Architect Archive

Thread: December update Some quick information

Thornstar
Thu Dec 18, 2003 8:00 am
#14

i can gladly say that the critical failures issue has been sorted, once you get a crit failure, just click the assemble button again, dont click back, it will use the same resources/components and you will make your item.
Tstorm
Thu Dec 18, 2003 11:24 am
#15

I appreciate the update, but as some of these issues are no longer relevant, it seems silly. Can't we short circuit this with Thunderheart so he's tracking a CURRENT issues list for us?

If this is the way every top 5 list we submit is going to be handled by SOE, I suggest we generalize our list to cover our bases for the weeks/months it takes to get answers:

- Bugs with schematics present since Beta and/or messed up with an update
- Bugs with harvesters
- Bugs with factories
- Bugs with other structures
- New feature requests previously submitted

No, I'm not being serious with the above list as something to submit, but it is rather comical that we're having such a difficult time being heard, even with a pretty hard working Correspondant (glad it isn't me!). I think the reality is that with the holidays so close and there being several issues with the update this week, we won't likely see feedback on the NOVEMBER issues until January when there will likely be some other priority that preempts us from getting answers.

I'm sure I won't have 100% agreement, but I'm probably preaching to the choir when I say issues that I'm having currently are:

- Factory input hoppers don't update properly unless you close and reopen the hopper
- Power value still not displaying properly unless you turn off/on the harvester
- We were given the wrong Master Architect armoire in the November update and the requirements for the stylish armoire were messed up.
- We were promised further house item restriction refinements. What happened to that?
- Need a better furniture placement interface (items on tables!)

I think we're a fairly understanding bunch and are able to allow time for the Correspondant program to get defined, Thunderheart to get settled in his job, etc. but my time allowance for these activities to finish is just about up and I want to start seeing results real soon here!
PadreBook
Thu Dec 18, 2003 2:15 pm
#16

Architect products are significantly devalued, selling at 4-5cpu vs. the weaponsmith or amorsmiths overall higher cpu income. Renewable incoming for architects is non-existant (obviously devs might not be able to resolve income problems, as players set the price at which they want to buy, but there must be something that can be done to close the gap between the professions)



I'm getting 7-10 cpu for top-quality harvesters these days. Prices for houses and for civic structures are still on the low side (about 5 cpu). Renewable income remains the big issue. We've been saved by the fact that the entire existing stock of harvesters has been obsoleted twice in the last 3 months... but eventually everyone will have all the harvesters they need.

Uh, when is that? Most of the architects that made ber 13's and ber 10's stopped making them, and that wasn't that many. Just Medium Minerals BER10's (the easiest to make), I've sold over 300 already, and there looks to be no end just to those, let alone the incessant demand for the ber13's. As for the price we are definitely getting up to the 7-10 ranges for hq harvs. On my server very few people make furniture, I could've made several million just on furniture in the last two weeks if I specialized in that but I'm the Crafting Station guy and a Mayor of a large city so I rarely have time or ore to even make the heavy harvs let alone furniture (I have 50 kinds of hide in good stacks, plus a zillon metals etc, so furniture is no problem for me, I can't keep up with demand, no architect on Intrepid can).

I can't imagine how much furniture could be sold if we had a) more choices, b) colorization ability--omg we'd be like successful tailors with that ability. We do not need an addition of degradation of materials. We need more choices in furniture like items (rugs, paintings, etc, different color couches, beds also).

Things that we do need are a) ore to appear in the same %concentrations as metals do (i.e. up to 99%) b) more storage (however--more lots, more per lot, whatever) c) pa halls to go back to 0 lots as it was before live (personal issue, but matched by several of the leading architects on Intrepid) d) more choices in houses, layouts, furniture types, colors e) experimentation to give great successes and critical failures at the same rate as other crafting professions f) the ability to experiment on the efficency of factories (that line is there but stuck at zero--why can't we make a factory faster?--fast factories would be 100k+ easy, now how about that cpu profit margin?).

Padre Book
Intrepid Scientist
Master Architect/Master Artisan
Mayor of Serenity Valley
PadreBook
Thu Dec 18, 2003 2:18 pm
#17

Dang I'm sorry I didn't deliniate the quote part correctly:

Quote:
Architect products are significantly devalued, selling at 4-5cpu vs. the weaponsmith or amorsmiths overall higher cpu income. Renewable incoming for architects is non-existant (obviously devs might not be able to resolve income problems, as players set the price at which they want to buy, but there must be something that can be done to close the gap between the professions)

Quote of Respone:
I'm getting 7-10 cpu for top-quality harvesters these days. Prices for houses and for civic structures are still on the low side (about 5 cpu). Renewable income remains the big issue. We've been saved by the fact that the entire existing stock of harvesters has been obsoleted twice in the last 3 months... but eventually everyone will have all the harvesters they need.

------------------------------------------------------------

My Comment:
Uh, when is that? Most of the architects that made ber 13's and ber 10's stopped making them, and that wasn't that many. Just Medium Minerals BER10's (the easiest to make), I've sold over 300 already, and there looks to be no end just to those, let alone the incessant demand for the ber13's. As for the price we are definitely getting up to the 7-10 ranges for hq harvs. On my server very few people make furniture, I could've made several million just on furniture in the last two weeks if I specialized in that but I'm the Crafting Station guy and a Mayor of a large city so I rarely have time or ore to even make the heavy harvs let alone furniture (I have 50 kinds of hide in good stacks, plus a zillon metals etc, so furniture is no problem for me, I can't keep up with demand, no architect on Intrepid can).

I can't imagine how much furniture could be sold if we had a) more choices, b) colorization ability--omg we'd be like successful tailors with that ability. We do not need an addition of degradation of materials. We need more choices in furniture like items (rugs, paintings, etc, different color couches, beds also).

Things that we do need are a) ore to appear in the same %concentrations as metals do (i.e. up to 99%) b) more storage (however--more lots, more per lot, whatever) c) pa halls to go back to 0 lots as it was before live (personal issue, but matched by several of the leading architects on Intrepid) d) more choices in houses, layouts, furniture types, colors e) experimentation to give great successes and critical failures at the same rate as other crafting professions f) the ability to experiment on the efficency of factories (that line is there but stuck at zero--why can't we make a factory faster?--fast factories would be 100k+ easy, now how about that cpu profit margin?).

Padre Book
Intrepid Scientist Master Architect/Master Artisan
Mayor of Serenity Valley
GogoDodo
Mon Dec 22, 2003 11:40 am
#18


Weapons and Armor are very unique, each having something better or worse than another smiths. Why can't archs be the same way? My BER 13 Heavy mineral is just the same as any other. Let my variety of skills and professions impact the structure. More storage, different colors, better extraction rate, larger hopper, different appearance, better maintence rate, etc.


Faster factories would definitely be cool. Also how bout letting us see something in the assemble screen other than an image of a deed?


maybe even give master archs the ability to make a multi purpose harvestor, one that can takes fluidic and ore mining module and can be adjusted to harvest multiple items at once.


G




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Odaen
Mon Dec 22, 2003 12:15 pm
#19

Any ETA on a fix for the harvester animation/power display bug that was introduced in the November patch? I understand that this issue was not significant to warrant a hot fix but I was expecting a fix for it in the December patch. Introducing bugs into the game for things that used to work properly and then never having them fixed is really bad form. This should have been fixed already. We want old bugs fixed, not new bugs introduced and then never fixed. Can you get this fixed for us ArchAngel. It is useful to see the animation on a harvester in case you forgot to put power in one by accident or whatever. Also it is useful to display the proper amount of power in the harvester in the status screen. I'd like to see these things get fixed.



-------------------------------
Machine Mojo, Bria
Unlocked after 24 professions
Master Weaponsmith/Artisan/Architect shop at -410, -5480 south of Coronet
Machine Dragon
Novice Teras Kasi Artist, Novice Creature Handler, Installation Designer, Foreman, Master Artisan
Architect and Master Artisan Shop at -4800, 3400 south of Theed, Naboo
Automath
Mon Dec 22, 2003 3:20 pm
#20

IMHO


Why bother making items at all when one can sell the resources for between 2 and 20 cpu. Why spend hours crafting and devaluing a resource ?


Ore sells for 3 to 6 cpu on our server, maybe you can manage on what you mine yourself,a crafterwho doesn't mine resources or is just starting out doesn't the luxury of the resources that people with heavy harvesters or multiple accounts do. Who said a crafter has to be a miner as well. Maybe you might have to buy resources due to a bad shift or just to meet demand when you are low, this means you will need to buy them or at least should be able to buy them.


CPU rates are used as an aprroximate value to a given item, which in any sane economic system would produce items above materials as they do in other crafting professions. Time taken, item complexity, skill levelall figure into a final price for any item.


Heavy harvesters (if a schematic is used for each one - worst case) take 29945 units to build of which around 3785 have to be 900+ to attain best experimentation rates. (6 - 10 cpu resources) 3 components are made in a factory at least, maybe even the structural modules and the walls ! Lets add to this the time it takes to make the item, the collecting together the right resources in the required quanities and qualities.


By selling at 2 cpu, you do not make 50k - you have received 50k, but that is not what you have made.


Selling at prices such as this has a knock on effect for any architect that doesn't mine his own resources, only has 5 lots for harvesters, and all those architects that are working towards master. In other words pricing low has created a few of the other problems we see, like not having enough lots.


The other thing that happens is a lot of none crafters buy up cheap harvesters and start mining and selling resources that architects can't afford when selling below resource costs, the payback on a heavy harvester after spending 50k could be one 24 period of mining a resource. This more of less make harvesters something to be given away in boxes of cereals. This is damaging the game in 2 ways, 1) its producing players that have millions in weeks. and 2) everything can be had cheaply and quickly, there is nothing to work towards getting, its all to easy to be able to afford it. This in its self damages the long term profitability of the architect, because everyone already got it cheap, the market is flooded, those that got all the cheap 2 cpu items have made millions of credits from it and then go on to sell the item even lower, because they no longer care about money.


Don't condem anyone from playing an architect, because the profits (after expences of what ever kind are taken away from the money received) are below that required to maintain a healthy account balance. Even an architect should be able to afford to have a 2 week holiday


Yes, we need to focus on the long term aspects of both the architect and the game economics as a whole, I however would still like to see a sane economic system where an architect doesn't have to grovel around the streets trying to sell houses at 2 cpu, just to afford a travel ticket or pay harvester maintance, something not many other crafters have a need to do, lets leave the heckling to the resource sellers. A system where you are not forced to mine your own resources with the meager lots you have left. A sane system where there are those that mine resources, those that craft items, those that fight, those that do anything else they want to do.


I wouldn't be surprised to see architect as the most taken up and then dropped profession in the game.


Just for added info - I buy a lot of resources, i therefore charge more as my overheads are higher, i don't need to worry about harvesting resources but i do because I like do it, many of which i sell at below market average. I buy a lot of other architects products to give them money and stop them lowering there prices even more. The lower the prices, the faster we sell items the more we have to make, it almost becomes a job, not a game.


You want to see long term profitability, then look to your pricing policy as the start to that equation.




Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
Griswel
Mon Dec 22, 2003 6:40 pm
#21

I appreciate that a lot of stuff has been decided, and we're not the ones designing the game.


However, IMHO they ought to get some input on what exactly they are doing to boost cpu for architect products. Just rushing off with the idea to raise cpu and thenmakign changeswithout any input, which, frankly, is what I expect, would be another in a series of bad ideas.


Oh well, I guess architects have had it too good fortoo long, we're in line to be screwed up. We can always hope that they'll fix us after they fix Droid Engineers. That should give us another 6 months of fun.

GogoDodo
Wed Dec 24, 2003 12:00 pm
#22

would now be a good time to mention that they should bring back the miner profession?




G




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Lord-Brisbane
Thu Dec 25, 2003 12:16 pm
#23

i have ran into a bug just moved my entire operation to dantooine and we use Naboo style houses


You can not target a object in a naboo house and type /move forward 15 or even /movefurniture forward 15

it says the object is not in the house but if you use the radial menu you can move things forward but its not the same



Brisbane
The holo grind is over.... as of 6/1/04

CEO Dewback Industries Merchant shop
Planet: Dantooine city of New hope
Location: 3412 -3316
Serinity
Tue Jan 06, 2004 12:15 am
#24

okay this is a thought from a non architect .. since the factory rate issue is fixed put colored furniture up to be looked at people can change their mind and go to a tailor and get different color clothes on a whim the same with armor why cant we get a choice of colors for furniture the crrent color scheme for furniture makes me cringe everytime i walk in a house blue chairs brown couches please please let us buy matching furniture and styles in whatever color we want


Butterfly Kisses


master ch master doc


Tarquinas

DacianThrax
Tue Jan 06, 2004 12:18 pm
#25

Just wondering if there was any news on a vert movement axis.



Dacian Thrax
Raven's Fury

GogoDodo
Sat Jan 10, 2004 1:16 am
#26

Maybe give houses lighting schemes that can be picked from the structure menu. Style 1 might be over head lights, style 2 more of a track lighting, style 3 light around doorways. Then let the owner also select the light color. Couple those with working light fixtures and each house becomes incredibly distinctive.



G




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
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