Architect Archive

Thread: State of the Architect and October Top 5 issues

Ashii
Mon Oct 20, 2003 1:46 pm
#14

I want to reiterate what Dilvesh said. Thunderheart, PLEASE get us an answer to the following question.


What, if ANYTHING do the ratings on Crafting Stations have to do with the ability to craft items?!


Jeassa said she would ask that of the devs WEEKS ago and there has still been no answer. Even a 'they don't do anything at the moment but they someday will' would be an appreciated response.


-Jubey, Master Architect




-Jubey, Core Tech Master Architect,
East Dune Sea Oasis, Tatooine (5011, 3290)
Himrethar
Mon Oct 20, 2003 2:04 pm
#15

1. Increase the experimentation up to 100 like other crafting classes


2. Allow for vertical movement of items in homes


3. Change vendor fees so we can put our deeds in the vendors without having to pay millions in maintenance


4. Remove critical failures on item assembly, or at least allow recovery of a portion of the resources


5. Make lights actually light up, so we don't have to rely on torches.




Fuil Sub'k
Master Armorsmith
Bloodfin, Tatooine
Mos Espa, (-1899, 1467)
FOO007
Mon Oct 20, 2003 2:25 pm
#16




Himrethar wrote:

2. Allow for vertical movement of items in homes


5. Make lights actually light up, so we don't have to rely on torches.





I think both of these are far greater issues than simply being Architect ones. Both speak to an inherent flaw in the game world, in my opinion. For #2, it points out the fact that, while it appears to be 3D, SWG is effectively a 2D.


I might also point out the "terrace bug" that was introduced at some point after launch. You know the one. I walk onto my house's balcony and my friend suddenly appears to be in below me, rather than beside me. This didn't used to happen. I think #2 and this issue are related.


As for 5, the "lighting" in SWG is simply atrocious. Everything seems to exist independently of the world it's in and, save for torches and your Ctrl+L lamp, are pretty much unaffected by lighting. Actually, scratch that. Things're universallyincorrectly affected by lighting. On Naboo, the sun makes many pieces of black clothing appear orangey. On Corellia, the light at midday is still insufficient for me to see properly without my Ctrl+L lamp on. What's that about? Can't we have a sun that gives off real, universal, white light?


Anyway: yes, they need fixing. I think these are issues bigger than just Architect though.

Everseeker
Mon Oct 20, 2003 2:28 pm
#17






SkybaneInc wrote:
I just want to be able to make my Master Armoir... please




That's OK...



I just want to PUT SOMETHING IN IT!



Illuminatrix
Mon Oct 20, 2003 2:30 pm
#18

"Top and only issue = Morale"

Agreed. I've stopped playing for now. Once player cities are around it'll be fun for another month or so but with the heavy saturation of Architects on every server, I doubt it will last long and we'll be right back where we started.

Architects need more interactivity... something to do.. repairing buildings.. MORE FURNITURE possibly a larger variety of structures per planet.... SOMETHING...








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This.. isn't.. what.. I.. signed.. up.. for.

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Kerico
Mon Oct 20, 2003 2:45 pm
#19

I may have more but....



  • Document the changes! It takes us a week of arguing and experimentation to figure out what the heck happened. Then we don't evenknow if that's what you intended!
PadreBook
Mon Oct 20, 2003 3:03 pm
#20

1) Architect PC seems to think we as architects function in a vacuum from other players (PM me if you wish, but as the prevailing opinion seems to be 'Decay or the Highway', one probably shouldn't bother), yet when polls involve the general SWG populace that input is discounted as they don't understand. You need to imagine the architect profession receiving the negative feedback that is currently being generated by the 20% decay death penalty if there is house poofing (or colossal maintenance fees).

2) Experimentation should be all or none: i.e. we should be able to fully experiment on subs and final construction on the attributes that matter to our customers (the general SWG populace) such as a) harvestor extraction rate, b) factory production speed (talk about making serious bank), c) maintenance fees (yes experimenting them down), d) power usage (again experimenting them down). Or not at all, i.e. we are mindless automons that put resources in and push a button, ooo exciting.

3) A lack of addressing the certain time periods where all crafting of any type has a much higher failure rate (doesn't always coincide with server laginess, we had a several hour period of that on Intrepid this past Saturday, but in the afternoon the failure cloud lifted, even though the server got busier).

4) Could we get some Architecture Experimentation/Construction BE cloths?

I probably have more but since I'll most likely get one-starred for impuning the focus of this group/message, I'll save my wrists for in-game RSI.

Padre Book
Intrepid Master Architect and Crafting Station Guru
smeesh
Mon Oct 20, 2003 3:09 pm
#21

I have pretty much written off structure crafting as a long, tedious, and boring activity to do. I dont enjoy doing that at all. What I do enjoy is making furniture and playing "Interior Decorator" for people. With that in mind I would like to see...


1. More Furniture and decoration schematics. We've all seen more plants, artwork, furniture, etc. in cities, so we know they exist. How about letting us make them


2. Up/Down commands. Those of us that enjoy the Furniture branch of the skill tree would be grateful I am sure. I would love it as a lot of creative decoration ideas are limmited because we cant move up and down.


If I saw these 2 things done I would have renewed faith in theArchitect Profession


~smeesh




N mazuss N
member of infinity
tkm - swordsman - combat baby

Ropock
Mon Oct 20, 2003 3:13 pm
#22

ok, sit down Dayln


i agree with Dayln..... nothing new to add.... would just like to see something happening on the current list.


that enough warning for ya?




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Deoka
Mon Oct 20, 2003 3:35 pm
#23

Well other than the stuff we aren't allowed to discuss I would say my #1 issue is factorys not pulling from structure module crates. With structure factories taking 2 lots being a close second. I also am interested in making furniture do something other than just taking up storage slots. Lamps should light, armoires and chests should hold stuff, etc.



**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Ranger112a
Mon Oct 20, 2003 3:45 pm
#24

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It is my understanfing that crates are now usable as resource for schematics. However, I see a shortfall in the implementation of this. When you use a crate to fill a single item slot, one that only takes a single item to fill, the crate works great. When you need to fill a slot that allows for more than one item the crate autofills all item counts. The only example I have for this at this time are walls.A wall requires 10 structural modules to make. Due to the fact that I could only scrape together 10-20k of lowgrade ore I made 10 crates of 100 structural modules. However, I could not use the crates to provide 1 module from each crate to make the schematic. I had to remove one module from each crate to create the schematic. The factory would not pull from the crates directly because I did not use them directly in making the schematic. I had to periodically remove the modules from the crates to feed the factory. Since the factorys input hoppers are limited to 100 items this was a tedious task. Walls are good for grinding, but, are pain when you need them in quantity. The factory can make them, but, not from crates unless you use only one crate. This becomes a pain when you have to burn so many resources to make schematics that are only good forjust a few walls. Instead of eating thousands of units of low grade ore I want to be able to use those resources more efficiently.


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This seems to be a short fall of the structure factory. I'm also a Tailor. The use of factory crates in the input hopper works great for me, even when the schematic calls for more that one item per slot/s. But I have noticed the structure factory will not pull items from a crate in the input hopper. The hand feeding method is the only way I have found to make more than 9 walls in a crate.

Marstil
Mon Oct 20, 2003 4:24 pm
#25

My #1 issue is that I must remove structural modules from the crate in order to use them in a factory.


My #2 issue is that in my last 8 harvester attempts, I had 3 critical failures...is something up or was that just a really bad streak of luck?

ProfessorFury
Mon Oct 20, 2003 4:40 pm
#26

The number one issue that I have with the Architect class is the lack of usefulness in the Galactic Civil War. I would like to see Architects able to craft defensive structures that would be destroyable by the opposing faction. Allow me to defend my PA's Forward Outpost with architect crafted turrets and walls. There are already destroyable walls in place in the PvE and PvP battlefields, so what is the reason they cannot be crafted by architects?


I understand that craftable turrets would make taking a base a total nightmare after watching 40 imperials work for 2 hours to destroy 2 large tower turrets and a large block turret. Perhaps architects could craft only smaller turrets? I would also like to see architects able to construct bunkers with firing ports, or perhaps pre-mounted heavy weapons. In general, I would like to see architects have any role at all in the galactic civil war in a very direct manner. Right now the most direct way we can affect the war is to construct safe houses for use as emergency hospitals near the front line, can we get something more?


Capsize Buyback - Bela Imp Division - Flurry

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