Architect Archive
Thread: Wish List for Architect
8. Walls and Turrets.
Are we agreed that if we were allowed walls there would be at least some players trying to box others in a la The Sims?
Not evil I swear, -Pogo
/depositepower (ammount)
/globalpaymaintenance {ammount)
- I would like the ability to buy more lots. The 10 lot limit is only really a restriction on non-guild players anyways. In our guild, each crafter has about 5 combat types that are willing to donate their lots to the cause. Why not just allow us to buy more lots. 100k per lot or something.
- factory sharing
- Make drop rights in a building granted with admin privs.
- fix schematic bugs that make PA Hall creation a PITA
-> Player cities!!!
I pretty much agree on all those points too..but that lot idea is very good..maybe make it soas you advance on a certain skill tree's in the basic and advance craft professions..you get + 1 lot per skill and such.
Roate A'fey
I agree with most of what you said but I would modify the number of lots you suggested. I would like
2 lots for Homes
10 lots for Harvesters
2 lots for factories per specialization
The 2 lots for Homes would be anysize that the person can afford. If I can afford to have 2 large houses that I should be able to have them.
How about some practical furniture? From what I understand, there isn't any furniture that can actually store items. Can crates from factories be used? Cabinets, Armoires? Can you place items on the surfaces of furniture? I have a large generic house (purchased for 100K) but half of it is underground and it has no real interior. Hopefully, once my helpdesk ticket is resolved, I would like to start getting some furniture for it. If there are any architects willing to sell high quality furniture on Starsider, please let me know.
Diem
But number 6. For crying out loud, we're not weaponsmiths losing 100 resources. We're losing thousands upon thousands. Because of the way you designed the system, weapons and armorsmiths can make a fortune while we have to deal with slim profit margins.
I could even do with a sliding scale system, losing 10%-50%. And how about all those amazing successes in both building and experimenting. I've tried building a guild hall 3 times.
The first time just a quick junk whip together. Failure (Complexity 45).
The second time was a more deliberate. All parts that had only great successes. Bust (Complexity 45).
The third time I did it with only AMAZING successes in both construction and experimentaion, factory run. Crit (Complexity 39!!!)
Obviously your system for architects doesn't care what level of success or materials, I don't use junk material, is on the individual items. If that's the case, GET RID OF THE DANG CRITICAL FAILURES. Don't punish us for your coding error.
I just crit failed on the final assembly for a guild hall...64k of resources down the drain. Like someone said earlier, there is no equal compared to our possiblities of loss.
-Vash of Corbantis, Corellia
Forgot, I definitely agree with #10. My friend accidentally dropped 10000 instead of 1000 because of that annoyance! I mean come on.
1) Who designed the Harvester UI? Simple enough. Like the previous person said. Get rid of the default zero (this should be GAME wide incidentally, not just harvesters) in the window.
2) Who designed this loopy crafting system (more clicks than the old UO!)? Save us the busted mice! Institute something like the new UO Menu craft system. It doesn't have to be exactly like it. Just so the clickclickclickclickclickclick or thedragdragdragdrag is no more. It's just a form of punishment right now ![]()
I can see something like you have now with buttons next to the items in the craft menu. Clicking them once brings up said item to construct. Inside resources are broken down by *type* (i.e. steel, cooper, ore) with buttons on their left and their stats extending right (durability quality et al.) as they pertain to that item. So if an item doesn't care about malleability, then it's not shown!
Don't worry you're not alone, UO's old crafting system sucked eggs too. I swear they should make game designers go through what the guys at Intuit had to. Stick a bunch of users in a room to use their interface. Every time you saw a user really pause, ponder, et al, you would see a UI guy flinch. He had to redesign that piece so it was smoother. ![]()
3) Your system shouldn't charge maintenance when the servers are down or loading. I realize that right now this means most servers would only get charged for it for about 8-12 hours a day, but it's not the users fault they can't login.
4) If you're going to allow more lots. Make them hooked to artisan MASTERY. i.e. Master Artisan, Master Architect, Master Armorsmith, et al. Don't just plop them out for everyone. Then you don't need the breakdown of types so much because if the person is actually mastering a tree like that,they probably need thelots ![]()
5) Nix the global survey idea. I'd like to have a chance to find resources before the PA's drop 16 mediums or larges on one spot. Another thing, resources don't have to switch EVERY week do they? I mean at the rate resources are switching Corellia, and I'm sure other planets, planets are going to collapse into their cores. It takes decades for civilizations to burn through material. Give us a month or so!
6) Fix the success system. I don't care if it modifies maintenance, just fix it so that it modifies my complex object creation. Right now it certainly doesn't care. I've taken to looking at complexity as percentages: 45 = 45% chance of failure, 18 = 18% chance of failure,and so on. I'd like to see my chances to SUCCESSFULLY complete the object on the menu somewhere. That way I can swap pieces out and TRY to get a better shot at succeeding.
Okay, that was the shotgun approach. Scatter ideas.
Great list - like the lot idea.
Additional idea:
Allow architect to color the furniture - this would not be difficult to code since the coding exists in clothing.
As for someone's comment on expand the e-mail to allow to send to more people - look at your friends list - there is an option there to mail to all the people on the list. I have not used it - but had a friend use it on a regular basis.
I have one more item to add to my list.
1!!! No resource outages on planets - its ok if one moves, I can live with that. But no more days go by without any ORE on your planet. It has beed 2 days since I've seen ore on Valcyn Naboo. If you want to play the resource depletion game then I want to see spiders, snakes, thieves, and all other forms of life disapear from the planet since they are harvested alot more then my ore resource will ever be.
Not having the main resources available on a planet does the same thing to an artisan as taking away everything killable to a melee class. Only it doesnt cost them 20k and the lose of all their business contacts to move to another planet.