Architect Archive

Thread: TH or GreenMarine can we get a definitive answer on whether Fusions are going to be 'fixed'?

Griswel
Wed Dec 03, 2003 4:54 pm
#27

I believe that it is technically "la bump", though I could be mistaken.
oditr
Thu Dec 04, 2003 1:41 am
#28

Still nothing?



Usta - Master Architect & Artisan & Merchant
Damas01
Thu Dec 04, 2003 6:19 pm
#29

UP YOU GO...BACK TO THE TOP



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Griswel
Thu Dec 04, 2003 7:24 pm
#30

I hope we get something soon.
Linoric
Fri Dec 05, 2003 1:08 am
#31

Bump



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ArdnLr
Fri Dec 05, 2003 1:59 am
#32

Anything on this???




Ardn


Starsider

Bonk-
Fri Dec 05, 2003 5:03 am
#33

Found this message on the Artisan board regarding bugfixes on the TestCenter:



Vaedross wrote:
December 4th
2003


  • Improved client stability
  • Improved server stability

    .
    .
    .
  • Fixed a couple code strings with 2 craftable parts from the Installation II line of craftables.

    .
    .
    .


Installation II is of course the harvester line. It's possible that the 2 craftable parts are related to solars and fusions (I'm not aware of any problems with any other Installation II parts).

/ teh Bonk
CornArby
Fri Dec 05, 2003 12:04 pm
#34

Hey, seeing as I'm new to the architect field, could someone please explain exactly what this problem is?


Thanks

Dayln
Fri Dec 05, 2003 12:39 pm
#35

It isnt nesessarly a problem,


There was a time when we could make 16 BER generators, the limit now is 14 BER. By asking if they will "fix" it they are trying toimply thatsomething is broken, but it may be that 14 BER is the intended cap.

ZenDragonMLS
Fri Dec 05, 2003 3:33 pm
#36

The issue isn't so much the "cap" per se (although that's what the final result ends up being). But right now there are 3 generators (wind, solar, and fusion). The wind allows experimentation on the final assembly to impact the BER, so you can take a rate 5 wind generator and experiment it up to rate 9. The solar and fusion don't provide that option. This keeps the solar at it's base rate of 8 (making it a lousy deal compared to wind). This starts the fusion at rate 13 and allows for it's ore mining unit to lift it to rate 14 - but no further.


So the question is: is it a bug that prevents solar/fusion experimentation on the final assembly, or is that by design? A simple statement of the intent would be nice.






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Griswel
Fri Dec 05, 2003 5:33 pm
#37

Dayln - the fusion/solar post above this is the answer.


Plus, if you look at the original post you'll see that I am unsure whether things are meant to stay this way or not.


All we want is information - looks like we're gonna get fixed, but it would be nice to be sure.

Griswel
Sat Dec 06, 2003 4:40 pm
#38

I'd still like to see more info. Anyone seen anything?


If the corrections are to these two that were mentioned on TC that would be nice.

Serbinator
Sun Dec 07, 2003 2:28 am
#39

I'm sure the "fix" will be to correct the 14BER Fusion cap by removing the OMU from the schem, and replacing it with another. There will now be a 3rd schematic, "Ore Extraction Unit," which will require totally different attributes and will actually reduce the BER of fusions to 7, to make an open-ended straight of power harvester BERs in inverse order. Furthermore, there will be a 4th schematic called the Heavy Harvester Ore Mining Unit which will now be needed for all heavy harvs, and it work something like a droid component and will not be properly placable in the Heavy Harvs schematics, thus making Heavy Harvs uncraftable. To resolve this issue, they will make OMUs add 14 to BER of mediums. To compensate for the imbalance caused by medium harvesters, they will fix the HHOMU, but it will only add 3. Thus, the heavies will be returned to 13BER, the meds will rise to 18BER, and the fusion will be capped at 7. Additionally they are going to put in "Critical Failure Decay." If you critically fail an assembly your crafting tool will take 85% Durability loss, and if you crit fail an experiment, your crafting station will detonate and take your house with it. Luckily, all your house contents will not be lost! If you live in a player city there will be a new civic structure called the "Lost Item Harvester" which can be used to extract items from detonated housing (and other civic structures, too). This Lost Item Harvester will come in 3 versions, the Personal, Not-Personal and Very Personal sizes. Unfortunately, you will need to be in a Rank 9 city to place a Lost Item Harvester. Also that city must be Rori only. Additionally, all the PA halls will be moved into the Furniture line and the advanced gardens into the harvester line, thus finishing the job of making Master Artchitect utterly useless. In other news, since food is now working, it has been decided that something else needs to cause semi-permanent stat damage. Having a harvester in your inventory will now cause 1000 points of semi-permanent health and mind wounding. The only resolution for this problem will be dying while uninsured. If you are insured when you die, you will acquire 1250 points of action wounding, and will have to die again. Upon dying this second time, you will be free from the H and M wounds (yay!), but you need to perish again to shake off the action wounds (boo!). Last but not least, Test Center will now be named "We Give Away Free Stuff So You Can Learn the Exploits Before We Put the Same Broken Stuff On Live!"



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