Architect Archive

Thread: Week Four Pre-liminary

Jaffi
Tue Aug 12, 2003 12:07 am
#27

I couldn't agree more with everyone. We keep posting things we want changed and just forgetting about the things we wanted changed last week. It should be a system where we post five things that we want changed and then post new ones once they are changed. I think it would be easier for them to look at the Top 5 things we want changed instead of piling on new changes. Maybe there should be a Top 5 and then another list for lesser bugs that we want to see fixed but not high priority.



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ThorsAnvil
Tue Aug 12, 2003 12:17 am
#28

Zarcath. I would like to say that my frustration is in no way targeted at you. more so at the system that exists.



This, send us your issues is Fluffy pat on the back way of dealing with the issues. but in their defense, they have problems comming at them from all proffessions.


frankly I think we would all do better if the top 10 issues was a monthly submission.



I appreciate all the effort and time your putting into it, so please dont take what I am saying as a personal slam in anyway.





Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
Zarcath
Tue Aug 12, 2003 12:59 am
#29

The big patch is going to happen either tomorrow or weds. The post is in the Announcement section.
ShaddamtheIV
Tue Aug 12, 2003 4:41 am
#30

I'm getting ready to delete all of my combat skills just for the urban planner skill tree.


And no PA's should not count as cities, they are cheap to make and just because you have a few houses around it doesnt make it a city.


I like the plans they have, so do our PA members, they are hoarding resources right now in expectation of the new buildings we will be able to build (we just hope that cloning center is one of them so we dont have to run back from town if we die near the PA hall LOL).


My biggest peeve right now is that the harvesting mechanism schematics still dont work and the doctors, bioengineers and chefs in our PA are itching for some large flora farms once that is fixed.





Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
AMDWS
Tue Aug 12, 2003 7:12 am
#31

Zarcath



How about you make a master list of the things we are having problems with and post it on swgcraft.com?


That way you should be able to edit your post and we all have a place to go to so we can see what is really going on. You can also update here so we know when updates have been made there. If people want to see them great if not that is there choice. Just some thoughts.




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ThorsAnvil
Tue Aug 12, 2003 8:34 am
#32

i think cross posting on SWGCraft.com is a good idea.



make it so that correspondent is the only one who can post. and reset the passwrd when ever it changes.



we need the ability to maintain the list of issues. since Edit wont work on this site.




Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
BinnJaMeen
Tue Aug 12, 2003 10:12 am
#33

The amazing thing about all of this is that a great idea like the profession correspondent has turned into a major flame war on our correspondent. People need to take it easy on Zarcath, he is not a paid civil servant, he was selected for a thankless job of trying to report issues with Architect and you guys have in post after post beat up on him for not readdressing the same old issues.


If none of you have never been developers you have no idea what bug reports and enhancement requests are really like. But from experience I can tell you that if you submit an issue once, that is all it needs to be submitted. Constantly sending in the same issue will do nothing but get it ignored.


Lets try to be a little more productive and find NEW issues to report instead of harping on the same old ones. The devs have more than just the architect class to work on you know.

ThorsAnvil
Tue Aug 12, 2003 10:54 am
#34

I work in R&D, trust me.



The squeekie wheel gets the grease.


As for picking on Zarcath, I dont see a single person targeting him directly. I think most of us realize that he is only submitting what he was asked too.


having been in QC/QA for the past 7 years, I can honestly tell you features that come accross my desk's as would be nice usually are. but the ones that are implemented are when 6 or 7 Major companies, Ford, GE, US Defense, Sony decide they want those features.


Look at what happened with item decay, SOOO many people complained it was turfed, if we had just swolled it, it would have been implemented.





Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
Shadus
Tue Aug 12, 2003 9:51 pm
#35

I'd like to see a placement system very similar to the structure placement system. Nice over head, right click to rotate, green shows where it's possible to put it, red not.

Easy enough



Shadus
----
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Sunakk
Wed Aug 13, 2003 8:39 pm
#36

FFChronic, I have to agree with JazzmanianDevil. The Player City add-on is not just for PA's nor should it be developed with them in mind, in my opinion. The guild system is set up and works reasonably well, as you have said that your guild is organized and runs efficiently. There is a big difference between a guild and a city. Jazzmanian's example of military vs. civilian is a good example, even if it's not completely accurate. In any sense, the player city add-on is a way for those not in a guild to get the perks that guilds have had all this time, as well as add other desired content.



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Homeslice
Wed Aug 13, 2003 9:44 pm
#37






Hypatian wrote:
Hi. I'm not an architect, I'm a resource harvester--but I wanted to bring up a concern that I have that I've seen talked about on my server.

The problem is that the supply/demand dynamics for architecture are creating some serious problems for architects. Most of the architects I know that are able to get the amounts of low-grade ore they need to work do it by having a reasonably large guild, with plots from many members of that guild going to harvest the ore. Even people in this favorable situation usually don't have as much as they need, however.

As a miner, I often get request for low-grade ore in high quantities at low prices--on my server, I've seen a reasonable request lately for bulk ore in the 2-4 credit range. Now, the problem is that while ore covers areas the size of a small South American country, it also comes in low concentrations (as I'm sure you've noticed.) It is possible, with a lot of hunting around, to get above 60%, which is a reasonably good concentration.

Now, from my point of view as a supplier of resources, I would *very much* like to be able to sell ore to architects. But, I can't find a good economic reason to do so. If I harvest a material which I am able to produce more cheaply (higher concentrations), which has a *lower* demand, I am able to sell it for around 6 credits per unit consistently. If I harvest ore, on the other hand, I need to use practically *all* of my harvesting space to bring up ore in the quantities that architects are looking for, at a higher cost per unit of material, at a higher cost in time to find a good location... to sell for a lower amount of money per unit.

Now, if I could be guaranteed to sell every scrap of ore I produce, but didn't sell all of other things I produce, it might motivate me to switch over. But unfortunately, I *do* sell the majority of the other things I produce--and what I don't sell, I can save against future rainy days while still making a larger profit than I would on ore.

Now--what's the real economic problem here, from the point of view of a resource harvester trying to provide to an architect? In essence, the problem is that while the supply of ore in terms of worldwide availability is *very* high (it can be found nearly everywhere), the supply of *plots* is low. The high prices of resources on the market have a variety of causes, but one of the components is a sort of unconscious valuation of production ability. because of this, those nation-sized ore deposits don't get built all over by independent miners, since those miners don't want to spend all of their production on such a low profit margin item.

In short, because the demand is so high, there ought to be economies of scale in producing and selling ore. But unfortunately, no *single* person can really make a reasonable profit, because the plot limit prevents us from reaching a large enough production capacity that the economy of scale makes it work out.

Anyway, that was long and sort of meandering. I just wanted to bring this issue up here, in the hope that you can point it to the devs. It's possible that the economy is working fine from their point of view. It's also possible that they intended for these economies of scale to exist, but didn't factor in the plot limit constraint. If the latter is the case, they may be able to tune the system to improve the supply somewhat, allowing independent resource dealers like myself to sell ore, and allowing architects who aren't backed by a guild to be in less dire straits.





I just want to make a response to this. The real issue with Ore is that most people don't like to pay more for houses and such. I look for people selling quantities between the 2-4cr is because I can only sell most items between 5-6cr a resource and still have a good business. People think prices are too high and personally I think for a house they should be. I know this isn't RL but at the same time should a rifle cost more than a small house?


Now if everyone started raising ore prices then the prices on housing and such would have to rise. No way around it but that still gives PA Halls some of an advantage if most of their people are harvesting ore but even with a large PA it is tougher because you have many more people doing similar professions so they still have to gather a multitude of resources if you are sharing them with the whole PA.


Just my thoughts on this.

ZeckAzuenden
Thu Aug 14, 2003 5:22 am
#38

I think we have a new number #1


3 smalls homes can store 45 items for 6 lots


1 large home can store 250 items for 6 lots


My #2 would be what do they plan to do for the architect class now that furniture takes be about worthless. I know the first thing going in my own home will be the furniture, it does nothing and costs to much valuable space.




Zeck Ravenclaw
BH,day one player, Eclipse

dacton73
Thu Aug 14, 2003 5:59 am
#39

Would you please stop obsessing about furniture? Good god....
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