Architect Archive

Thread: Week 2 Report Sent

Numen
Sat Aug 02, 2003 2:59 pm
#14

If someone doesn't want experimentation that is fine. Just like a weaponsmith can say to himself that he is not going to produce the best guns out there and obviously not expect the best price.


However, there should be a way to be a good architect. If someone spends the time to get all the best sources and experiment everything fully, they should produce better goods. Better in what way, I have no idea, but there should be a bonus to people that do that. Everything other crafting profession has this(Droid Engineer?).


On the lots, I agree that they probably won't increase it. One huge difference with weaponsmith is that they don't require the same amount of resources. 20-30k of a good material will last them weeks. Yes they need to get a lot of those and basically why mining is somewhat profitable right now. But they don't have to mine 50k materials a day and then they are completly out of it. I wish they would have put some rare resources in the architect tree. Maybe add some optional componetnts to things. Like additional hopper that required a certain steel or something.


The biggest issue I have with lots is the structure factory. 2 lots is fine for a factory, but make them all 2 lots.Some weaponsmiths have 3 factories going all the time. But I have mine goindfor an average of 1 hour a day but I need it up for that because of certain parts. Once admin is fixed this won't be a problem anymore though. Just give the factory to a friend and use their lots.




Amandil Morier - Tempest - Master Chef
RovaniDragon
Sat Aug 02, 2003 6:42 pm
#15

no offense but... why are we putting wish list items on the issues that need to be looked at reports?

This makes no sense to me. Colorizing stuff? come on. lets get the skill fixed before any thing like even gets considered.

IF you have to put architech assembly and experimentation up to 100 like all the other skills, then do it until they change it to where it should be.

Also the failure rate should be looked, but the above issues would prolly help this out some.

I honestly dont care if its been submitted before, if we harp on it, then the devs will finally fix it or tell us why they wont fix it.

harping on the most serious issues first, and then getting our wishlist looked at is the only way to go.
RovaniDragon
Sat Aug 02, 2003 6:44 pm
#16

also want to add, that the factory issue isnt a architech problem. its an everybody problem.

It shouldnt have been used as one of our 5 issues.
Zanthus
Sun Aug 03, 2003 12:03 am
#17

I havent had any trouble with factories taking components out of crates. Also, being able to take an item out of a crate in your inventory DOES relate to how full your inv is. Backpacks do the same thing, if you are full, they try to take it out and then realize you can't carry it so they put it back. Just store some stuff in the bank and you'll be able to get items out no prob.
Jigrah
Sun Aug 03, 2003 12:16 am
#18

Construction tree does need some work done to it, maybe the ability to tinker with currently existing harvestors to make them work more efficently. I guess that would be similair to slicing, would make architects a constant necessecity for miners and what not.



Also Someone hit it on the head earlier where architects need experiment points to do SOMETHING for architects,.

Deoka
Sun Aug 03, 2003 12:18 am
#19

No Zanthus it does not.


When crates are not working it doesn't matter if my inventory is 3/4 full or totally empty. It is a server issue, and seems to be more prevelant on busy servers. It appears to have something to do with the way the server saves either items or your character.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Hatton
Sun Aug 03, 2003 12:41 am
#20

Experimintation is something i dont want see , cause if it does then we are gonna be going after those high end resources as well and that is something i dont feel like doing....you wana experiment go make a armorsmith or weaponsmith. Its a dumb idea....cause then whats the point of even having personal , medium and heavy harvestors....just make mediums and expirement them to heavy output and heavys are made obsolete...why waste that many resources when yah can make a medium and sell it for a heavy price and on such small amout of resources needed to make a medium. Then you have , well just make it a small difference...pointless , i hope this doesnt get implemented...as it will make the architect class very hard to play for your casual gamer. To go out and search for that high end material only to find its loaded with harvestors from a PA or weapon/armorsmith then have to settle with a low % or even sub-par resources is not my idea of fun for a architect.


The furniture idea is great....id love more items , and planet specific is something nice as well. The Master Architect items are something along the lines of top end furniture id like to see more of..as is those items sell for a quit a bit.


Id love to see them fix the crate problem and also let factories pull items from the crate i hate sitting there and unloading 150 structure modules to make 15 walls for a PA hall...very tedious and time consuming. But if they fix the bug before hand i can deal with it. Also the ingredient hopper needs to be bigger at least 200 if not higher...but make it withdraw needed items from crates and 100 is more then enough.



Other then that , nice list lets hope they fix the old items....guess we have to wait 1-2 weeks till they roll out that large update they have planned.






Hatton Groghen
Master Architect
Naboo , Theed -5251 , 3235
For all your Housing and Installations needs.(TM)
Zarcath
Sun Aug 03, 2003 5:01 am
#21






RovaniDragon wrote:
also want to add, that the factory issue isnt a architech problem. its an everybody problem.

It shouldnt have been used as one of our 5 issues.




We make the Factories, so we're responsible for any problems that they may generate. Even though it effects everyone that owns a factory, it directly effects our sales. Plus I'm pretty sure there isn't an "Everyone" Correspondent
RovaniDragon
Sun Aug 03, 2003 9:52 am
#22

again, this isnt singly our problem. Just because we make it, dont mean that we broke it. Your logic doesnt work here.

You wasted a spot on something that should have been an actual ARCHITECH ONLY issue.
Hatton
Sun Aug 03, 2003 10:04 am
#23

How big of a difference can it be , i mean lets be serious here for a minute med minerials take 3750 to make and need no factory parts , heavies take 24990 , this is without schemetics.....i mean if you could make a med at a heavy output....why bother making a heavy....i dont think you are understanding the idea of this.


As it is right its pointless to make a heavy as is.....the amout of resources it takes to make and it isnt even twice the output of a med. SO when experimintation is put to use like making better output...it wont be that huge of differene...do you think they will make heavies generate twice as much as they do now with expirementation...your kidding yourself believing this.


If they do add expirementation it will be so small and not a huge difference...this is SOE they want people to stay awhile in their game....not make items to where you can have harvestors extremely high in output cause of one skill tree. Weapon and armorsmiths are different professions and cant be compared to us....they make armor and weapons that wear out with use , our items do not. They need weapons and armor to offer better protection as they get better , why because it makes PVP and PVE a viable thing...making our profession have this skill does nothing but suck up more resources as is....and then you will see more whining posts about about PA back architects...on how they get all the good resources and how they make the best and this and that....i hope it does not go in.


Just get rid of expirementation....if anything make it lower maintenance costs and thats about it...and maybe power consumption. But not the sampling rate of them....even this is a problem in the making....what do you plan on doing with failed expirements,,,,,like a heavy failure on sampling rate , it drops down to a personal sample rate.....not my idea of fun. Thats a huge lose for anyone....this will just cause more whining posts....i mean you already have people complaining about failures , image that scenerio on top of the failure whines.




Hatton Groghen
Master Architect
Naboo , Theed -5251 , 3235
For all your Housing and Installations needs.(TM)
Shadow-Light
Tue Aug 05, 2003 2:27 pm
#24




Zarcath wrote:


Lots – Some in the community have voiced a concern with the amount of lots allotted to us. A typical Architect would need a house (ranging from 2-6 lots), a power source (1 lot), a structure factory (2 lots), and whatever left goes to harvesters use (1-5 lots). Suggestions have been made such as increased lots for Architects, in the form of lot gains through skills. Others have suggested that the required amount of resources for buildings are simply too high and should be lowered to more reasonable amounts. Is the idea of additional lots being considered? Or will additional lots be strictly reserved for future expansions?






(Below are my thoughts on the above request, I am not trying to flame or troll, but express an opinion in opposition to this suggestion)


No, everyone gets 10 lots. If the devs give any profession more lots it will begin to ruin the interdependency of the economy. Think about it this way....if you have, say, 20 lots as a Master Architect, then you have a HUGE advantage over other professions. You would be able to havehouses, factories, multiple generators, and multiple harvesters all at once. You would be 100% self sufficient. The economy and game is designed to require you to get help from other people. As an Architect, you get the ability to make buildings, NOT have more lots than everyone else. No one profession should be completely self-sufficient.


Bottom line: You get 10 lots to work with, choose wisely.





Need a great lot management tool? v2.1 is at http://swg.medievalweapons.net
Myridon
Wed Aug 06, 2003 2:16 pm
#25






RovaniDragon wrote:
This makes no sense to me. Colorizing stuff? come on. lets get the skill fixed before any thing like even gets considered.




Colorizing stuff _may_ be very easy to add if all the pieces are already there. If the devs were even halfway smart, the colored stuff on furniture should be the same type of thing to the graphics engine as the colored stuff on clothing. They already have code for picking colors while crafting. They may not have left any space in the database structures for storing the customization however.


In Moenia, Naboo, there potted small plants thathave purple flowers, but look just like the orange potted small plants I can make. Also they are outside - another thing I have seen people request - it would be really nice if furniture could be placed on porches and balconies.

RovaniDragon
Wed Aug 06, 2003 2:21 pm
#26

but you quited my very concern about not adding stuff.

Fid the bugs, add the eye candy later. bugs are more important regardless how easy it might be to add some eye candy.
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