Architect Archive
Thread: Week Two Pre-liminary
Sounds about right which is why it would be an "estimated" time remaining. Not exactly correct but if it could give a good estimate that would be good enough.
Philomorph wrote:
Broda wrote:
An estimated time remaining on harvestors would be awesome too. Maybe add an optional component to the harvestors to give them this ability. A "Resource Gauge" component or something.
I thought that resource depletion was based partly on time, partly on use, and partly random.It would be hardto gauge how long we have left if the amount of the material mined mattered, and impossible if the exact day of the shidt is random. Maybe we can get more details on how it works, but from what I've read, I got the impression there was a minimum and a maximum number of days a resource would last, and after the minimum passed, there is an increasingly likely (but stil random) chance of it shifting each day, until the chance hits 100%.
Is this not correct?
Example - New players that buy personals that only cost 10 maint and harvester at the same speed as a medium. This would increase the projected leveling speed for a new player. Harvesters need to stay at a set rate.
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This makes no sense to me if that argument were true then we couldnt experiment on the damage of weapons becasue higher damage means faster leveling, by killing monsters faster. The whole point of Experimenting is to mke things ebtter than average. The % increase can be hardcoded to make it in line with proijected gains, hell even slightly decrease the baseline to allow for more experimentation. We drastically need something to help set individual goods apart.
Experimentation should:
Speed Up HArvester Rate
Decrease Maintence
Decrease Power Requirement
these dont have to be huge 25% would be a ton for 100% experimented...
Construction needs to do more. This si the simple answer, if experimentation is not goign to do anything for architects then why even have the option? now it is just plain stupid to even have it. IF useful experimentatin is not goign to go in the the enitre COnstruction Tree needs to be looked at and reexamined.
Perhaps it shoudl grant +1 lots, or put the ablilty to color builidings there but as it is it is worthless.
They should take out the construction tree all together until they figure out what to do with it, it is a waste of exp and skill points.
Unless there has been some response that I haven't seen, the first point of each week should be a reminder of the bugs submitted from previous weeks (in this case, the schematic, havester, and permissions bugs). Fixing the major bugs should still be the first priority.
That said, sometime should be allotted to planning the future while fixing the present. The idea I've seen that I like the most of the Construction Tree is the decrease in resource cost as your skill in Construction increases. Nothing major, maybe like 3% at Construction I, 6% at II, and so on to 15%. That would provide a real, tangible benefit to actually having the skill (the skill would become more of a Construction Efficiency Discipline)
ummmmm....you still didnt mention anything about the factory nerf.....
if you are not going to call them on the idiocy of the change at least freaking point out that we are forced to use the factory...
if the factory is not going to give us XP then we should not have to use IDENTICAL items...
and who cares about the devs project economy plan...
Giving Merchant-class characters more lots would be a very good thing.. it would actually make the Merchant class worthwhile!
-Z40K
One thing i do not want a issue wasted on the factory exp *FIX* cause its pointless.....i would love to see the constuction tree worked on , one suggestion i seen was make it reduce cost on making items....not huge but make it viable enough to have it as a skill and structure assembly needs to be raised on par with the rest at +100 , cause lets face it homes are not as complecated as weapons or droids....and they recieve +100 on reaching master.
Move stucture assembly to constuction and make it reach +100 on Master and add dying on Furniture tree and each rank in Furniture will increase selection in colors and able to dye mulitiple colors on a single item , example , the 1st couch you can make....the frame can be dyed and the cushion can be dyed. Something along those lines.
Also would really wana see the Power Core be fixed and countless other bugs fixed before we move on to new issues , till then i suggest you constantly report those as still being problems till they are gone then move on to something else.
email notification : to me thats not as important as some of the other things.It would be nice however if we got a notification BEFORE
a shift starts.
Id like to be able to place patio tables and chairs on the patio that some houses already come with....
Id like to see buildings need more than just credits to keep them upkept, but at a slower rate than credits to day's ratio.
Id like to build more than 2 types of PA Halls...the only different one is for Tatooine, did someone get lazy with that?
I have no issue with lot sharing, in fact, i think its fair.
I feel as an architect, we should either get a reduced lot cost, or an extended number of lots to use, nothing major just another 5 or 6
one per experimentation and one or 2 more for master architect
Id like to build not only different houses, but different textures for them.
RANT
on a side note for those selling their merchandise at material costs. WHY?
I have no problems selling my houses/furniture/harvesters for the price I think is fair to me and the market. I dont sell for 5 or 6c per unit
material it takes to make the item. I sell for 8-12. If they dont buy, they dont buy. It's a loss for me? Somewhat, but if I need money,
I go do a few missions, and Im back in business. Another thing that does for me is gives me time to build my store room. What this does
for me is allow me to charge the cost's and offer that structure fast, and if they are willing to buy from another architect 2 days down the road
for 5c per, great! Customer service is also something thats good to use with the customers, go to them, dont let them come to you to pick
stuff up. So what if its 10k to endor and back, go...and do it with a smile.
thanks, more to come
Bird Cages need birds.... Forget everything else. This is IMPORTANT!!!
Ohh and Admin rights lol.
I'd like the ability to at least monitor my harvesters from my datapad. Being able to admin them would be better, but at least monitoring them would make me happy. (
The harvester costs do need to be looked at. There is somewhat of a scaling pattern. Smalls (personals) take no modules, mediums (should) require structural modules, larges (should) require wall modules. The number of each should be consistant with the size and value of the harvester. i.e. all mediums should take x structural modules, all larges should take x wall modules.
The harvesters themselves should increase in efficiency as you upgrade. As it stands, the only benifit to owning a medium over 2 smalls is the saving of a single lot. This single lot comes at a cost of 3Kcr to move the thing once the resources shift. It should be better to own a larger harvester. There should be at least a 250% increase per upgrade (personalswith a base of 2, giving mediuma base of 5, and largea base of 12.5) That way, people would be interested in moving up to the larger harvesters. Even allowing the extra harvest rate to be the cap to which you could experiment would be something.
Housing power ups (as described in my other post) allowing you to add window boxes, paint, texture, signs, spotlights (waypoints) visible from a distance, small gardens, patio furniture, etc... Anything to more personalize a house.
Make the darn house sign readablewithout having to hover the cursor over it, or at least make a visible change to the exterior to signifiy that the house has a public vendor inside. There is currently no way to stand out to passers by that you have a vendor.
Where did "signs" go? They were in beta... Architects could craft signs for people that could be dropped. They were Furniture 3 or 4. Where did they go?
Crit fails... This is kind of a pet peeve. A weaponsmith crafts a supercool_blaster_of_autodestruction. He crit fails on the final combine, he's out 100-200 resource units and the 30-70+cr/unit they wouldhave soldthe item for. Architects, on the other hand, stand to lose 20-50K units of resources that they would have sold for maybe 4-5cr/unit. Thats a huge disparity and should be addressed.
That's what I have for now... Probably more as I think about it.
Marduke Akkad
Architect
South Beach, Talus
Things to fix.
1. Resource should move slowly as in following a rich vein. Not suddenly dissappear.
2. Energy should be recoverable when destroying anything. Same with resource required to make the item.
Maybe not 100% but at least 50%. When you make a mistake in inputting energy or credits it should be recoverable somehow.
3. Houses should be more useful. Storage space should work like the safe-deposit box in a bank.
Perhaps a computer terminal tied into the Bazaar for the merchant class. Get rid of the vendor and allow the terminal to be accessed from just outside the
front door. The higher end merchant class should be able to price things higher in the bazaar.
4. If there is a bug in using something it should be removed from the game until bug fixed. Some how i feel Sony wants
stuff to disappear for possible real life real cash sales of items on e-bay type sites and also want people to buy two or more
accounts for resource gathering for schematics. These tactics will only backfire.
5. I still love this game but gathering resources is getting harder and to have it dissappear (like putting in a crafting hopper
or bugs in making factory items) is trying my patience.
Surveying for rich veins and finding that "sweet spot" is more personal skill then anything else. Once you get a general idea of how the system works you can ride the waves without much damage to your profits. If we had notification when shifts would change, wouldn't this help the Architects with 20+ Harvesters?
Also I don't see increased lots as an option. Increasing lots would severely imbalance the game in it's current state. If we introduced additional lots through the Construction Tree, the "power gamer" would be the first to benefit from it, they would increase production, lower costs, and the "average player" would still find it difficult to compete. If we just "give" everyone another 10 lots, that wouldn't solve anything, because now the "power gamer" that's undercutting the "average player" has 20+ more lots.
The economy is fragile right now. Until we see how Player City buildingsare addressed (if they use lots or not), I really don't see a problem with the current amount of lots.
Maybe if you build your house or PA within a Player City,it won't count towards your lots?
Mitsudo - Ahazi
Takenoko - SWGCraft.com
i like the last line. Lets try pushing for that, or heck even half the cost with at least 1