Architect Archive
Thread: 10 Questions We Want Answered
1 - are Fusion reactors considered broken, because there's no experimentation on the final combine (and so the max is 14BER)so they will eventually be fixed, or are they as intended?
2 - will ore mining units be put into crates someday? Please?
3 - please don't ask for all things to come in larger crates (unless the answer will be yes!)(if so, hurry up!), but can someone take a quick run through them and rationalize the numbers? We use small structure storage modules in such large numbers (6 a pop in Hvy Mins) that we need to keep dozens, or hundreds, so our schematics don't go bad, and they're 10 per crate! IMHO 25 minimum for allcrappy little things. Not to make us more powerful, just to avoid using up so muchspace on junk. Walls are fine, structural modules are fine, but the junkcan be stored in larger numbers without affecting game balance.
4 - Solar harvs really need to be fixed: 8BER is not right when I can make wind 9BER easy, don't you agree?
5 - Will harv animation be fixed? It's not just cosmetic, I always knew when I went by the ones by my house when a resource had dried up. It was a very immersive feature IMHO, and I miss it.
6 - Will some dang fool require that all arch materials need high stats to be useful, or will the current, very sensible system continue, where archs are able to make use of all the junk metal and ore in the universe?
7 - Will the bug whereby a factory that runs out ofone component, and yet still burns up the resources (the ones that are not in crates, like metal, ore and chems) for the last, not-ever-made item be fixed? In other words, hey! factories are bugged and burn up resources when they run out of a component. Try making Heavy gas harvs (10k resources in the final combine!) and lose a lot of stuff to this. Very annoying, no in-game justification IMHO since we cannot control how many the factory tries to make except by limiting the items we put in. Please give us control ("Make 3 of this" from the factory control menu), or fix this bug.
8 - Why do critical failswhileexperimenting on hopper size bork the BER? Don't you realize that all you're doing is discouraging the use of experimenting on lesser aspects like hopper size? When I get an amazing success on BER, it means nothing, because I am not going to risk my BER for hopper size, so I just waste the excess exp points. IMHO hopper size failures should only affect hopper size. In fact, I'd eliminate critical fails on minor aspects of a harvester, but that's me.
9 - What's the deal with factories? does experimentation do anything? Maybe it's just me, but I see no effect whatever. Some numbers are unchangeable, and the storage space is just meaningless, isn't it?
10 - Will the display bug for power on harvesters get fixed? Yeah, turning them off and on resets it, butit's kind of a waste of time.
Thanks for listening.
I read a few...then skipped to the bottom.
1. Please give us a /raise and /lower command. By the way, /rotate <direction> [angle] is nice, thank you
2. Please give us a color selection tool for elements of furniture.
3. I notice there're are models out there that we DON'T have. a purple houseplant for one (I saw them near the cantina in Tyreena,) a microphone for another, faction banners for yet another, and certain chairs for cantinas for another still. These are things that I don't think are lootable either. Can SOMEONE get these? I'd go with overloading the existing schematics to do this, like you did for civic structures, (overloading, as in overloading a function.)
4. Personally I think there enough resource salespersons to suggest that rethinking the miner profession would be a good idea. Please? More player sources of resources can't be bad. BETTER player sources of resources can only be good.
5. If it weren't for the high imp/low reb opportunities on naboo, I might move just for the architecture. Can we please get some architect designed structures to thow up on Corellia? That stairs all over the place large just looks like wasted space, and the fact that several models ARE shared between generic and corellia is annoying.
6. How about a /move command? I'm thinking /move <x> <y> that's strict to the north-south, east-west directions so you don't have to line yourself up so CAREFULLY to move groups of furnature and line them up.
8. How about storage in the furnature? I superimpose a backback in a chest but what'd it take to make the chest itself a container?
9. Is there a way to give us data terminals with functions? I don't know what. Datapad storage would be nice. information-only harvester-repeaters might be useful, (check the status without flying all the way out to back-of-beyond to discover you forgot to add power or mineral "x" is no more,) heck, a history of visitors would be interesting. ("You were visited by "abe", "adam", "alice","benny", "bob", "charles", ..., since you last logged on" or even " the last 10 visitors were...").
1. We need consumeables, that even novice architects could sell for cash flow. Architect is an EXPENSIVE profession especially when your goal is master arch/master DE. that's a whole lotta ore. ![]()
2. healing in a radius of player structures. That would allow entertainers to put on rooftop concerts with fireworks and all, at night, etc. Plus it would fix the player theatres, without doing new models. Let the entertainer healing work anywhere within 100M of a player building, for example. Problem solved, on both ends. Art team can get to stuff for the space expansion, and players can heal in their theatres ![]()
3. Placeable outdoor furniture. Perhaps only placeable ON your building (not near) such as on the front porch, on the roof, etc. Only loads if a placer steps onto the steps/etc of the building, so it does not lag players it's not affecting. I want my rocking chair on my doorstep! hehe
4. More decorative objects. The city publish helped this a LOT, but many are simply too big for most homes. Smaller versions of the same items, and new ones, would make houses into real homes. I got into arch to make my own home..Not just crank out houses.
5. A movement interface, with a default macro button in the control+a pad. target, and type /move, and get a selection of sliders, move them about and the item moves, until it's where you like, then click accept. A bit of work I'm sure, but all the parts are in there now (except the vertical axis) so it's just a matter of putting them into one thing ![]()
6. Color palettes, at least on furnishings? perhaps house interiors as well..maybe not palettes, but color kits, like the droids and vehicles? Kill 2 birds with one stone..consumeable items, and customized homes.
7. Will we get some harvester maintainance droids, or perhaps, a BLL could be used to move a player house, items intact, without storing them all, making moving MUCH easier? Sortof a DE issue..but also would help Architects too, I'd think. Can set up fully furnished homes, and sell them to customers.
8. Could you add in extra lots for architects? Not just to put harvesters, but to put up a few homes, for customers to see? I'd LOVE to be able to just say ok..this little cottage here is a Naboo 2..and right there, is a generic 2. Which do you like?' rather than saying 'umm..read the forums.' Or at least, amke it so that the deeds become models of houses (also neat for decorating. Dollhouses. could make vehicle deeds into vehicles as well, for making a home garage, or toy cars)
9. More house styles, especially the fugly generic clone Corellians? and I got some styles I'd like to see too... First off, the little round houses from Ep4, that you always see NPCs with. perhaps like the Naboo2, take 1 lot, and have half the storage cap. Another, the houses with gardens, small fortified yards, etc that NPC camps have. Maybe make them tatooine fortified house..Naboo villa, etc. Take wood, and other resources, along with more wall modules, etc. Available maybe a skill level above or so? and one I'd love to see, corellian houses made to look like urban buildings? like in the cities? black and metal, and taller than other planets, but smaller floor areas, with elevators/stairs or whatnot? The corellian large could be like a small apartment complex of sorts. 3-4 floors, each the size of a generic medium, rather than making it wider, build up?
10. More variety in player towns. Player 'animal pens' where a BE could put animals, out in the open air, and players could walk through them. Would be great for petting zoos, or showing customers what creatures they can pick and choose from
Vehicle garages, for staging autoshows. Especially once more customizeable vehicles are out. could even have player events. Not player city carages, but large structures that a vehicle could actually drive into, to show off their vehicles and have autoshows and such. Everyone loves hotrods yanno, hehe. Maybe a stable, a building players could call pets in, that would be 6 lots, as large as a large house, but all one big interior area? players could compare pets, as a perk, have a small stage, and medics and entertainers get xp for healing pets that are inside the building?If that's not doable, just have all animals inside it heal at about twice or 3 times the rate. won't unbalance combat, but would allow people to get pets back to snuff. chefs could make a fortune putting up one of these, with a couple stocked food vendors, for healing and feeding pets.
As an image designer, feel free to ignore my opinion, but I feel that lighting is woefully inadequate! You either have (a) torches which lag, and produce smoke, or (b) streetlamps which automatically turn off during the day. Is there an ETA on viable sources of light that look starwarsy, and not like the magical tiki room?
Cafa wrote:
In my order of importance:
1. Explanation of tool and crafting station effectiveness. This includes truthful feedback as to inordinate amount of critical failures on stations vice droid stations and feedback that they have reviewed code verifying that tool and station effectiveness either make a difference or not. The ambiguity is not FUN. The issue has been beaten to death and to me this is the number one question I would like answered with authority.
2. Garages. When, and quite frankly why not at the beginning? No rants from anyone PLEASE. I would like a simple adult conversation about this. Not to ping on SWG/SOE att all. An explanation for their absense would go a long way to telling me that communication lines are really open.
4. Factory crates at 100 for EVERY item. Reduces the database load and solves 40% of storage problems. Could combine this with increasing resource containers to 1,000,000 units please?
5. Pavement for cities.???
6. More models for furniture when?
8. Faction schematics for furniture please!
9. Consumable products. Any!
Fivo Asia
Cafa, I love you man. You issue number one is a thorn in my MMORPG lifetime. I want to know what the numbers do exactly. Ambiguity is not fun.
The other issues I quoted from you are big questions for me too.
1. Apartment buildings
2.Why can't Architects design buildings ( bedroom, foyer, media room, library, basements, carports. skylight) analyze button = 15 walls , 4 glass panes, 12 Crown molding, 3 power cores.
3. Building exteriors ( change color or texture of buildings)
4. Exterior Fences
5. Bridges
6. Starport
7. Garages
1) Will ore mining Units ever be crated??
2) Higher numbers in crates for stuff ie.... Small sturcture Mods (10) Light core power units (5)
3) Is the solar and Wind suppose to be that close in BER?
4) Why do critical failswhileexperimenting on hopper sizemess withthe BER?
5) are the Fusions supposed to be Maxed out at BER14??
5) are we ever getting a move tool with a up and down in the air function.
6)Harvester Aniamtion.. Need I say more.
7) Colored Furniture... SO many people ask me all the time...
I agree with the most common ideas, here are some 'odd' ones that might not have been mentioned. I know they arent the most practical ideas or the most important ones but I'd like to throw them out there.
BEST IDEA: Architects should get SIX LOTS that can only be used for houses. We should get to reap the benefits of our profession without losing out on harvesters.
1) re-combine and stack factory crates and put items back in
2) A desk to put my desk lamp on please?
3) A utility to make our own custom floorplans?
4) ui action to add resources that have been placed in a toolbar slot
5) a 'light switch' for rooms and overhead lighting
6) options for couches like 'relax, lie down, snooze'
7) furniture items like paintings... perhaps these could use a screenshot system to make custom ones
8)street lamps in cities take an ENTIRE LOT from the city, this is ridiculous
9) sinks, bathtubs, toilets, showers
10) FLOOR MATS and carpets
Thats all I can come up with for now
let me know what you think