Architect Archive

Thread: Ten Questions *** Submitted 2.1.04 ***

BoberFett
Tue Feb 03, 2004 9:00 pm
#14

Darnit, now I'm not so sure about that. I could have sworn that's how it was though.


Still, it's a frigging bit. And the server has to know whether it's running or not.
Galdara
Wed Feb 04, 2004 10:16 pm
#15

Hilarious and oh so true, Perilous. I have only one divergence...a chest that held things, even if it took up house space wouldn't be COMPLETELY worthless. I for one would like to store my clothes in my armoire instead of having them on display in my bedroom. But then, it would have to still have the things in them when I picked them up. This is the one reason I'm too terrified to put anything of value in my crafting stations. I've not tested it, but I'd be willing to bet that if you accidentally pick up the station, you'd lose anything inside of it.


About house styles, would it be too difficult to let us put walls where we want them? I'd like the ability to have a small round naboo with no walls at all. You'd think that wouldn't be impossible to do. Just adding more static styles isn't going to do the trick in the long run. We're architects. Let us design.


And critical failures just don't make sense. Occasionally, I can see a chef burn a loaf of bread if he gets distracted, but rarely do buildings fall down after you finish putting up the wall paper. It happens, yes, but not when they've used the best materials available and not cut corners. And we can count the number of times it's happened in the last 100 years on one hand.


Another thing that I haven't seen mentioned in quite a long time is doors....why can't I lock an inside door? I'd really like to be able to have the entryway as a shop and have the rest private. Folks did that for decades without technology. Shop in front, living quarters in back or above.


Harvesters is one area that could be really snazzed up. I should be able to monitor my harvesters from a data terminal in my office instead of having to run all over the galaxy to see how they're doing. Could be another money sink, if they wanted. So much maintenance for the terminal, charge morefor different 'reports' or functionality. Waiting for shuttles is the second least fun thing to do in the game, first is working for days on harvesters only to fail in the experimentation 4 times in a row.


Speaking of experimentation, I'm all for taking it away from the final result of large items. Make the final be the result of the experimentation done on the components. If I put a souped up engine in a car, how is the leather I used in the back seat going to affect how fast the thing goes? I'd not mind so much failing 4 or more times on a component. But after getting all my components just perfect and ending up with a POS because of failing final experimentation, is frustrating, not fun at all, very not fun at all, really really very not fun at all, and doesn't make sense.


Factory output really is too slow. It seems to be 3-4 times slower in a factory than by hand. What's wrong with this picture? Shouldn't that be the other way around?


MHO.




Xohamz
Thu Feb 05, 2004 1:51 am
#16

bump
Elorraso
Sat Feb 07, 2004 5:49 am
#17

cool comments
Cafa
Mon Feb 09, 2004 11:13 am
#18



[snip]


Why is factory efficiency experimentation in the game but totally nonfunctional? I mean, is it *really* necessary to take almost 18 hours to run 1000 bricks, and then have to wait an *additional* eight hours to run 100 walls? Come on now. I have about 30 orders pending (no joke), and I've spent the last four days running bricks and walls...and I STILL dont have enough to fill my orders because I've got to wait 95 years for the factories I've got going. Is this really, really necessary? I dont expect instant karma here, but give us a break, guys...25 hours for 100 walls? Fuggedaboutit.

Factories take too dang long to manufacture items. When will factory efficiency experimentation mean something? You know it's a bad sign when you have three or four structure factories (I have three and desperately need two more) running literally day and night and you still can't keep up.


[snip]






Would just like to comment that I would pay 1 million cr for a factory to get twice as fast!


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Vadikar
Mon Feb 09, 2004 11:34 am
#19

Pawlin! You're my hero! Thanks for the laugh.


/emote taps his top on the cold "single floored" surface of his boring old corellian medium home waiting for any kind of response from a Dev on the architect questions.....
OdysseyArchitect
Mon Feb 09, 2004 2:03 pm
#20

It's a good list...but...


I'mvery put offthat colored vehicles are coming this weekwhile we still have nothing in the way of colored furniture or housing- that was bad prioritizing.


Furniture and housing have been here since rollout and we've had to live with one predesignated, and often bland, hue per item. As a result, our crafting has no creativityand our houses have little uniqueness oropportunity forpersonal touches.


In my opinion, there should be truly 'buildable' structures, not just cookie cutter deeds.Housing should have custom options such aswalls, wallpapers, floors,windows, doors, etc.We should be able to design and customize/colorize furniture.


Devs,if you haven't already, go check out other games like EA's TSO to see what it means to really 'build' and decorate a structure. SWGhas littlefor players looking for a creative outlet rather than just warring. Incidentally, TSO doesnt have a lot going for it but when it's a dull time, one can spend literally days doing creativebuilding and designing ofnew houses and gardens.My 22 year old son has been playing it since it came out; he works on designing houses and gardens constantly. Even though he's a powergamer wholoves battling in other games like this one, he sticks with THAT one because of it's creativity and he plays it more than he does anything else. So would many of us be if there were such a thing here?


Sorry to the finearchs here who are liking the trade;I certainly don't want to rain on your parade and I hope you continue to like it.But me, I've looked for creativity withseveral crafts on two SWG accounts now and every day i'm finding myself playing something else instead of SWG and trying to decide if I should finally click oncancel account. Dang, wish it were different...

LadyLeala
Mon Feb 09, 2004 3:05 pm
#21






OdysseyArchitect wrote:

It's a good list...but...


I'mvery put offthat colored vehicles are coming this weekwhile we still have nothing in the way of colored furniture or housing- that was bad prioritizing.


Furniture and housing have been here since rollout and we've had to live with one predesignated, and often bland, hue per item. As a result, our crafting has no creativityand our houses have little uniqueness oropportunity forpersonal touches.


In my opinion, there should be truly 'buildable' structures, not just cookie cutter deeds.Housing should have custom options such aswalls, wallpapers, floors,windows, doors, etc.We should be able to design and customize/colorize furniture.


Devs,if you haven't already, go check out other games like EA's TSO to see what it means to really 'build' and decorate a structure. SWGhas littlefor players looking for a creative outlet rather than just warring. Incidentally, TSO doesnt have a lot going for it but when it's a dull time, one can spend literally days doing creativebuilding and designing ofnew houses and gardens.My 22 year old son has been playing it since it came out; he works on designing houses and gardens constantly. Even though he's a powergamer wholoves battling in other games like this one, he sticks with THAT one because of it's creativity and he plays it more than he does anything else. So would many of us be if there were such a thing here?


Sorry to the finearchs here who are liking the trade;I certainly don't want to rain on your parade and I hope you continue to like it.But me, I've looked for creativity withseveral crafts on two SWG accounts now and every day i'm finding myself playing something else instead of SWG and trying to decide if I should finally click oncancel account. Dang, wish it were different...








I would say, give it some time...


If you ask me, adding in vehicle colorization was a rather minor patch, whereas putting in the effort to give architects a revamp or the ability to change colors is much more complex. I do feel that there will be a lot of improvements down the road insofar as customization goes... look what they've done with Bio-Engineers, and now chefs........




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EimrealiaMael
Fri Feb 13, 2004 8:58 am
#22






Dvnce wrote:



6) Whenwill we get to move items Up/Down?





I read that they will be adding this ability in publish 7 earlier in this thread. However I have concerns.


Implementing this would technically require the game to have a Z axis, correct?


I can't even begin to fathom how exploitable a Z axis would be, nor how many bugs it would cause. Am I alone?



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Pawlin
Fri Feb 13, 2004 10:52 am
#23

So you submitted the questions almost 2 weeks ago. Do we have an ETA on when we can expect an answer?






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Dvnce
Fri Feb 13, 2004 11:28 am
#24






Pawlin wrote:

So you submitted the questions almost 2 weeks ago. Do we have an ETA on when we can expect an answer?









He is working on them.. He has them infront of the devs now.. Was just asked some clarifying questions about them 2 days ago.. He has 30 + sets of questions that he has in front of him. Now that the patch is live I am sure He will be able to put more time into them.... I know I know I am getting anxious for to see what he says too .. I am also waiting on approval to reports on some pretty good stuff




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Xohamz
Fri Feb 13, 2004 12:11 pm
#25








Implementing this would technically require the game to have a Z axis, correct?


I can't even begin to fathom how exploitable a Z axis would be, nor how many bugs it would cause. Am I alone?





You will notice that we already have a z axis. For instance, you can place items on stairs and move them around. They then have a positive z position relative to the ground of the house. We are just asking to assign the z position directly. It may cause problems when some items go through the ceiling but they already have a feature to bring lost items to your feet.


In short, I don't think there is a lot to worry about.


Naufragus
Tue Feb 17, 2004 8:19 pm
#26








Perilous wrote:



Anyway, we require more storage space and more resources than any other profession by far, yet our factories take up two lots while all others only take up one. What's the deal here? And who do we have to sleep with to get some fair play? Reduce structure factory lots to one!







while agree with you on the lots, i have to differ on the space and resources....


the last holo profession i got was armorsmith...talk about resource intensive...each armor requires completly different hide, chem, fiber and metal...some even call fo rdifferent kinds in the same recipe and you need subcomponents and synthetic cloth and fiber panels and reinforced fiber panels....gawd we have it easy....
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