Architect Archive

Thread: Make walls not require subcomponents

Chysgoda
Mon Oct 27, 2003 6:02 am
#14

I disagree. Why not bother with any sub-components will follow next......



Chysgoda-TKM Stacker FEAR TEH FISHIE!!!!!!!!!!!!!!!!!!!!!!!(Wohen fears me at least and his pharples too)
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Omdatha
Mon Oct 27, 2003 8:52 am
#15



Chysgoda wrote:
I disagree. Why not bother with any sub-components will follow next......




You can take any idea to its absurd yet logical extreme like this but that doesn't mean it's necessarily a bad idea in itself.

I have no problem with subcomponents in general, it's just that I think in this particular case, with all the problems we have right now building walls in factories, that this is an acceptable comprimise, especially since at least one issue (the excruciatingly slow speed of factories vs. hand crafting) is because of a database issue which means it is quite likely not going to get fixed anytime soon. Changing schematics seems to be a relatively minor issue for SOE whereas fixing our other problems is apparently right up there with trying to put a man on Mars.
NinjasLovePirates
Mon Oct 27, 2003 8:53 am
#16

I LIKE the sub-components for Wall Modules. I would be very disappointed if they took that out. It makes sense that they're in. How do you make a wall? With bricks. If you wanted to take those out, then maybe they'd do it with weaponsmithing, and then what would the point be? To make money as quickly and easily as possible? That's so boring...


Keep it how it is please!


*runs off with petition and burns it*




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Shadus
Mon Oct 27, 2003 8:18 pm
#17

*swak*

I've made at least 150 wall units... I'd guess closer to 200-300 wall units... I'm so d*mn sick of wall units... I fully agree, the struct mods are just an annoyin grind... I'd rather have wall units that required 50% more materials than the ones that require the 10 struct mods each... its just obnoxious.



Shadus
----
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
asdflkjh
Mon Oct 27, 2003 10:26 pm
#18

I agree they're annoying but good for the xp but then as a master, it goes back to annoying tough call...



~Please excuse my horrible handle. I am unable to change it at this point in time due to technical difficulties. My in-game character is Night Storm {Master Artisan/Architect/Merchant} on Flurry. Thank-you~
Prospective Shipwright
Sevarhin
Mon Oct 27, 2003 11:31 pm
#19

I hate to go so directly against popular opinion, but I disagree. It's tedius, and mind-numbing if you're doing it by hand, and a good reason not to be an architect, especially one without a factory (or three), time, and a good supply of ore. But I also think that there are too many architects running around. So... I see it as having some benefit. I don't mind a little deterrent now and then.




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Fidlaf
Tue Oct 28, 2003 12:02 am
#20

/sign





Build it then blow it up
Apraeh Fidlaf

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tiberian_death
Tue Oct 28, 2003 12:07 am
#21

/disagree


Yes as a Master Architect this would be golden but for all the novice architects trying to grind up the tree you would killing the one thing that makes architect easy for them to grind up while still having some kind of business. Just about every person that is at Master Architect did it through making walls. Its because of the subcomponents that you get so much xp from it. Without structure modules to put in walls, you kill the easiest way to grind up architect and make it harder for everyone not at Master.


The Devs just need to get on the ball and fix the factories to take out the structure modules from the crates.


Maller Malice


Master Architect




Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
OnyxStormhaven
Tue Oct 28, 2003 2:43 am
#22

I agree
Feltope
Tue Oct 28, 2003 5:56 am
#23

I like the subcomponents, yes they are of course a pain in the back side, but needed.


I haven't made struct mods in a factory yet, but I have made everything else for my heavies in the factory, and I seem to be missing the hard part, I just pull my crates out and when I am doing a final combine double click the crate and it places all the items in there for me.


does it not do this with factory crates of of struct mods? 13 double clicks compaired to 3 isnasty. (but worth the exp for non-masters)


as for now until I am a full master I will continue to make my walls and mods from scratch for the exp.


I guess I don't see the pain of making walls when you can double click a crate and 10 struct mods fill up that one spot. I will have to make a few in the factory and see what the problem is I suppose.



sooner or later they will fix factories *cough cough* and they will pull from crates, then there will be no problems I would think.



just my 2CPU


thanks,


Feltope LaserShot


Master Artisan/Architect 2/3/4/1




Thanks,

Feltope
Ropock
Tue Oct 28, 2003 7:17 am
#24

Feltope,


the only thing you're missing is that by running walls in a factory I eliminate the possiblity of crit fails and if i could do a run or 100 walls, I could just set the factory to run and go on about my business....not to mention the space saving from having walls in crates... I like to premake all my components and having 30 or 40 walls sitting around is a major annoyance.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Souldragon521
Tue Oct 28, 2003 8:26 am
#25

/signed with a fury



Mansutyybacu (Retired)
Now residing on Vana'diel(FFXI)
Gnomepunter
Tue Oct 28, 2003 10:55 am
#26

/e wonders what the heck watchkeeper is running off at the mouth about. You a seriously confused person.


/sign


I mean you can still have structure modules for those things that require them. Walls would still give the same amount of exp. It's called reducing carpel tunnel syndrome and other wrist problems from having to make hundreds of structure modules by hand. Novice architects could still make the walls and get exp and sell them to other archs. Small houses would use 1 wall module instead of 10 structure modules. If they wanted to keep the generic reciepe to using 12 modules, they could just change it to 1 wall and use more ore in the making.

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