Architect Archive

Thread: Architect Issues Designer responses

AzidarNath
Fri Aug 15, 2003 8:37 pm
#14

Power core and harvester mechanism not loading "...sounds like a bug..." you say.


Ya think?


Just figured that out, did you, after 4 or 5 consecutive reports on the boards, fifty kabillion /bug messages that every freakin' Architect has been sending on the subject for the last month and a half and the fact that THEY DIDN'T EVEN WORK IN BETA!!


For future reference, a better response from you would've been "yes, we know, but we're prioritizing and that fix is low on the list so you'll have to wait" rather than pretending ignorance.


When you pretend you didn't know about ityou leave people with the impressionthat either you guys are incompetent or you think we're stupid.Neither option leaves us with a good impression of SoE.




------------------------------------------------------------
Korbyn Daxx
Master Shipwright
Daxx Shipyards, 200m East of Rebel Outpost on Rori, Bria.
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Dzmiyin
Fri Aug 15, 2003 8:40 pm
#15

On decay:

Everything should decay.

No, seriously. Even PA Halls.

Now, having the building actually collapse might be a bit... unpleasant. Those of us who lost our houses to bugs recently will understand what this would feel like. So what about a system whereby architects could repair houses and prevent the collapse? Or perhaps anybody with a deed of the appropriate type could do it? (By, e.g., feeding the deed into the house terminal?) This shouldn't have to be done too often, but it would keep Architects in business. Without something like this, the available business for an architect will decrease until each server can only support three or four at a time.
Solmyr
Fri Aug 15, 2003 8:45 pm
#16

Thanks for the info Q.


A couple of other minor things, I know myself, andalmost all of my customers would like to see;


a) lamps that light, so that we don't have to just use torches,


and


b) furniture that acts as storage, so that items are not spread all over the floor, or backpacks everywhere,


and


c) a way of placing items on tables, instead of having to use stairs to place them there,


and


d) adjust pivot points of items more in the center. I know crafting station pivot points are off, when you rotate them, they don't spin in the center.



Ok, that's more like a few, but still are things my customers request the most.

Valerien
Fri Aug 15, 2003 8:47 pm
#17

I'd like to see turrets, minefields, structure shield generators, towers, etc decay. And I'd like to see the ability for architects to craft these. Either require them to be part of the GCW or something. Or make the schematics for them rare drops or something that has to be purchased with faction, but then once you have them you can build a certain # of them.


Right now there is no repeat business for architects in any sort of way. So giving us a way to contribute to the GCW while at the same time giving us consumables would add a LOT to the fun of playing an architect. Right now I'm bored out of my mind.

pokpro
Fri Aug 15, 2003 8:56 pm
#18

Issue 1: Do the developers ever pay attention to anything? This has been a problem forever, and should have been fixed long ago. And now we have them asking what exactly is the problem? Inconceivable!!


Issue 2: This should have been looked at and fixed (and may have already been fixed). It has been a long time since I have seen erroneous rates; though others may still be having problems. But if this has been fixed already, I must ponder why the developers right hand once again has no idea what the left hand is doing?


Issue 5: Like duh, fix this already! We have made our desires clear, do you really need to ask us what we want ONCE AGAIN?!!


Issues 3,4: Good enough.


Issue 6: I would like to see a slow decay which is fixed by having the architect visit the site to make repairs. If the repairs are not made, then any structure will slowly decay to disintegration. When structures are redeeded they should keep the current level of decay, so upon placement, they would still have same decay level. This way all architects would have a part-time market in doing repairs. Perhaps we could have levels of repairs under the construction skills. Level 1 would be small harvesters, small house repairs. Level 2 would be medium harvesters, medium houses. Level 3 would be large harvesters, large houses. Level 4 would be PA Halls, and Nuclear power plants.

MCORipper
Fri Aug 15, 2003 10:05 pm
#19

I have been very vocal in my complaints about crafting issues. I simply want to in fairness be vocal in thanking the devs for posting answers to the crafters concerns. I don't understand the answers in all cases, many of them are necessaraly vague, but at least they give me hope. I think all my complaints have been valid and I will repeat them as necessarary.


But I will try to be fair and complement when justified. As I think it is now.


Respect,


Ripper




Agrenda: Teras Kasi Master, Master Brawler, Master Swordsman
Malboja: Taras Kasi Master, Master Ranger
Proud member of MBI, the best PA in the game!

RATGWNIWNU:Rangers Against That Garment Whose Name I Will Not Utter
Dirrill_Nigar
Fri Aug 15, 2003 10:07 pm
#20

/mood sarcastic


Thanks for your valuable feedback. It really sounds like our profession is some attentive hands.


/mood none


Seriously, could you at least have MENTIONED the furniture complaints?




Dirrill Ni'gar - The Prodigal Bothan
15 Professions Mastered 70+ Badges Collected
Buying your meat, selling you stuffed animals!

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palladiumleader
Fri Aug 15, 2003 10:23 pm
#21

1)


a) this bug has to do with the order the components for the power core are added to the factory input hopper. People rarely try to make more thantwo at a time, so I'm not sure if the problem is with the second one on, or just with the last one, but to get the power cores to allproduce correctly you have to insert the components in the order the crafting tool asks for them, rather than the alphabetical order that the factory ingredients list has(it took me two of the most grueling hours since launch to figure this out as I raced to make the first guild hall on my server).


b) It's just the harvesting mechanism that has this problem, and while I don't remember what the real message was I'm pretty sure that "Unable to start crafting session" isn't the one it hangs up on.


c) I know there isn't a c) under number one, but I though it might be interesting that yesterday I tried to make some identical wall modules in my factory. The batch of structural mods produced fine, but the factory stopped after it ate the resources and components for the first wall module, without producing anything. I know the devs know that part, but I thought it might be interesting that the factory ingredient listor the wall modules didn't have a serial number next to the structural module, just a small box like this:[]


2) I know nothing about this, but I imagine the devs are on the right track with this.


3) I know that some professions want faster resource turnover, but for architects resource turnover is waaaay too fast. I don't craft much anymore as I spend most of my time planning our PA's city layout (as best I can without help from the devs as to city size limits, how boundaries will be determined, etc... I imagine we'll end up with a central city surrounded by suburbs since we're getting so big geographically, over 1km across so far). However, I know that many architects in my PA spend more time surveying than anything else, and we're only harvesting half a dozen resources, and working cooperatively. Perhaps ore should cycle less frequently (although pholokite and ionite are rarer than anysurveyable resource I've heard of).


4) Thanks for fixing this. This was the biggest piece of good news for me in the new patch. Thank you, thank you, thank you


5) Honestly, I think this was more psychological than anything else. When my first house in beta didn't get a structural marker and my second one was a critical failure, I thought I'd never build a house. By the time I reached master architect in betait was frustrating but I was able to get over it a lot quicker. I doubt that architects lose any more than other professions. We may lose more per critical failure, but other professions probably have a lot more critical failures on their way to master status.


6) It's hard enought to build a city as it is. When one member of my PA forgets to pay maintenance and a house poofs it's a huge demoralizer. Also, a home only feels like a home if it's safe and permanent. I am all for decay on extractors and factories, and MAYBE even polish kits for furniture (I would hate to see unreversible decay on furniture, I think you should have to change the furniture onlybecause you want a new look). I hope there's never ever unreversible decay on houses. Also, I don't even like the idea of polish kits. Work on making armor repair kits worth using first (mine broke 3/4 pieces that were only half decayed. The one it did work on only got back an insignificant fraction of it's integrity, and the kit had an 88% effectiveness. That's the last time I'll use an armor repair kit).


I hope some of this was helpful. If I come off as upset about some stuff, I'm trying not to. I'm just trying to provide constructive criticism.




Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
palladiumleader
Fri Aug 15, 2003 11:21 pm
#22

Ok, I'm gonna add a little bit about number 5. While it is incredibly frustrating to get a critical failure, it also adds an important dash of spice to being a crafter. I've made about a half dozen or more guild halls, and that final assembly is STILL an adrenaline rush, because I know that chance of critical failure is there.



Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
Garborg
Fri Aug 15, 2003 11:27 pm
#23




Q-3PO wrote:

b) Harvesting Mechanisms - the end the result leaves your crafting tool bugged with the "Unable to start crafting session" message.

We’ll need to look into this, it sounds like a bug. Which schematics are you receiving the “Unable to start crafting session” from?






LOL!! Classic... /smackforehead


This is a very big issue with the medical professions. We have been waiting patiently for some time now. PLEASE fix this.

Thaarl
Sat Aug 16, 2003 1:07 am
#24

I don't know if anyone has suggested this before regarding critical failures but here goes:


If a critical failre occurs:


1) Return part of the resources paid in. (somewhere between 20-80 %)


2) Percentage returned based of the "complexity" of the resource. i.e A brick is less easy to destroy than a turbine,


3) Return crafted components into their original units. i.e A failed "wall" is turned into some number of salvagabe bricks. Bricks go back to a lesser amount of ore.


Would this be implementable? The formulas should all be accessable in the database, and it should not be very different to "make" ore from bricks than to make walls from bricks.


-- Thaarl

Morel
Sat Aug 16, 2003 2:07 am
#25

Make Houses and Anything larger then a med harvester (and small houses maybe?)UN-REDEEDABLE.


How many times do you see entire homes moved? (It's possible, but usually it costs MORE then a new house would cost) Same with mines. nobody MOVES a mine, they just build a NEW one!


Then make the resource shift a bit longer (So people don't need new harvesters every week!)


Constant demand for a constant supply.. it's self feeding thing, it's Capitalism! Supply and demand, soon there will be no demand for archs..


YA! that's a great idea..



Morel
Sat Aug 16, 2003 2:09 am
#26

Or if that's too drastic, make the maint fees grow larger and larger each time they move it. Till eventually they stop working all together!


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