Architect Archive

Thread: Next Question Number 4... I must decide one by sunday...

Cereah
Fri Jun 18, 2004 12:52 pm
#14

Totally agree Dvnce


And they have done it before for Armorsmith, DE and Vehicles. It's not seem too hard to do.



Cereah, once a tailor/ID/Interior designer. Now a lot of characters for doing the same.
Bringing beauty to SWG since 2003.
Dark_0ne
Fri Jun 18, 2004 4:24 pm
#15






Dvnce wrote:

how about ...


After you ( TH ) initiated the subject of furniture colorization a few months back.. we started a poll discussing the perfered method of colorization ... several months later and Many and Many pages of responses to that poll the unanimous response is Color by crafting process like tailor clothes... Is this an issue that we are still likely to see brought to live?


what are your thoughts and suggestions?





I agree on the question subject, but I would be a little more direct, and maybe open it up a little to ask for potted plants style 2 etc.


I think these are all examples of things working in other areas of the game - colour being added during crafting is very common. The art work and 'skins' exist for numerous items of furniture, and should be easily added to the final crafting stage as it works for the Gungan head statues or gardens.


I think you should sell this as a very cheap implementation with huge benefits to the architect profession, and from my perspective, I can only see a positive impact on the game.





Tony Weyland - semi retired
Meplorium
Fri Jun 18, 2004 4:36 pm
#16

Well since you are on a roll with the furniture thing might as well. But that output hopper problem is well, a big problem. That needs to be resolved somehow. I hope that bug being fixed is being pushed for.



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Nadiel
Fri Jun 18, 2004 10:20 pm
#17

i share archie crafting with another in my guild and all i make are houses and furniture so add colorization would get me some sales i'm sure




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Lecivius
Sat Jun 19, 2004 12:36 am
#18

/agree with the furniture colorization


It would be interesting to see the response, seeing as how we followed to process laid out by TH several months ago, without response It will give architects (and all professions, for that matter) a baseline as to how information "requested" by TH actually gets attention.



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l33thaxx0rnam3
Sat Jun 19, 2004 4:42 am
#19

Sounds good to me. I think we'd be more likely to get some schematics for the objects in game before this, but I'd LOVE to see it. Hopefully it will not be too dificult to add. S'good question.



I think it should be presented by us as a matter of "when" not a matter of "if".





Word.





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Curxcha
Sat Jun 19, 2004 7:55 am
#20

I'd like to have the possibliety to experiment on factories to make'em faster. They are waaay to slow.


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_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
Tunturi
Sat Jun 19, 2004 11:11 am
#21





Harvester and Factory one-time use "Repair modules" - where both factories and harvesters must be re-deeded every 5 days for repair or it stops working and takes a 25% decay rate every week






As if harvesting is not time consuming as it is. I'd be willing to meet you half way, make it so harvesters conditioning starts to deterioate which would lower the BER.


For example say you have a BER 13, for the first couple weeks of use it would run at 13, as time went on they would slowly start to drop so say in two months of use, the BER would drop to like 8, this to me as a miner would be acceptable. and would make it so we would need repair kits to get the BER back up to 13. and if condition gets to 0 then the harvester would stop to work and be unrepairable like armor. Also make it like armor when you repair, each repair would bring the harvester back to BER 13 but would lower the overall conditioning so the harvester will not last as long as it did before. Eventually the person will have to buy new harvesters.


to make it so we need to re-deed and fix our harvesters every 5 days is insane.

StumanKadir
Sun Jun 20, 2004 4:56 am
#22

Yeah I'd support the colourisation question




Stuman Anikadir
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zoynk
Sun Jun 20, 2004 1:59 pm
#23

Furniture color pallets. Simply because every other crafting profession can customize color or make a device that can alter the color of certain objects. It would certainly add more personality to houses.



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Manaman
Mon Jun 21, 2004 4:08 am
#24

Yes. thats a good question.


Heres one or two more i would like to see...


1. What is the possibility of us being able to rotate items on a Z axis? (tiliting items if you will..)


2. Why are there 7 million armor / weapon components that add to the strength of armor and weapons, yet zilch for archi?


3. If the admin rights on non-owned harvestors are removed, how do you expect architects to be prosperous given the massive amounts of resources needed to create our main ticket items when we would only have about 6-7 lots for harvs available solo? What is the dev's vision for architects in this possible future?


4. Why are harvestors BER hard caped? Should not the resources dictate the harv ability like almost everything else in the game? This severly stagnates our profession as just about every architect makes the exact same items. where is the room for creativity and personal accomplishment? If harvs MUST be hard capped, why must they be hard capped at such an easy BER to achieve?


5. Can we finaly have a definitive answer as to what if anything experimentation on factories does? Rumors abound...


thats about it for now.







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Fneegan
Mon Jun 21, 2004 6:28 am
#25






Harvester and Factory one-time use "Repair modules" - where both factories and harvesters must be re-deeded every 5 days for repair or it stops working and takes a 25% decay rate every week








As if harvesting is not time consuming as it is. I'd be willing to meet you half way, make it so harvesters conditioning starts to deterioate which would lower the BER.







The modules will do many things:



  • reduce static/cross-server harv swapping

  • give Arch's a new schematics andnew item to craft

  • another (good) item for selling

Idon't think re-deeding every 5 daysis insane - as is, I'm checking them every few days and never leave them unattended for more than 2 or 3 days.

Message Edited by Fneegan on 06-21-2004 10:30 AM

Spekter
Tue Jun 22, 2004 6:38 am
#26






Fneegan wrote:






Idon't think re-deeding every 5 daysis insane - as is, I'm checking them every few days and never leave them unattended for more than 2 or 3 days.





Dude, just because you don't do something, doesn't mean no one else does. Minerals, chemicals, and gassescan last 8 days before vanishing. Harvester grown organicscan last 16 to 18 days.With harvs made with really good resources, Ihave a big enough hopper to leaveeverything but the organics (and I can usually get away with only emptying thosetwice)until the end of the cycle - even on an 80% spot. Being forced to redeed my harvs in the middle of a harvestis insane. Just so you know, I am an architect.



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...I don't want to sell you deathsticks...I want to go home and rethink my life...
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