Architect Archive
Thread: Current Most Pressing Issue....
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Esher
Sat Aug 21, 2004 3:20 pm
#27
Storage, production, customers hardly return, useless deeds, and experimentation.
Storage is limitied when your trying to make 100 harvs when all your houses storage is full. If we are allowed to make warehouses that would not only increase our sells but save us some grief. Production...do I need to say it? 3 mins to make harv that takes me 10 seconds to craft? Really a factory should mass produce these items. One major problem with sells that since our items don't decay we lack many return customers. Also, with little player cities the city deed schems are really worthless. As for experimentation I would love to the have the cap taken off harvs! If you want to give people more of a chance to compete if you allow for more pick up per spawn.
Myxxen
Sun Aug 22, 2004 11:57 am
#28
Most pressing problem: Crate sizes! I love keeping stuff in crates but they hold so little I don't have space for them.
Most wished-for: Furniture customization and a fix to candles/lamps
erli
Mon Aug 23, 2004 5:01 am
#29
More storage.
Any of the aforementioned ideas for accomplishing this are fine. I am wholeheartedly against the vendor nerf and subsequent plan of making bags count as all items within. Especially without first giving us some leeway on the storage issues we all deal with on a day to day basis. All components crateable up to a minimum of 100 would be a nice start. A warehouse or storage unit would really help things as well.
-erli
Cafa
Mon Aug 23, 2004 10:44 am
#30
Resources stacking to 1000k.
Nuf said.
GCW/renewable structures.
The theme of this game is (suppposedly) the GCW. Neutrals, sorry if you don't like that but the game is about the conflict and the strife, not complacency. GCW structures should be the FOUNDATION of Artisan and Architect renewable goods. Faction bases, fort walls, turrets (in conjunction with a weaponsmith) are all good candidates. In addition, within the conflict there should be *bonus* items that WEAR OUT that only architects can make.
Structure Colorization / Skins.
Would be nice to change the colors of my houses internal walls.
Furniture Schematics.
There are way too few furniture pieces in the game we cannot craft. Also, carpets and tapestries in conjunction with tailors would be a hot item I believe.
Furniture Colorization.
ONLY AT CREATION. Just my opinion.
Factory Efficiency.
Please oh Please oh Please oh Please oh Please oh Please oh Please oh Please!!!
Fivo Asia
Nuf said.
GCW/renewable structures.
The theme of this game is (suppposedly) the GCW. Neutrals, sorry if you don't like that but the game is about the conflict and the strife, not complacency. GCW structures should be the FOUNDATION of Artisan and Architect renewable goods. Faction bases, fort walls, turrets (in conjunction with a weaponsmith) are all good candidates. In addition, within the conflict there should be *bonus* items that WEAR OUT that only architects can make.
Structure Colorization / Skins.
Would be nice to change the colors of my houses internal walls.
Furniture Schematics.
There are way too few furniture pieces in the game we cannot craft. Also, carpets and tapestries in conjunction with tailors would be a hot item I believe.
Furniture Colorization.
ONLY AT CREATION. Just my opinion.
Factory Efficiency.
Please oh Please oh Please oh Please oh Please oh Please oh Please oh Please!!!
Fivo Asia
Crimsonsplat
Mon Aug 23, 2004 10:51 am
#31
I see this both ways. First off, I think factional building rewards should the schematic only. You then have to find an Archi of the correct faction to make the deed. If not of the correct faction and someone hands them the schematic, they get a message that they can't break the encryption if they try to learn it.
BUT, there should also be items that can (only?) be made by neutral Archis.
Astev_Aris
Mon Aug 23, 2004 10:54 am
#32
Recurring revenue stream, more/colorable furniture, crate thebloody OMUs!!!.
I mean, how hard can that last one really be? Change "allowCrateable = 0" to "allowCrateable = 1" or something like that maybe? I can see why it's taken them 14 months to address this issue, what with itsmyriad and convoluted complexities.
FeydSWG
Fri Aug 27, 2004 5:22 pm
#33
My most pressing issues are:
Resource stack sizes
Crate sizes (some need to be much bigger)
Ore mining unit not crated from factory
House storage sizes
No renewable income (nothing we make breaks or needs repairs)
More house styles needed
Customizable furniture (either via sellable kits that customers can use, and architects can have greater color palletes by using)
l33thaxx0rnam3
Sat Mar 19, 2005 4:32 am
#34
Storage Space and a Consumable Market.
Remember, a guild hall cannot store as much as one character with a pack, bank, and five good storage droids.
That info-nugget seems to put it into focus for some people, use as you will.
Beyond that, we need more variety in both structures and furniture.
Customizable furniture, and modular interiors. (a la' Morrowind editor).
Remember, a guild hall cannot store as much as one character with a pack, bank, and five good storage droids.
That info-nugget seems to put it into focus for some people, use as you will.
Beyond that, we need more variety in both structures and furniture.
Customizable furniture, and modular interiors. (a la' Morrowind editor).
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