Architect Archive

Thread: Week Four List of 5

RovaniDragon
Fri Aug 15, 2003 7:04 pm
#14

sinec you decided to halfass read my post,

my problem was NOT with crit failures.

My problem is that when we crit fail that the items no longer 0 out like they used to.

This forces us to close out of the tool completely and re open it.

Non of my guild other than the architects seem affected by this.
Homeslice
Fri Aug 15, 2003 8:15 pm
#15

Those aren't too bad but the fifth is going to be for Urban Developers so they are already fixing that. Not sure what I would put in the place of it though.
Jarvel
Fri Aug 15, 2003 9:21 pm
#16

I like your list and am not suggesting any changes to it.

I personally would like to add a couple things to the fire for any "upcoming" updates or lists though. If people have suggested these ahead of time, my apologies.. I don't hang out here like I did when the game was first released so don't mean to upstage any earlier ideas.. (if it is a new idea I'd be happy to take full credit though

I would like a /move option that also raises/lowers an item so that desk lamps and such can be put on desks and bookcases.

I was kind of hoping for containers that actually hold things. I know there is the container that is locked that smugglers unlock and people use that (and backpacks) for storage. Maybe the coders can simply dup these items and change the graphics so that they look like another type of cabinet or chest.

Since I'm mentioning functioning furniture, maybe another type of light source that can be used. Retool the graphic on the torches to save on coding. It isn't the dark ages, not only fire can illuminate in these galaxies..

I would also like to see some method of coloring the items so that people can have some flexibility in interior design. thinking back to one of the things you mention for change (the

Lastly, I've been wondering if the ballot boxes couldn't be retooled to be guestbooks. Like a bulletin board or something where people can post messages and such. maybe not a big deal now but would be fun when cities come in to be able to post meeting dates, events, and even wanted posters in towns as a way of keeping it in game and not require people to visit forums all the time.

As for the option Q talked about considering, with furniture and stuff that has a decay rate. What if instead of destroying houses/furniture you cause the graphic to change. It is already done with harvesters, they smoke when they run out of maint. It would be good if furniture or even houses took on some ungodly hue or texture that would cause someone, just out of vanity, to buy a new one (which is all most furniture is bought for anyway).

That's my list, take it for what it is.. It's a great game, and I am in no way complaining. I meant for this post to be constructive suggestions and hope it is taken that way.
ShaddamtheIV
Sat Aug 16, 2003 3:58 am
#17













Distinct Corellia Houses – The citizens of Corellia are requesting that their Houses receive a face lift. The difference between a Corellia and Generic Architecture is marginal and not diverse enough to suggest a difference in culture. Generics should look like some sort of Empire Factory Pre-Fabrication, pretty bland and boring. The current Generic houses pretty much fit that description. Corellia houses should reflect Corellian culture.










If you are going to request this then I ask that you also ask why it is that generic housing cost more to make than the planet specific housing.


If you want to push those of us wanting to get away from the mobs of newbies and griefers please at least allow for our generic housing to have at least one of the following. An outside viewing platform (generic has none) or building costs in respect to the size of the house.


Idont get why a large naboo house is so much bigger yet takes fewer supplies to make than a generic. I would think the opposite would be true. Since a large naboo or tatooine is so much bigger than a generic then they should cost more wall modules etc.


I've seen several arguments that since we are buying/making generic housing and can place them on any planet that that in itself should constitute the reason for the extra cost. IMO that is total BS. Also why does the generic PA hall cost 10,000 more resources to make than a specific planet PA hall when they are basically the same ( I havent seen one difference actually)


You would think they might actually want people to move to other planets in order to lessen some lag issues on the popular planets. So why is it they are setting costs this way when it only further strengthens the argument for staying on a starter planet??




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
Zarcath
Sat Aug 16, 2003 4:41 am
#18

I always thought of Generics were more expensive because of the versatility. You can re-deed the thing and replace it on any other planet, but with the planet specific houses, you'd have to buy an entirely new house to place it anywhere else.


So...two houses for 2x the cost


or one house for 1.2x the cost

Naufragus
Sat Aug 16, 2003 12:43 pm
#19






Zarcath wrote:







User Friendly Furniture Placement Tool – The current Furniture Placement Tool is extremely difficult to use and does not give the results desired. Many end up simply using the /commands to get the right look. The use of a slider bar for placement would be a drastic improvement over the current radial menu.


NOT an archtiect specific issue








Item Storage Tiers – With all houses currently able to store the same amount of items (250), any player seeking a house for storage purposes would get more bang for their buck by purchasing small houses over mediums or larges. For example, a possible table could be –


Small - 150Medium - 250Large – 500
We would also like to see Storage Space affected through Experimentation. Perhaps a possible increase of 50-100 extra slots from Experimenting.

Or, implement a warehouse style structure that can hold 500 items. Players would more likely purchase the warehouse for their storage needs, and with a storage of 500, it’s unlikely players will need to own more then 1.

NOT an architect SPECIFIC issue. they wont give us more space...their database cant handle it...everything they have don the past month is to try and reduce how many items we have







Distinct Corellia Houses – The citizens of Corellia are requesting that their Houses receive a face lift. The difference between a Corellia and Generic Architecture is marginal and not diverse enough to suggest a difference in culture. Generics should look like some sort of Empire Factory Pre-Fabrication, pretty bland and boring. The current Generic houses pretty much fit that description. Corellia houses should reflect Corellian culture.


NOT really architect SPECIFIC....what would be better is if WE THE ARCHTIECTS could customizeall houses and furniture...you would get more options along the construction tree...








Business Oriented Structures – Everyone would love to see the addition of Business related structures. The cry for Cantinas is probably the loudest, with Medical buildings in second. Adding 6-8 Business buildings to the Construction skill tree would have the best results, giving the Architects something for an underpowered skill tree.


nearly architect specific...i get asked all the tiime about strcutures and furniture (everyone wants rugs) people see in game...but we cant build it....a prime example is the 3 story house on Tatooine that the second two levels are underground...people would also like their shops to look distinct from houses







Zarcath
Sat Aug 16, 2003 2:47 pm
#20

Dropping Business Oriented Structures in favor of "More Critical Failure Information", current system does not inform you how much was returned. The input displays becomes bugged, forcing you to go back and re-start the schematic.
Homeslice
Sun Aug 17, 2003 4:54 am
#21

My new request to replace one of the five is this big factory bug that is somehow related to power core units. I have heard a couple people having this issue of not creating one and eating the components but now I when I switch up my schematics, I can't even make anything else. I would be happy if they just took identicals out of schematics or for power core units. Whatever helps fix it so that I can make everything and the harvesting mechanism would be nice too but I know that was first week and they were shocked by it.
Homeslice
Sun Aug 17, 2003 5:02 am
#22

Oh yeah just wanted to add that I know power core units were in week one as well but it seems like it has gotten worse for me. After trying to make them and moving on to make something else, I can't even make the new items in my factory. It just eats some resources and then makes 0 items. Hopefully the restart today will fix this.

Drueric
Sun Aug 17, 2003 5:06 am
#23

I would have to agree that repairing bugs should be first Priority,Recurring incomesecond, and new content last. We need the old frustrating bugs taken care of #1.


Which ones?


Harvesting Mechanism.


All factories.

MikaelGueck
Tue Aug 19, 2003 11:44 am
#24

Zarcath, could you clarify the request-response process here in a few words?

Did I understand correctly that:

a) the current developer response time to a submission is 1-3 weeks,

b) only one correspondent submission at a time is accepted,

c) you have four queues of issues:

I) almost daily update notes from developers describing today's status quo,

II) developer responses to already submitted correspondent issue lists,

III) the draft correspondent issue list to be submitted next,

IV) a generic list of issues discussed day-to-day without conclusion so far,

d) incoming queues I and II affect and shape the queue III on a day-to-day basis
as developers fix other issues and introduce variations to the current ones,

e) incoming queue IV gets completely new issues and discussions daily as people
gather diverse new experiences and new people with new points of view enter
the discussion,

f) with current tools it's very difficult to keep the draft queue III on the
forums in sync with other factors, since the game contains so many features
and the change pace is so rapid,

g) the discrepancies between the sendoff day's current reality and the content
of the list is currently an unavoidable factor, but one that is remedied by
active corrective communication between the correspondent and the developers?



[email protected] - Master Chef
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dWhisper
Fri Aug 22, 2003 6:26 pm
#25





Distinct Corellia Houses – The citizens of Corellia are requesting that their Houses receive a face lift. The difference between a Corellia and Generic Architecture is marginal and not diverse enough to suggest a difference in culture. Generics should look like some sort of Empire Factory Pre-Fabrication, pretty bland and boring. The current Generic houses pretty much fit that description. Corellia houses should reflect Corellian culture.









This would probably be the most welcome addition to the most populated planet in the galaxy. Well, Tat and it are close, but at least Tat looks unique. From a distance, you'd be hard pressed to tell Corellia from Talus or Rori.


When you look at Corellia cities, the two most striking features are the use of peaked buildings and high rises. I wouldn't mind the industrial look so much if it at least had the "vaulted" aspect of Corellia buildings. A large house should have multiple floors to it, not just the small hallways and staircases. A large Corellia house is the same size as a medium Naboo one. It's also missing things like balconies, gateways, or any distinguishing factors.


Should it weird me out that the words Corellia, Rori, and Naboo do not appear in their dictionary? Their spell checker feels I should change them...






Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

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