Architect Archive
Thread: Ten Questions *** Submitted 2.1.04 ***
Dvnce wrote:
1) Can you please verify and explain the Function of Higher effectiveness ratings on Crafting tools and Crafting Stations?
my experiments show that the best tools only give you more goods moderates and failures
2) Are Solar and Fusion working as intended by not having ability to experiment on effectiveness on final assembly?
this worked at one time...i have 23% Fusions but it appears that they freak out at those ratings and squashed it....i tell people to use use heavies instead as fusions arent worth using and really a waste of resources to build
3) When will we get new Furniture and Color Palets for all Furniture (or at least most)?
this would appear to be just a matter of getting someone to spend the time to work on it....a year out seems a bit long to have to wait
4) What is Architect's future in the GCW?
i really dont think they have a coherant plan...not trying to flame them but this team doesnt seem to really get team based WAR...they are having a hard enough time getting PVP worked out...i doubt they will get past the combat roles before the end of the year
5) Is there going to be More Housing styles and why do Generic and Corelian Houses(some) share floorplans?
or in leiu of new styles at least let us choose the layouts or color the outsides...even a 5 color palette would be better than what we have now
6) Whenwill we get to move items Up/Down?
i will take this a step further, maybe you can become this issues champion, WHEN WILL COLLISION BE TURNED BACK ON...i for one just dont like walking thru everything...be it in my house at the starport or in a cantina
7) When will storage type Furniture(chests, armoires)ever get to be used for storage(like backpacks are currently being used for)?
8) When will we ever be able to drop furniture outside ?(like crafting stations in Player Cities and patio furniture on balconies)
i remeber reading before that this was virtually impossible
9) Why cant ALLfactory created items be crateable and stack in higher amounts( like structure modules @100)?
it seems that would help the database....but it actually makes sense that a large object would take more crates
10) Can we Please get harvester animation and Status Display bugs(i know that display bug fix is on test center but heardthat the bug has shifted in a way ..I am testing it now..)Fixed?
the animations i can suffer with for as long as it takes...the power bug is annoying...but what i would much rather see is an improved interface....I would like to click on the factory and get a QUICK display without using the radial menu... ie
Status: ON
Maintaince: 25,000
Power: 10,000
Resource: Yabbadabbadoo
Hooper: 15,000 units
I have to go to too many damn screens (much of the game does...i could get crafting down to 1 window, no need for 6 different screens). It tells me the hopper is at 30% but i have to open it to get a real number...the hopper also doenst have a choice to retrieve all.
When you pay maintence it never tells you the total maintance like when you deposit power.
Other questions:
When will they fix the armoires? Currently, the second one we get highly resembles the rebel furniture and the master matches the remaining second tier furniture and ... is there a master cabinet?
I agree that I would like to be able to view my harvesters status from a central location ... maybe even make one of those data terminals useful! ![]()
Customizing houses would be great! The "sitting furniture outside" issue could be solved by allowing us to put a fence on a house and considering the entire thing part of the house. More plants (type and color)and a person could have a veritable garden thus making a glorified bank into a home. Add to the plants request the desire to have rugs, paintings and some house hold statues/nicknacks ![]()
How does animation have anything to do with server power. All the server has to do is tell you the thing is on, and your computer will do the rest.
Georb79 wrote:
10. Animation is being left out fora reason it uses too much server power, so I think they added a math code that proccess the information once someone gets within range. I personally would like the stat bug fixed but if it comes down to a nicer running server then me just shutting power on and off I will pick the smoother server operation.
Georb
Dvnce wrote:
Pawlin wrote:So you submitted the questions almost 2 weeks ago. Do we have an ETA on when we can expect an answer?
He is working on them.. He has them infront of the devs now.. Was just asked some clarifying questions about them 2 days ago.. He has 30 + sets of questions that he has in front of him. Now that the patch is live I am sure He will be able to put more time into them.... I know I know I am getting anxious for to see what he says too .. I am also waiting on approval to reports on some pretty good stuff
OK, it's been over a month.
What's the answers to the "Ten Questions"??
Or has it been nixed?
Lecivius wrote:
This is just a parody/joke.
In what way? This is exactly, and word for word, what I would be expecting.
GhauntsGhosts wrote:
My structure modules were in crates of 100
errr, yeah. Have been as long as I can remember, they are high turnaround, anything less would be plain stupid. Devs got something right
The devs sure are confusing, they want us to be able to build these large businesses but are constantly cutting into our production abilities with these storage issues.
1 solution would be to make all crates hold up to 1000 units and resources stack to a million. People may say that its unrealisitic to have 1000 ore mining modules in one crate, but no more unrealisitic than walking around with 3 million units of steel, 20 droids, or 40 rifles in your backpack.
Another idea is something similiar to politicians. As a politician i can place a city hall without using any structure lots. Why not give master crafters a similar ability. A master tailor could place (without the use of any lots) a Distribution Center (warehouse) and a Haberdasherie (sp?). A master weaponsmith could place a Weapon Depot (warehouse) and a Weapon Range (a shop that also has an area to 'practice' with the weapon and get temporary skill buffs). A master architect could place a Storage Yard and an Office.AMaster Armorsmith could place Armories. And a Master Droid Engineer would
I like having not to experiment on solar and fusion. Please don't change I wish the other harvesters did that. After making ber 14's you know what to do to get them no guess work and praying. I have a few questions I wouldn't mind thrown into the pile.
1. Why can we only make solar ber 8's ? What is the point?
2. Would be nice to be able to make other furniture like the ones the readymade cities have.
3. Would be nice if our profession was revamped so structure attachment were worth something instead of decoration. Can we??
4. Would be nice to be able to have room to make higher ber harvesters and to have a more customizable profession like armorsmiths and weaponsmiths do. Right now every architect is the same from the other. There are a few high ber harvesters roaming around servers and they are sold at very high prices. Would be nice to have a few out and lower that down a little. I mean a ber 25 worth 25 mill is a little sad. Just a thought.
5. why did they change the ability to maker ber 15 fusions? I have had many people think I have cheated them with ber 14's. Can they change it back and would begging help?