Architect Archive

Thread: Dvnce's Assesment.... our current and present situation..

Amythen
Mon Jul 26, 2004 10:47 am
#14

I have a quick question.


uh.. current AND present? Kind of redundant.



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Adolai Danst - Dead Man Walking & Master Musician / Master Entertainer / Master Artisan

Dvnce
Mon Jul 26, 2004 11:15 am
#15






Amythen wrote:

I have a quick question.


uh.. current AND present? Kind of redundant.







Yeah.. I have always wondered why they needed to say .. Clear and Present Danger too.. (which is the play I was making)


\





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Mon Jul 26, 2004 11:28 am
#16






Cafa wrote:


This is where you, I and SOE will fundamentally differ, Dvnce.


Architect, while not broken, is riddled with GAME BREAKING issues in the core game mechanics, the least of which includes:


(a few bugs)


- Factory error 7 (need I say more on this?).


- Maintenance clocks irregularly delete structures.


- Many model problems with existing housing structures.


- No coherent/realistic reoccuring source of income for architects.


- Too many "loot items" that should be craftable schematics that an architect makes akin to the paintings.


(the real problems)


- SOE "fixes" problems by NERFing, not adding to the game.


- Inability of SOE and the CSR community to provide honest service and account reliability for structure maintenance and replacement due to game bugs. Specifically, the maintenace clock. Of ALL THINGS, this should be damn near sacred. Instead we get snooty CSRs and a management staff that hide behind some set of "rules" that they refuse to publish or make available to their consumers. They will not even publish a set of standards that CSRs adhere to. I cannot tell you how many times I've listened to CSRs tell me and guildmatesthey have better things to do than figure out why houses/factories/harvestors with MONTHS of maintenance went poof.


- Inability of Thunderheart to be honest and factual with his public statements. I could make a LONG list here, but we'll just throw out SEAs and you get the general drift. The crafting nerf day alone was an exercise in SOE BS that basically threw out all respect I had for this production team for dealing with crafters.


- Inability to address the abyssmal storage problems with this game in an adult fashion.


- Refused to discuss storage issues for 9 months and then finally just said, "NO, we are going to never discuss it, but I get to keep calling you guys names".


- Hides behind nuanced statements.


- Callsall craftersnames instead of dealing with customers/public in a professional manner.


-Labelled us monopolizers.


- Told crafters they play the game "too good" so the system is now broke.


- Gave more attention to the single-most worthless profession in the game than all the people that work to develop content/crafts for this game, aka. jedi.


From my perspective, the problem with architecture and crafting in general is your new Community Manager. He neither plays the game nor has any passion for our "side" of it. /sad


Fivo Asia







Dont get me wrong I dont think our proffesion is perfect. In fact there is alot that needs to be done to make this proffesion capable of holding an audience. I just mean in comparison to a few other professions we look pretty good.


As far as the renewable income.. It is more or less SOE had this vision ( which neglected to take in consideration player behavior) and then things went a different direction.. Ok.. that is fine.. Now its time to get SOE and the PLAYER base on the same wavelength on this issue.. and work together to accomplish what both sides want.. the answer is out there we just have got to be willing to accept that it is somewhere inbetween the lines....


Trust me.. I have along list of issues that I am no where near fighting for.. I mean.. You want to know why I started playing swg? it has nothing to do with starwars ( although I grew up on it ) My little brother bugged the heal out of me to over a year before starwars came out. He wanted me to plan on quitting the current game I was involved in to go to SWG.. I wasnt interested at all.. He told me about the classes.. the crafting... the blue glowy dead jedi ghost... etc.. etc.. It wasnt until he showed me Screenshots and a discription of being able to find new planets and Build a city. A city that you had to develope its own economy.. defenses.. etc etc.. with walls, streets , museums and everything you could think of.. It also said that renegades could come and try to take over or even destroy your city.. That Is what made me want to play the game.. Is that what we got? no... Are we heading in that direction? possibly..


So.. I have not settled to be content with what we have.. I want the game I was promised..





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Cafa
Mon Jul 26, 2004 11:36 am
#17






Dvnce wrote:



Dont get me wrong I dont think our proffesion is perfect. In fact there is alot that needs to be done to make this proffesion capable of holding an audience. I just mean in comparison to a few other professions we look pretty good.


As far as the renewable income.. It is more or less SOE had this vision ( which neglected to take in consideration player behavior) and then things went a different direction.. Ok.. that is fine.. Now its time to get SOE and the PLAYER base on the same wavelength on this issue.. and work together to accomplish what both sides want.. the answer is out there we just have got to be willing to accept that it is somewhere inbetween the lines....


Trust me.. I have along list of issues that I am no where near fighting for.. I mean.. You want to know why I started playing swg? it has nothing to do with starwars ( although I grew up on it ) My little brother bugged the heal out of me to over a year before starwars came out. He wanted me to plan on quitting the current game I was involved in to go to SWG.. I wasnt interested at all.. He told me about the classes.. the crafting... the blue glowy dead jedi ghost... etc.. etc.. It wasnt until he showed me Screenshots and a discription of being able to find new planets and Build a city. A city that you had to develope its own economy.. defenses.. etc etc.. with walls, streets , museums and everything you could think of.. It also said that renegades could come and try to take over or even destroy your city.. That Is what made me want to play the game.. Is that what we got? no... Are we heading in that direction? possibly..


So.. I have not settled to be content with what we have.. I want the game I was promised..







I dream of that game, too, Dvnce. Fight the good fight brother.


Fivo Asia


P.S. Make sure rebels keep all the bugs



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Astev_Aris
Mon Jul 26, 2004 11:55 am
#18






Meplorium wrote:


As for the combat balance, master architects should get an ultimate attack move, throwing wall modules. You need to have a wall module and equip it to throw it. Should do about 20k damage, AR2 with a small area effect. This should be the most powerful attack in the game of course. Other than that, I can't think of anything that architects need for the combat balance.




I'd prefer the 16-ton weight falling from the sky onto the head of your target a-la Monty Python.



___________________________________________________________________

Astev Aris. (Formerly) Master Artisan/Architect/Shipwright
  • Founding Mayor of Skyfar (Retired) - Naboo, Bloodfin, -3980 6350.

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  • Lecivius
    Mon Jul 26, 2004 1:04 pm
    #19

    There are issues, and it looks like D has them in mind. My question, in lieu of the focus now on JTL & then CB and THEN the GCW, is what, if anything, is being looked at currently for architects. I realize nothing specific can be mentioned, let alone promised. And I'm not gonna get up on the soabox & yell things already beaten into the ground. But there are a lot of "I Wish" statements on these boards, and I would like to know what the Developement team has in mind for the future of this game for architects.


    Are they more in line of concentrating on bug fixes? The OMU crate issue, and factory bug come to mind, as examples only.


    Adding content to existing models? Different houses, factory experimentation, furniture colorization etc.


    A plan, as yet undetermined, to involve Architects in the GCW? Faction construction & Destruction would solve the renewable income issue, again, as an example only.


    I would like to know a rough idea, outline, or whatever, is in store for this community.



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    OckVofad
    Mon Jul 26, 2004 3:34 pm
    #20

    The problem is not that structures or harvesters do not decay (Believe me I can tell you they do). The problem is that the Devs use the maintenance on the structures to drain the economy and the money does not go to architects.


    I would support architect created repair kits to maintain my structures.


    By the way I am one of the evil lot swappers.



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    Sevardos
    Tue Jul 27, 2004 12:52 am
    #21

    First off, I do want to say that I enjoy the profession. I will not be one of those who will scramble to get Master Shipwright. I'll be keeping my Architect.


    My vision for Architect, especially when I first heard of the profession and what I thought it would do, is not what we have today. That doesn't mean it's bad, it's just not what I orginally expected.


    You see, the name of our profession is wrong. We're not Architects - we're Carpenters. Architects design, Carpenters build.


    My vision of Architect was the ability to DESIGN, to alter, to customize, to add flair and personalization to an existing design. The ability to design would be my vision for this profession and couldn't care less if they didn't fix ANY of the bugs because they were focusing on this vision as a revamp.


    Imagine being able to design your own floorplan. Imagine being able to design your own house. Imagine being able to "copyright" these designs as your own signature! (ok, now I'm really dreaming I know LOL).


    Anyways, I support any initiative to add more content to the profession and look forward to anything and everything. But if you want to know what would be my ideal vision for the profession, it's simple...


    Make us Architects, not Carpenters.






    Sevardos

    The ))SUN(( Centre
    636 -3836 Corellia (just outside Coronet) - Bria
    Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
    *** ALPHA TESTER: Combat Balance ***
    Crimsonsplat
    Tue Jul 27, 2004 6:46 am
    #22

    We're not fundamentally broken, except in one area: Lots.


    Lets face it, there is NO way we could survive on 10 lots: 1 lot for a small house. 2 lots for a structure factory. 7 lots for harvesters. Ore doesn't get over 60% much, and isn't easy to find over 50%. We need tons of ore, and a fair amount of steel. Last night I had someone asking me for the white chest; had to tell him I couldn't make it due to lack of duranium steel. "Why?" he says. "Because all my harvesters are collecting ore and high quality steel--I haven't been able to make harvesters for the last ten days, because UT on both sucked!"


    I actually wouldn't mind *some* constriction: it would force architects to specialize, and that would decrease competition, so higher prices would be the norm (in fact, necessary). But as it stands, I feel occasional shortages despite having 14 static heavies and up to 30 static mediums (guild owned, I "rent"), plus up to 9 lots of my own. My shop and two factories are also on lots that belong to another player (from my server) who quit and handed his stuff to me, and I have a storage house which originally belonged to another guild member who disappeared--so that's 59 lots not my own that I use part or full time. And I still have shortages, because I can't move many them to take advantage of spawns.


    If they do kill cross-server lot trades somehow, then I would hope they'd also require harvester certs in the Artisan tree, and increase personal lots. Otherwise, guilds will become the required method of success. "To join our guild, you must donate 2 lots on which we will place harvesters, which the approved guild artisans will have admin rights to." Ugh.Obviously, it would work forme. (see above), but for the average newbie,it would freeze them out--just like medieval trade guilds.Worse, combat classes will drop harvesters with their spare lots and make scads of extra cash gouging crafting classes.


    That's my biggest single concern. Now on to the minors.


    Factory error.

    Maintenance bug. I fear this one, so I have my storage spread out.

    Furniture colorization (please!).

    New structures & furniture.

    Merchant Profession required to be able to sell (combine the columns down to just 2).

    Recurring income.


    Think that covers it....

    Dvnce
    Tue Jul 27, 2004 9:10 am
    #23






    Crimsonsplat wrote:



    Lets face it, there is NO way we could survive on 10 lots:





    Kinda have aproblem with this statement.... cuz you can always buy resources from a distributor... and use your lots for factories/storage.... it has been done..




    Imaka QuHurl

    Im Not Dead Yet Careful I bite

    Heed the warning

    Sevardos
    Tue Jul 27, 2004 10:53 am
    #24






    Crimsonsplat wrote:

    We're not fundamentally broken, except in one area: Lots.


    Lets face it, there is NO way we could survive on 10 lots: 1 lot for a small house. 2 lots for a structure factory. 7 lots for harvesters. Ore doesn't get over 60% much, and isn't easy to find over 50%. We need tons of ore, and a fair amount of steel. Last night I had someone asking me for the white chest; had to tell him I couldn't make it due to lack of duranium steel. "Why?" he says. "Because all my harvesters are collecting ore and high quality steel--I haven't been able to make harvesters for the last ten days, because UT on both sucked!"


    I actually wouldn't mind *some* constriction: it would force architects to specialize, and that would decrease competition, so higher prices would be the norm (in fact, necessary). But as it stands, I feel occasional shortages despite having 14 static heavies and up to 30 static mediums (guild owned, I "rent"), plus up to 9 lots of my own. My shop and two factories are also on lots that belong to another player (from my server) who quit and handed his stuff to me, and I have a storage house which originally belonged to another guild member who disappeared--so that's 59 lots not my own that I use part or full time. And I still have shortages, because I can't move many them to take advantage of spawns.


    If they do kill cross-server lot trades somehow, then I would hope they'd also require harvester certs in the Artisan tree, and increase personal lots. Otherwise, guilds will become the required method of success. "To join our guild, you must donate 2 lots on which we will place harvesters, which the approved guild artisans will have admin rights to." Ugh.Obviously, it would work forme. (see above), but for the average newbie,it would freeze them out--just like medieval trade guilds.Worse, combat classes will drop harvesters with their spare lots and make scads of extra cash gouging crafting classes.


    That's my biggest single concern. Now on to the minors.


    Factory error.

    Maintenance bug. I fear this one, so I have my storage spread out.

    Furniture colorization (please!).

    New structures & furniture.

    Merchant Profession required to be able to sell (combine the columns down to just 2).

    Recurring income.


    Think that covers it....




    Don't agree with the statement I coloured in yellow. I buy 90% of resources and only have 3 lots available for resources. I do quite well with that. I never understood why people think you HAVE to mine your own resources. Who are all these players selling resources to if this was truely a requirement?


    I personally prefer not to watch over a field of 50 harvesters. I tip my hat to players that do it, it's just not my cup of tea. However, I will gladly buy what they mine in large quantities






    Sevardos

    The ))SUN(( Centre
    636 -3836 Corellia (just outside Coronet) - Bria
    Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
    *** ALPHA TESTER: Combat Balance ***
    Crimsonsplat
    Tue Jul 27, 2004 11:53 am
    #25






    Sevardos wrote:





    Crimsonsplat wrote:

    We're not fundamentally broken, except in one area: Lots.


    Lets face it, there is NO way we could survive on 10 lots:



    Don't agree with the statement I coloured in yellow. I buy 90% of resources and only have 3 lots available for resources. I do quite well with that. I never understood why people think you HAVE to mine your own resources. Who are all these players selling resources to if this was truely a requirement?


    I personally prefer not to watch over a field of 50 harvesters. I tip my hat to players that do it, it's just not my cup of tea. However, I will gladly buy what they mine in large quantities






    You sir, are fortunate to have steady suppliers on whom you can depend, and reasonable prices. I keep finding grind quality junk at 3-6+cpu prices. And then there was the stack that was 300k.... When I looked at thequantity of the stack: 2000. Yeah, right. My eyes aren't that bad, jerk.


    (God,but I would buy Structure Modules or walls in quantity if I could just find a supplier... They tie up my factories for way too long. I keep a third factory to throw down sometimes when I get bottlenecked badly.)


    Eventually, I realized I was going to spend as much time hunting suppliers as I would administering the guild's field--and the field was cheaper. (I calculate my break-even on a 2cpu purchase is a BER 13 on 23%concentration with no merchant discount to maintenance, before energy costs are calculated in.) Now, I do buy some things. CD 999 copper on sale? Grab some. And I was on the verge of paying for good steel before a spawn finally appeared. I will freely admit I haven't surveyed multiple planets enough -- I don't like making multi-planet harvester runs, but I will do it when I have to. "WTB Dantooine fungus..."


    But the thing I won't abide is buying resources from a combat class. It's a pet peeve of mine that the average combat template can put down MORE harvesters than I can, and harvest just as well as I can -- as long as he's got a spotter. To random broke newbie: "I'll pay 10k if you can find me a high spawn % of Carbonite steel" Well, now he's got a spotter....


    And I stand by my assertation that if cross-server lot trades are killed with nothing to replace them, then guilds will orgainze new fields to support their "approved" artisans. (Ours fell into it entirely by accident, and we have a decent surplus over Artisan demands right now.) As a result of this, Istill want certs for harvesters, but the resultant overall decrease in the number of harvesters and freelance miners would require an increase in Artisan and Architect lots to make up for it.


    I also remain thoroughly cheesed off that our structure factories take TWO lots, and everyone else's takes only one.


    Sevardos
    Tue Jul 27, 2004 1:01 pm
    #26

    /shrug Higher grind prices means it will eventually drive up prices for harvesters.


    It doesn't make sense that materials go up in price but retail prices remain stagnant. Sure, you'll see some take advantage of it in the short term, but it will mean higher prices in the long run and on average, prices will go up.


    I don't get worried about resources prices. If grind ore goes up in price by cpu - so will my retail prices.


    It's the same argument I'm seeing with Doctors. There is this raging debate about the price of buffs going up and buff-packs going up. Well, with sky rocketing price of meats, it was bound to happen. [Example:260-300 cpu for IN-SPAWN Avian meat on Bria ... will be interesting to see where the price goes AFTER the spawn is over, sheesh]. Sure you'll get a few that will stick it out until they deplete resources, but eventually - the higher prices will become the norm until, and only if, resources prices start going down again.


    Anyway, not saying one way is wrongover the other, just disagreeing with the theory ofharvesting to be successful is a requirement.





    Sevardos

    The ))SUN(( Centre
    636 -3836 Corellia (just outside Coronet) - Bria
    Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
    *** ALPHA TESTER: Combat Balance ***
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