Architect Archive

Thread: Week Three List of 5

Tstorm
Wed Aug 06, 2003 1:56 pm
#27

I don't have any problems with the suggested issues. A couple comments, however...

Increased storage - It isn't clear to me what the design intent is on a lot of things relating to this issue. Are vendor items supposed to contribute to the house item total (items on NPC vendors do not appear to?)? Are all houses supposed to have identical storage capacity? Are backpacks in a house (and potentially other containers) supposed to give additional storage space? I guess what I'm getting at is are we hitting bugs with these things, or intential design limitations?

A pretty simple short term solution that may help without much work may be to add to the status display a remaining volume available in the house. I'm a bit fuzzy on the total we're supposed to get as I think the status display is buggy, but an additional line for remaining volume would go a long way to reducing confusion!

E-Mail Notification - This is a great short term idea, but I suggest caution with recommending too many options, bells, and whistles. Ideally, I'd love to see us get the ability to pay maintenance, for example, on all our structures via a terminal in our house. We don't want to ask the Devs to make something, then tear it down and build something else later. Email notification in both scenerios works well, I just think we shouldn't go overboard with options for it that might need revamping later.

Houses - To fix Corellian houses, I think we will need to get new deed schematics. If the floorplan for existing Corellian houses out there is changed on people, it'll mess up furniture and such. Maybe we just need to ask for a "type 3" Corellian house?

Lastly, I think we've sent a LOT of bug issues in and this latest list is moving towards the "wishlist" side of things I think. This is all pretty subjective of course as something like storage space can be declared a bug by those bumping into the limit and screaming for more space (heck, I'm one of the growing number that has put down a small house for storage purposes), as well as a "wishlist" item by those that aren't affected or are more irritated with other issues.

Rather than have a debate about something being an issue worthy of the list or not, why don't we invite everyone to post their issues and leave it to our worthy correspondant to absorb it all and report. Just because he/she doesn't pick "your" pet issue for the list doesn't mean it isn't important. These are weekly lists and next week is just days away!
BreezeDK
Wed Aug 06, 2003 2:09 pm
#28

RovaniDragon



well said.. there is another thing beside Structure experiementation i would like to have... but it seems they only wish to solve "nonesense"... ok ok, it isnt nonsense.. but it **edit** well isnt critical.. but more like small annoying problems...





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Zarcath
Wed Aug 06, 2003 3:21 pm
#29






DannoZ wrote:


2) Ask only for the thing with the greatest impact that can be done the easiest. (I'm not talking about bug fixes, I'm talking about feature changes.) The Devs can't change all the code in the system. You have to make sure you get "bang-for-your-buck".


My vote for "bang-for-your-buck" impact is to implement Quality in Structures, which gives usefulness to an entire tree and allows players to differeniate, which Weaponsmiths have demonstrated is a good game-play thing. The Devs have already coded Quality. Adding it to Structures *should* be relatively easy, but, of course, I haven't seen the code. There could be a good reason why it is not. In any case, it would make a big impact on gameplay, hopefully without much impact on software.


-- Kyer Amon, Lowca






First off, thank you


Second, I agree with the "bang-for-your-buck" idealology and have tried to use that as a factor in previous reports. Issues that are relatively easy to fix or implement that effect a broad-range of users will most likely be given more attention, because it makes more people happy. Simple business.


The problem with the Quality for Structures is that none of our products decay. Before we can give experimental bonus properties to Structures there has to be a deacy system first. Yes, the system for Quality and Experimentation is there, but it will be un-balanced without checks and balances. Every piece of item in the game that can be experimented on for additional bonuses can also decay. Structures don't.



DannoZ
Wed Aug 06, 2003 3:36 pm
#30

Zarcath,


I am in complete agreement: our Structures must decay or someday, no one will need any more of them. Eventually, no new players will be allowed on our servers. Eventually, the existing players will have, for the most part, every Structure they need to play.


I support the idea that many others have put forth: all Structures should decay over time and that decay should be unstopable --but at the same time --repairable. Architects should be allowed to make the Repair Tools, which would give us something to continually produce. And, of course, high Quality structures should decay slower so thatthere is value in buying high Quality stuctures in the first place.


-- Kyer Amon, Lowca

Philomorph
Wed Aug 06, 2003 4:40 pm
#31






ZeckAzuenden wrote:

Until they decide to start responding, my account remains cancelled and I will not renew. I don't give two flips about their inability to use e-mail or if they are understaffed. They have known that their CS has sucked since day one, yet over a month later we see no signs of imporvement, just things getting worse.





Um, if your account is cancelled, how are you posting here? Only people with valid accounts can post supposedly.



----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Amg
Wed Aug 06, 2003 11:45 pm
#32

Wow. Just wanted to thank you here Zarcath. We architects are extremely lucky to have such a great Corrospondent, keep up the great work!



--
Kyara, Master Architect in Theed, Naboo.
Senara, Novice Pistoleer and Creature Handler, in Theed, Naboo.
Timdini
Thu Aug 07, 2003 12:36 am
#33

Nice work on this one bud.



Omni - "If it ain't FUZZY, you're better off naked."
[FUZZY Armorsmith] Naboo.Theed.Goontown.-3890.3869
Blakavar
Thu Aug 07, 2003 7:41 am
#34

Hope I'm not beating a dead horse here.

Use of Driod's to to maintain/empty/repower harvesters.

Roads, or at least some way for players living close together to structure thier community somewhat.
This could go bad easily I know. Havesters are a eyesore as it is crisscrossing the map with roads could get ugly. Still there is a need, maybe making contruction and maintenance high and limit the number and placement of them.
ZeckAzuenden
Thu Aug 07, 2003 8:35 am
#35






Philomorph wrote:





ZeckAzuenden wrote:

Until they decide to start responding, my account remains cancelled and I will not renew. I don't give two flips about their inability to use e-mail or if they are understaffed. They have known that their CS has sucked since day one, yet over a month later we see no signs of imporvement, just things getting worse.





Um, if your account is cancelled, how are you posting here? Only people with valid accounts can post supposedly.





Simple, it's prepaid. Status is cancelled and will not rebill, so when the time runs out, I'll decide then if their actions warrent more money. I don't expect it all fixed all at once, but I do expect some sort of feedback, which they still have failed miserably to do. I still have a ticket in the queue, from sunday, with no response. Customer service stinks.




Zeck Ravenclaw
BH,day one player, Eclipse

Azalon
Thu Aug 07, 2003 9:26 am
#36

I would like to see a better interface for depositing power and maintance and operation.


Can it be in one window, make all your changes one time and hit an accept key?


Its a joke having to go threw all the radial menus over and over.


Also can we have a selector for how much time we want the harvestor to run and what power and credits are needed for the exact time?

Zarcath
Thu Aug 07, 2003 10:04 am
#37


Here is the revised list that I will be sending out tomorrow







Increased Storage – All houses, regardless of size, has a capacity limit of roughly 250 items. The major culprit attributed for this is items on your vendor counting towards the maximum capacity. Factory crates are also huge space hogs; each crate weighing in with a mass of 5. This spells trouble for any class that requires large amounts of identical components (pretty much all artisans). It is not uncommon for a high level crafter to own a second home just for storing crates.





Re-balance Harvester Schematics – A few of the medium and large harvesters aren’t quite in proportion to others. Medium Mineral calls for 3 structural modules while Med. Gas and Med. Chemical calls for 3 wall modules. Solar Harvester don’t require structural or wall modules at all.

Listed below is the total amount of resources required for each Installation.

Medium Flora – 21070 total 

Heavy Flora - 24400 total

Medium Mineral – 3607 total
Heavy Mineral – 27770 total

Medium Gas – 12115 total
Heavy Gas – 22495 total

Medium Chemical – 12115 total
Heavy Chemical – 24490 total

Medium Moisture – 3865 total
Heavy Moisture – 7990 total

It appears that the resource requirement for a Medium to Heavy is doubled. With the exception of the Flora and Mineral.





Complexity Re-balance - List below

Artisan

Wind - 15
Mineral - 18
Flora - 18
Gas - 18
Chemical - 18
Moisture - 15
Novice

equip - 15
moisture - 15
small tat - 14
small core - 12
small core fp2 - 15
small nab - 13
Buildings I

small core s2fp2 - 18
small core s2 - 16
small nab s2 - 16
small tat s2 - 19
small generic fp2 - 16
small generic - 19
Buildings II

med core - 15
med naboo - 21
med tat - 18
small gen s2 - 23
small core s2fp2 - 22
Buildings III

large core - 25
large naboo - 25
large tat - 25
med gen - 25
Buildings IV

med gen s2 - 35
large core s2 - 32
large gen - 35
large gen s2 - 35
Installations I

wearables - 18
food - 16
structure - 16
Installations II

med mineral - 15
solar - 15
med gas - 21
med chem - 18
Installations III

heavy chem - 25
med flora - 25
Installations IV

heavy moisture - 40
heavy flora - 32
heavy gas - 30
heavy mineral - 35
fusion - 35
Master

Core PA - 45
Gen PA - 39
Tat PA - 36
Nab PA - 45
Novice

potted tree s1 - 15
torch - 15
large potted plant s1 - 15
small potted plant s1 - 15
armoite - 15
loveseat - 14
bookcase - 10
chest - 11
couch - 18
Furniture I

toolchest - 15
cheap cafe table - 12
chair - 10
end table - 9
divan - 15
futon - 15
kitchen chair - 12
loveseat - 16
small table - 14
cafe table - 15
squared metal chair - 11
metal chair - 18
ottoman - 12
Furniture II

small bed - 15
toolchest - 15
reclining chair - 19
cafe chair - 15
upholstered chair - 16
wooden chair - 12
large couch - 20
small couch - 17
droid detection unit - 25
desk lamp - 20
free-standing lamp - 18
table-top lamp - 16
table-top lamp s1 - 19
armoire - 20
bookcase - 15
cabinet - 20
loveseat - 20
Furniture III

ballot box - 25
large bed - 28
couch - 34
chest - 22
chair - 22
data term - 36
Furniture IV

data term - 39
sofa chair - 32
end table - 31
smal modern end table - 24
table - 29
cafe table - 27
dining table - 26
Master

cafe table - 34
end table - 29
couch - 40
armoire - 30
bookcase - 25
chair - 39
loveseat - 31
chest - 25
There are no hard facts on what role complexity plays in creating items and failure rates. However a quick skim over this list and you'll see that the complexities are all over the map.

Even without the hard numbers, a Master level couch should not be on the same complexity level as a PA hall.

The entire tree needs to be re-balanced. Furniture needs to be lowered in some areas, and Buildings/Installations need to be raised and lowered in others. A small generic house style 2 is almost as complex as a medium house. All the schematics from each tier should be on par with the rest of that tier. Such as what we see in Buildings III, all the schematics are balanced with each other at complexity 25.





Re-Balance House/PA Lots – Many players have been requesting that the amount of lots houses and PA halls use be reduced. Currently all small houses, with the exception of the small naboo style 2, use two lots. Mediums houses use two lots as well, not sure if this is a bug, and Large houses consume 6 lots. PA halls, with the exception of the Tatooine hall, use up 9 lots.


A possible re-balance could be..


Small Houses – 1 lot
Medium Houses – 2 lots
Large Houses – 4 lots
PA Halls – no lots


Many players have voiced a concern that running a PA hall in conjunction with being a successful crafter is almost impossible. A Crafter with PA hall would be left with only 1-3 lots, depending on the PA hall they select.

Because of the limitations imposed with the owning of a PA hall (the minimum required players to keep it intact), we feel that the PA hall should take up no lots at all. Players are unable to use the PA hall for “personal use” like that of a normal house.

PA halls are always used as a business sense, a way of organizing large amounts of players to further their enjoyment of the game. Please consider at least reducing the lot requirement for PA halls to something more manageable. Player Associations are supposed to be formed to further game play, not hinder it.





E-Mail Notification – Add a Structure setting that allows players to receive e-mail notification when a structure is out of credits, power or if it stops running. A set of options would allow players to determine what constitutes an e-mail notification. This would give players some warning if/when a structure stops because of a power loss or begins to decay from lack of funds. This could also be useful if a player forgets where they placed their structure.


Zarcath
Thu Aug 07, 2003 10:06 am
#38

Er, I mean not sending out, you know what I mean.


I did get a reply back today, from Xahn actually. He's handling the Correspondents right now, and he's currently at the Austin studio attending the Dev meetings with our issues in hand. He says that we will get some news within the next week.

Ciordia9
Thu Aug 07, 2003 10:16 am
#39

Zac, I like the shape its taken. Looks nice. I think we should open a thread for discussing how lot-allotment work and/or should work. (ie declared resident taking lots? etc)

Anyhow, nice summary on complexities/resouce allocatement. I hate that we have to wait another week to hear any constructive feedback. I could see whats happening to CH, before their correspondent even gets a word back changes are hitting test server that make no sense.

-C9-



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