacturing error #7 - this one affects EVERY crafting profession, and even non crafters that buy schematics and own factories. Fix the storage limits, or at least tell us what the true limits are. Is it the experimented maximum storage of 1:1 unit or is it 200 total crated/uncrated item.

GogoDodo
Mon Mar 29, 2004 8:41 am
#17






Nakorthebluerider wrote:
Structure decay would kill those of us that do static lot changes. Give up the idea.







Since i have about 300 harvestors in static locations, i feel that maybe i should weigh in on this idea. I want there to be some decay on harvestors, but i don't want to have to reseed my static fields every 2 months. Decay should happen similiar to weapons, just thru normal use the harvestor will accrue some damage, damage that can be easily repaired (thru a arch kit) but that decay would be fairly small. Greater damage, and diminishment to the overall health would come from the redeeding of the structure.



G




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Naufragus
Mon Mar 29, 2004 10:12 am
#18


any decay should be repairable by DRIODS...not these silly tool kits the devs are so fond of
the_redeye_jedi
Mon Mar 29, 2004 3:41 pm
#19


Not sure if this is a bug really, but all crates should be increased to 1000 items per crate.


I make a run of 1k small storage mods and its 100 crates of 10... yow! This makes me have touse a small house just tostore a run of these things. IMO it should take up one spot in my inv and be a 1k crate of them.


Increase all crate sizes to 1000!

Message Edited by the_redeye_jedi on 03-29-2004 02:42 PM

CraftDragon
Mon Mar 29, 2004 5:27 pm
#20

Crate OMU



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FulminataXII
Tue Mar 30, 2004 2:48 pm
#21






GogoDodo wrote:





Nakorthebluerider wrote:
Structure decay would kill those of us that do static lot changes. Give up the idea.







Since i have about 300 harvestors in static locations, i feel that maybe i should weigh in on this idea. I want there to be some decay on harvestors, but i don't want to have to reseed my static fields every 2 months. Decay should happen similiar to weapons, just thru normal use the harvestor will accrue some damage, damage that can be easily repaired (thru a arch kit) but that decay would be fairly small. Greater damage, and diminishment to the overall health would come from the redeeding of the structure.



G







I have to disagree with the last part of this as it just makes it even harder for the little guys trying to get by on their own lots plus whatever their friends can spare. They have to be able to move around their harvesters. This would just be yet another change that would favor the big guy over the little guy.
Astev_Aris
Wed Mar 31, 2004 4:55 pm
#22



Nakorthebluerider wrote:
Structure decay would kill those of us that do static lot changes. Give up the idea.




Just because you and some others are using static lot trades does not mean that harvester decay should be discounted as a possibility for a renewable source of income. If I manage to keep my vendor stocked with my own lots and NO cross-server trades, why are you unable to do the same?

While not tehcnically an exploit, I'm sure cross-server lot trades were not a mechanism that the Devs intended to be used in the manner in which they currently are. At the very least, I'm sure they won't shed a tear if your cross-server miners vanish due to any decay system they may or may not implement in the future.



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  • Astev_Aris
    Wed Mar 31, 2004 4:58 pm
    #23

    Oh... and give us some decent ore concentrations, and crate the freakin' OMUs already.



    ___________________________________________________________________

    Astev Aris. (Formerly) Master Artisan/Architect/Shipwright
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    For those who may be unaware, this is a lame-a$$ sig.
  • Meplorium
    Wed Mar 31, 2004 6:08 pm
    #24






    Naufragus wrote:

    i completely agree with you that harvetsors should decay slowley...


    i have just not seen this team ever get decay right though...








    Exactly, be careful of what you ask for, as you may just get exactly what you didn't want. Think droid storage units or decay on lamps.



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    Cafa
    Thu Apr 01, 2004 1:04 am
    #25

    Crate OMU's


    Fix my structure factory or TELL ME THE FREAKING RULES


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    Macoot
    Mon Apr 05, 2004 7:52 am
    #26

    Some kind of decay on Harvesters is important.


    Those candles are just not hacking it as renewable income......



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