Architect Archive

Thread: Week Five Preliminary

Sedryn
Tue Aug 19, 2003 7:39 am
#27

Fix the database link to the level3 white Armoire in the schematics. (shows as a lvl2)


FINAL PRODUCT IS A LVL2 ARMOIREAS WELL!


It looks like just a database link problem.. 10 seconds to fix




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MCORipper
Tue Aug 19, 2003 8:51 am
#28

Excellent list, too bad I no longer have any faith in SOE doing anything about these issues, at least in the near future.


I really hope I am wrong though.




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Tresnar
Tue Aug 19, 2003 11:12 am
#29

While I agree with the list in it's entirety, after critical failing on a PA hall last night, I'm feeling quite bitter towards the game. It is not fair, nor realistic in the slightest, to lose 56k materials. Youshould get a large percentage of that back, 80-90%, or why isn't the output a pile of dirt? At least I could sell that on the bazaar for 3cr each as landfill.



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Betatoxin
Tue Aug 19, 2003 6:51 pm
#30

This is an excellent list Zarcath, I think you have done very well to capture the 5 hot point issues.

Lets hope someones listens.

Great work
Betatoxin
Tue Aug 19, 2003 7:01 pm
#31


BreezeDK wrote:
  • Harvesting Mechanisms/Power Cores
  • Critical Failures
  • 100+ Assembly and Experimentation
  • Experimentation Effects
  • Lamps Light Source

4 out of 5... this is nice... but please take out Lamps.. even though it would be nice to have different light, it is nothing critical... replace it with DECAY SYSTEM






Here is the problem with building decay BreezeDK, a lot of us do not like the idea of building decay.

Decay is not a hot spot issue that we can all agree on, it is a divisive issue with people on both sides and some in the middle. Certainly it is not clear from any thread on the decay what should be the approach to take that is most acceptable to the community for creating a repeat business market for architects.

What this list Zarcath has produced represents what I think we can agree on are key issues that all need to be resolved. I applaud him for selecting these issues that can represent a united front for all architects.

With regards to building decay until we have some consesus on how if at all such a mechanism should be introduced it should not appear on the list, at least not without substantial qualifications and with balanced arguments from all sides. For me at least I do not like the idea of house or harvester decay but I do like ideas around combining the GCW with the architect profession like adding a military tree to replace construction.
ShaddamtheIV
Wed Aug 20, 2003 4:51 am
#32

Wow...what an outstanding point. It could be something like everyone can use a personal, only artisans can use a medium, and only elite artisan professions get the heavy certification. It just makes too much sense



I love this suggestion. Theres no way arifleman should be able to run a large harvester. Same as there is no way I can use a T21.


Add certs to the use of harvesters so that no everyone is using (and bothering me for) the large items.




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
Rimtuuk
Wed Aug 20, 2003 3:35 pm
#33

Great post. Here are two items which I think really need to be added.


1. Factories not being able to pull sub-components from a factory crate. Ever tried making 10 identical walls? Having to drop 100 structure modules into the input hopper is a pain in the ***.


2. The items not wanting to come out of factory crates. I can sometime reboot and this will fix the issue, other times I have to wait till server reset.



The issue about sub-components not being pulled from a factory crate is a real biggie.

Vilkata
Thu Aug 21, 2003 10:53 am
#34

No offense, but harvester certs is about the worst idea I could ever imagine. It would totally eliminate our ability to borrow other people's lots for our harvesters. Any of us who wanted to actually own a house, like my large, would be totally screwed. I have a large house 6 lots, factory 2 lots, 2 harvesters.. yippie, certs would be an excellent idea.


What would happen is that people who specialize in selling resources would be able to drive their already high prices much higher, 7+ cr per resource easily. We, who are lucky if we make 5cr per resource on final products, would be forced to buy from them, losing money in the deal. Yeh, great idea, almost as great of one as structure and furniture decay, where we'd be nothing but wrench monkeys running around 24/7 fixing everything; just imagine what that would do to us guild architects that manage entire cities.


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ThorsAnvil
Thu Aug 21, 2003 1:40 pm
#35

lack of cert for using harvesters, they are too powerfull for common users.



rather then getting more slots, we should get harvesting bonus, like 10% increased productivity.




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Tresnar
Thu Aug 21, 2003 2:12 pm
#36






Vilkata wrote:

No offense, but harvester certs is about the worst idea I could ever imagine.


What would happen is that people who specialize in selling resources would be able to drive their already high prices much higher, 7+ cr per resource easily.






Excellent point. The idea of certs for harvesters is terrible, horrible, etc.... I buy most of my resources, either through rental agreements, or outright. Having a TON of people with huge harvesters is good for me, as it means more resources on the market. More resources on the market means a high supply, of which demand cannot keep up. Hence prices go down.


Bigger Resource Supply = Low Prices
Small Resouce Supply = High Prices


Why in the world would us architects want higher prices for the resources we buy? We already have razor thin margins as it is.




Tresnara Enator - Master Dancer, Master Marksman, Novice Pistoleer
Kauri Cluster

Accabwec - Master Artisan, Master Architect
Scylla Cluster - Tatooine - Mos Espa
DarianDarkstar
Fri Aug 22, 2003 1:31 am
#37

Harvesting Mechanism fixed, next point!



Darian Darkstar

Master Artisan, Architect, & Tailor

Pax Imperius

Dark City, Corellia - Scylla Galaxy

Daynn
Fri Aug 22, 2003 5:42 am
#38

* Harvesting Mechanisms/Power Cores

Harvester mechanism is fixed. I made a heavy floral harvester today. The first issue is still a huge one, just delete the harvester part.

* Critical Failures

Yeah I agree this is an issue. I think it is related to the following one tho, so I am not sure you have 2 seperate issues here.

* 100+ Assembly and Experimentation

Yeah strange that I get 10 experementation as master weaponsmith and 5 in architect. Would be nice if experementation did something tangible tho. Which leads to:

* Experimentation Effects

Yeah. I totally agree with this. I want to know what it does, and I want to see it doing it in the experementation window. This part of achitecture looks unfinished or not thought out. Why have it at all if you don't show us what it does in the windows. So far all we have is the beta-veterans' opinions and memories that experementation affects fail rate (which I believe). Nothing shows us this, so if that is the case we should see the "failure modifier" get better as we experement away. Something, anything, or just plain remove it as an option all together.

* Lamps Light Source

Is this really a top 5 issue? I don't think so. It would be nifty, and may add some ambiance to my home, but it is not a huge issue, and I think we still have huge issues to tackle before we mention ones like this. The devs, reading this, will think they have out profession almost done, if this is the best we can come up with.

My suggestion for issue 5:

* Make other buildings that exist in the game creatable by players. There are lots of buildings that can be added with little or no effort. With a little more effort, we can have many more styles of buildings and give architecture a shot in the arm that will allow to be something other than a glorified miner.

or, if you absolutely insist on the lamp, make it a real issue:

* Fix all furniture. Chests and cabinets should be able to hold stuff in teh same manner a cargo bag or satchel can. Couches should have 2 or 3 targettable areas so that we can seat more than one person on a couch (the love seat is really lonely atm). There are tons of stuff in the cities that should be easy to include (plants, otehr types of tables) so include them. Oh yeah, lights should work. More than that, there should be added more lights of different styles and colors.

There my 0.02 credits worth.



Dainn Valstead - The Resistance
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Reign
Fri Aug 22, 2003 10:16 am
#39

Here are the ideas that I have:


1. Make durability influence the amount of maintenance that needs to be paid on houses and harvesters.Architects can use experiment points (which are currently useless) to increase durability which would lower the maintenance cost of the house or harvester. This makes quality an issue and makes master architects more sought after than a newly acquired novicearchitect (akin to most other crafting professions). Most people don't actively search out novice weaponsmiths to make them weapons, almost all go to the masters. Even if their first purchase is not from a master, eventually almost all combat playerspurchase a weapon from a master weaponsmith. Architects should be no different.


2. Make efficiency influence the rate of harvest on a harvester in the same way that durability would affect cost. A more efficient harvester built by a master architectSHOULD harvest more materials than a shoddy harvester built by an engineer, should it not? Gaining skills in architecture should not simply allow you to create new and larger objects, but should allow you to make lesser objects BETTER as well.


That is all.







Fyrr Flerr
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Maris Paradis, Corellia -- (4850, -2440)
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