Architect Archive

Thread: State of the Architect End of October

_-ArchAngel-_
Thu Oct 30, 2003 7:04 pm
#27

Already reported and being worked on.



Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

_-ArchAngel-_
Fri Oct 31, 2003 1:43 am
#28

Gnome: Im not surprised, but I do want them to improve and I think it's fair that we ask for it. Thunderheart is the new big guy in town and he's pretty chatty, so it's shaping up pretty well on the communications level.



Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Darkflinx
Fri Oct 31, 2003 6:05 am
#29

My concern is with the upcoming revamp of harvesters, experimentation, and extraction rates.


Currently many proffessions where experimentation works have the opportunity to differentiate from their fellow crafters to make better quality items than their competitors (Chefs, Armorsmiths, Weaponsmiths, Bio-Engineer, and Medic classes). This is also the current case with architects in a flawed way as masters with a +5 skill tape or better can hit the max extraction rates of 11kg/hr heavy or 8kg/hr mediums. This is flawed in that without decimals it's a very black and white difference and there's no way for masters at +55 experimentation to differentiate themselves from other +55 masters because ALL their harvesters with any kind of care come out at 10kg/hr on heavy and 7kg/hr on medium.


This sucks, and this upcoming patch as it's been explained will destroy experimentation and remove hope from architects. Going to +100 experimentation without decimals or a drastic revamp to harvester crafting will result in a situation where not only every master-built harvester looks like every other master-built harvester, but as an added insult many non-masters will be able to make max extractionharvesters as well.


If the Devs want to do this why don't they just save themselves a lot of workand remove experimentation from Architects totally while setting all crafted harvesters to default at the max extraction because this new system will essentially do that anyways.


With +100 experimentation do you realize what will be needed to hit the max extraction? You'll need about 1-2 tries of experimenting using resources that are 751+ UT to hit the max experimental value of 75% for that resource. At the very least they need to put in decimals and set the max extraction at 100% and working backwards from there. That way at least while any architect could hit the max assuming he had the right resources at least he'd have to get awesome resources to get near the max and architects could differentiate themselves from one another. This would still be a flawed system and inferior to Chef, Armorsmith, Weaponsmith, and the Medic classes because those classes have multiple key areas to experiment on and lack the experiment points needed to max every area so they must choose what's important. Not even with max skill tapes can those classes max out everything and neither should architects. If this new system goes in not only will you not need skill tapes to hit the max, but you won't even have to be a master, nor will you have to use anything beyond average quality resources.





Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
Moepple
Fri Oct 31, 2003 6:11 pm
#30

Hi,


one thing concerns me, its seems that the responsiveness of the architects in this forum is close to zero since a few days?


Ist that the State of the Architects?


Read ya.


Hypnosia
Sat Nov 01, 2003 12:21 pm
#31






JoeMenthol wrote:

By the way, as far as Holocrons for crafters go, has anyone actually proposed a real idea or working concept? I know we all want to see some way for crafters and other passive classes to have a chance to grab one of these things, but are there any real thoughts on how to implement this yet?


To that end, here's a few thoughts:


Introduce a new schematic that requires 5 holocron shards. When crafted, this yeilds a 1/1000 chance to make a functioning Holocron.


Introduce a new surveying tool, the Archeological Survey Tool. This tool leads you to random buried loot, which you can 'survey' and dig up. Among the loot available is a random chance for a holocron. (When your tool leads you to a site, you can only survey that area once for a chance to receive one random loot item. This prevents AFK Holocron hunting).


Make the Artisan and Entertainer Mission Terminals randomly generate a mission occasionally (1/3000) that rewards a holocron in some way upon completion. Of course, you have no way of knowing if you got this special mission until you have completed it.



Just some ideas, I know they're not perfect. Any other thoughts?








that's cool. in some ways, star wars to me feels closely related to Indy. it's got a lot of it's own history that's just waiting to be revealed by some treasure hunter. i'd love to see the archeology aspect taken further.



and i want my black small bed and red large bed. furniture COLOR.



and no matter how we b*tch at this profession, Arch, you are doing a great job. thx.




Flurry - PA: House Atreides
Minasan Ogenkidesuka - Master Architect, Master Merchant, Master Artisan
Ravnos Del-Lupo - Almost Novice Squad Leader, Novice Carbineer

Website: http://www.moxfactor.com
Forum: http://forums.moxfactor.com
Mor-Dan
Sat Nov 01, 2003 9:37 pm
#32

crap.. you;re freekin kidding me, right? now i have to worry about heat and shock along with ut??? you guys suck at this. you're breaking something we are trying to get fixed. quit f-ing around with things that are working properly, and stick to fixing bugs.



speaking of bugs, let's now address factories and structure modules from a factory crate. one word: broken. i make schems for 1000 structure mods, but cannot make walls in my factory with these unless i pull them out 90 at a time. PAIN IN THE BUNG HOLE! fix that. if i have 1k str mods, i should be able to make 1 wall, make a schem from it for 99 walls, throw it in the factory, and not get messages saying that the factory ran out of supplies because the schem doesn't recognize the serial number on the structure mods.



so, just to recap, i applaud your efforts to get us some experimentation, but we need to get rid of the additional requirements on our components to get higher extraction rates. that is, to go Bill and Ted, totally bogus. also, fix the schems for items (walls)using structure modules from factory crates. keep being our voice and seeking change to make our profession come in line with the other major crafting professions (weapons and armour).




Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
RotorofCorRng
Sun Nov 02, 2003 7:09 am
#33






BetaZoob wrote:


Droid Engineers, weaponsmiths, armorsmiths - they all pay close attention to specific stats on the resources they gather up to make their gear.





Ya,but they only use 1/100th of the amount of resources.



Rotor - Will cease to exist May 3rd.
BetaZoob
Sun Nov 02, 2003 1:34 pm
#34






Mor-Dan wrote:

crap.. you;re freekin kidding me, right? now i have to worry about heat and shock along with ut??? you guys suck at this. you're breaking something we are trying to get fixed. quit f-ing around with things that are working properly, and stick to fixing bugs.




Are you nuts? The more varied in quality targets we get, the more varied the products can be. Why should we be any different from any other class out there? Droid Engineers, weaponsmiths, armorsmiths - they all pay close attention to specific stats on the resources they gather up to make their gear. We should be doing the same thing. If you want crap product, get crap resources. If you want quality product, get quality resources, expirement up the sub-assemblies, and make a good product.


The more dependencies we have on the quality ratings (such as toughness, conductivity, etc) - the more varied our product base can be.


You've lived long enough with being able to farm the crappiest resources and make any ol' product no different than the rest. It's time we get variety!




--------------------------------------
Zoobacca
Master Architect, Wanderhome
Wala
Sun Nov 02, 2003 2:16 pm
#35

Please fix the


/moveFurniture Forward xx command


everytime i try to use it i got the error "This object is not within the building"


and the


/moveFurniture Back xx command


everytime i try to use it i only got the command help line, and the furniture does not move back



Both commands worked fine the first 3 months, but the forward stopped working a few weeks ago and the back last week.


It would be very helpful if we can use these commands when pcities comes out, because i think every architect will have a lot of work then.


Xader_Vartec
Mon Nov 03, 2003 9:57 am
#36






BetaZoob wrote:





Mor-Dan wrote:

crap.. you;re freekin kidding me, right? now i have to worry about heat and shock along with ut??? you guys suck at this. you're breaking something we are trying to get fixed. quit f-ing around with things that are working properly, and stick to fixing bugs.





Are you nuts? The more varied in quality targets we get, the more varied the products can be. Why should we be any different from any other class out there? Droid Engineers, weaponsmiths, armorsmiths - they all pay close attention to specific stats on the resources they gather up to make their gear. We should be doing the same thing. If you want crap product, get crap resources. If you want quality product, get quality resources, expirement up the sub-assemblies, and make a good product.


The more dependencies we have on the quality ratings (such as toughness, conductivity, etc) - the more varied our product base can be.


You've lived long enough with being able to farm the crappiest resources and make any ol' product no different than the rest. It's time we get variety!






I'LL TELL YOU WHY!!!! BECAUSE NONE OF THE OTHER CRAFTING PROFESSIONS NEED 1BILLION TRILLION RESOURCES!!!!!


sorry.....


Although it is nice that expermentation actually DOES something it is hard enough (without an army of miners) to get resources in quantities needed WITHOUT experimentation. Add expermentation to the mix with resource attributes being part of it and it's REALLY hard.


Most of the time by the time I even FIND a decent place to harvest I can't even place harvesters there because it's full. This is due to the (needed) mining armies out there.









Beta Tester : Master Architect : Master Artisan : Master Medic : Master Marksman



Xader_Vartec
Mon Nov 03, 2003 10:00 am
#37

Beta,


I liked the fact that before this we were DIFFERENT from the other "smiths" in that it wasn't the quality of resource but the QUANTITY of resource. It differenciated us from them. Not only that but it provide a working group model: they used the quality resources, we used the quantity resources).


But now with quality being important too and the fact that we need SO MANY resources we are FIGHTING them for the same resources. They were once our friends, now they are our enemies (metephorically speaking).


I'm sorry I don't have a good counter suggestion for differenciating Masters from newbs. I should because I am critisizing the current solution. But the key here is the mass quantity of resources we require. What was hard before has now been made a lot harder.





BetaZoob wrote:





Mor-Dan wrote:

crap.. you;re freekin kidding me, right? now i have to worry about heat and shock along with ut??? you guys suck at this. you're breaking something we are trying to get fixed. quit f-ing around with things that are working properly, and stick to fixing bugs.





Are you nuts? The more varied in quality targets we get, the more varied the products can be. Why should we be any different from any other class out there? Droid Engineers, weaponsmiths, armorsmiths - they all pay close attention to specific stats on the resources they gather up to make their gear. We should be doing the same thing. If you want crap product, get crap resources. If you want quality product, get quality resources, expirement up the sub-assemblies, and make a good product.


The more dependencies we have on the quality ratings (such as toughness, conductivity, etc) - the more varied our product base can be.


You've lived long enough with being able to farm the crappiest resources and make any ol' product no different than the rest. It's time we get variety!












Beta Tester : Master Architect : Master Artisan : Master Medic : Master Marksman



Waaza
Tue Nov 04, 2003 4:57 am
#38

Nice goin ArchAngel,very professional!


What's this talk about holocrons for crafters? What good will it do to get a holocron from a crafter mission when the result is that you'll have to give up your current profession?


Jedi is for people who don't want to get attached toone or twoprofessions. It's for powerleverlers who doesn't care about their trade. Stupid if you ask me...




_________________________________________________
Crem Bren'Taleh
Master Architect, Master Artisan and Master Chef - Chimaera
Jak Farlight
Novice Creature Handler, Novice Commando and Novice Pistoleer - Chimaera
PhazeDistortion
Tue Nov 04, 2003 10:32 am
#39

I disagree Wazaa. First of all, it is possible, with some fancy skill point managing to Master quite a few of the other professions while maintaining Master architect. Difficult, yes, but possible for most, but not all. Secondly, unlocking the force slot with this character does not mean that you will be a Jedi with this character, only that you can now make a Jedi character. I hear many architects complaining of being bored, and more abandoning it entirely for this reason. Having a Jedi character to play part of the time, and an architect to come back to, would alleviate this. However, with the way the current Holocron drops are, we must essentially master another profession just to try to find out what other professions we need to master to unlock it. I love the idea above about an archeology survey tool, not for just holocrons, but giving the crafting classes a way to find there own loot period.



Phaze Distortion
Kauri Architect of the Year nominee
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