Architect Archive
Thread: Current Architect top 5 issues?
Just don't make the house go away. Use the same code like armor and weapons repair tools, but only arch can make it. Home Improvments 101 kit. The house takes damage and so forth from storms, metors, your neighbor taking a leak on it. It finally starts to decay to a point were its condemed. you can't enter the house. At which case you need you an old fashion repair kit. this way people don't have to try and get an arch to there house to repair it. although this could be done as well.. i mean you can try to repair that gun yourself.. but ill be takingmine to a weaponsmith to do it lol. the repair kit would not be like the armor or WS though... instead would require a few wall modules etc... almost like building the house new. Except it will just be one kit for each size house. just some rambling.
Dagget
I'll cast my vote as a master architect who focuses entirely on Interior Design.![]()
In order of priority:
I (my absolute highest priority)
B (doubt we'll see it any time soon, but a squid can dream, can't he?)
E (!!!!! sheesh!)
G (again, not holding my breath)
2
(Although I recognize the seriousness of #1, it doesn't affect my personal business.)
Also, because you asked if we disagree on any points, I'll voice my disagreement with D (decay).I don't want my personal fleet of harvesters, let alone my homes, to decay and I'm POSITIVE my customers agree. Andwhile I see your point with P and use mediums myself, if you consider the economics in terms of units per lot or per time rather than units per credit the heavies offer an advantage. Lots of folks smarter than me have debated both sides of this issue and I feel both approaches have their place.
Thanks for organizing this!
The kit would have to .......lets say..... have to be about 50% of the structure. I.e. Small house 5 bricks instead of the 10. Still need a LPCu, and SSM, and half the resources currently needed for the final combine.
Being a non architect, but working with alot of them my points can sort of be ignored but still I figure what the hell.
New Corellian homes, new furniture (they already exist in game just need to be craftable), placing items on porches and/or the roof even if they are considered city decorations.
i dont want to have to log on to 20 tells with people wanting me to run to their houses to repair them.. kits would be better as generic, so that anyone can use them...
personaly i think it better to have no house decay at all. too many rooms for bugs, too many items that could be lost.. people spent many hours decorating their houses.. if they had to do it once a month then that would suck. this is an issue i feel that will course many people to leave the game.
extractor decay is something else tho.. but it would have to decay in a way that it stops working when at zero condition rather than going poof. i would hate to lose the extractor and 100k ore that was in the hopper... this is more valuable than the extractor. how about at zero condition its just the moving parts that stop working? so u can access the output hopper to retrieve your resourses, but the extractor wont turn on.. all you can do is destroy it?
oh, and the other thing is player city buildings... city halls couldnt decay, if they went poof then the city would also go poof.
i honestly feel that housing decay is too complicated... too much room for heartache from design and heartache from bugs.
An issue that I wish would be address is a storage facility for an Artisan. As a architect I am always running out of storage for the resources that I need to craft with. If an Architect could craft a storage facility and only an Artisan (level to be determined) could place the structure, much like a politician, it would be of great help. The facility could be a one room structure that required one lot, but held more then 75 Items, possibility in the 3 to 500 range. Currently I am using a vendor so I can keep lots for extractors and Etc.
Out of the issues addressed I think that:
Decay should be added to structures.
Balance the cost benefit of heavy harvesters to medium harvesters.
Add new types of furniture and different colors.
Add an /levitate command to move furniture or other items in houses up or down, and create a"Place" option, much like a structure so you can determine exactly where you want it, and rotate prior to "placing it"
Fix the Lack of experimentation on fusions and solars
Chinookdr
Master Artisian, Architect 4,4,2,2
* Some medium harvs take walls, others take structure modules
* OMUs not created in factory crates
* Crates not big enough.. Please allow crates of 100-500 items
* Structures should decay 0.5% when redeeded and ONLY when redeeded. If a structure reaches 0% condiction it can not be placed (fixes the problem of people losing items) and 0.5% means a structure can be redeeded 200 times before it needs to be replaced. I don't think too many people would be upset with this.
My top 5 issues are:
1. Power consumption display bug.
2. Experimentation on Factories. Storage and Durability
3. Experimentation on power harvesters (wind, solar, fusions). Hoper size and Extraction rate.
4. Ore Mining Units not creating up in factories.
5. Items working and displaying properly. Master Armoire, harvester movement animation and lights lighting up.
The other items that people have brought up are more general or not as immediate architect issues as these are and other are just wish list items.
I see your point Zen. Right now some people are voting before all the ideas are on the table.
How about we just proceed with this thread the way it is and see how it works out. If a new idea pops up then you can feel free to modify your vote if you want to. If it work ok then we'll call it good enough. But if it gets too convoluted by saytomorrow then we'll declare this the "brainstorming for ideas" thread and then start another thread which would be the "casting votes" thread. K?
My top issues:
- Power display and loss on harvs. I don't want to have to cycle a harv to avoid losing 1/2 the power on redeed. Along with the improper display problem.
- Power Generator alignment. A wind gen should typically provide enough power for 6 personals. A solar gen should typically provide enough power for 6 mediums. Anda fusion should typically provide enough power for 6 heavies. Why 6, do I say? I figure the typical crafter has a medium house, afactory, and a power source. That leaves 6 lots for harvs.
- Colorization. Give me the ability to craft a furniture colorization tool. I don't want to actually set the color (like Tailors do), I want to be able to sell that ability, via a tool, to another player. Architects already have more schematics in-game than any other crafter. If we ever get the rest of the schems that we should have, this problem only gets worse. I can't possible know what color bed Johnny Q. Public wants. So don't make me decide. Allow me to craft a coloring tool (or maybe 3 or 4 different types...whatever), and the whole galaxy will be happy.
- Don't add build decay, unless you do it right. A repeat revenue source is fine, as long as it's done right.
- Structure factories should be twice as fast as they are today. They take up twice the lots. Make them twice as fast. It shouldn't take 3 days to make 100 chairs (exaggeration, I know). Why else are they so freaking big?
- Master Architects should be able to place a Large house for 2 lots. Do this correctly, so that it avoids exploits. The Master Arhitect must declare it as their residence, and then, it counts as 2 lots. If they declare a different residence, the first house goes back to 6 lots. If they don't have enough lots, the first house should be destroyed (yes DESTROY it...of course, warn the user about this). Along with this, if a Master Architect places a structure factory, it too should only be 1 lot. Same destruction rules apply. In both cases, if the structure is transfered, to a non-master, it's lot usage goes back. Also, if the owner drops master architect, the lot usage reverts back.
- Give me the rest of the schematics that should exist. Particularly, give me the rest of the plants.
- Player Garages andan a new indoor theatre, to go along with the outdoor theatre we have.
- Indoor lighting. Street lamps are nice, but true indoor lighting would be so much better.
- GCW structures would be cool.
- Resource depletion email. I would almost kill for an email to be sent to me when a resource depletes. I can't count the number of times it depletes 20 minutes after my last harv run. As an example of fun...that ain't it. (not architect specific)
- Server downtime consumes maint/power, but gives no resources. Come on. Either do it one way or the other. (not architct specific)
- Add a move up/down command. (not architect specific)
- Allow some type of container within a player house, other than a backpack. There are containers demonstrated in the newbie walkthough, for goodness sake, yet in-game there are none. The armoire, chests, etc. something should be allowed to be a container, to avoid a little clutter in our houses. (not architect specific)
That's my list, in the order I see them.