Architect Archive

Thread: Week Three Pre-liminary

Tstorm
Sun Aug 03, 2003 9:05 pm
#27



RovaniDragon wrote:
STOP POSTING WISHLIST ITEMS. its wasting our time trying to get actual architech ISSUES fixed.




"issues" versus a "wishlist" is pretty subjective. I suggest caution before shooting someone down, RovaniDragon. The things others bring up may be important to them and just because you don't agree, you don't have to POST IN ALL CAPS TO STATE YOUR DISAGREEMENT.

Personally, my customer's issues, wishlist or no, are an issue for me as an Architect as I get asked things all the time that we just can't do but other players seem to think we should. I think there is some brokenness to our profession, but I think that before we get upset about "issues", we really do need some feedback about our previous input. I think if we heard some of our "week one" and "week two" issues were coming in a patch soon, we may very well change our view of "issue" and "wishlist".
RovaniDragon
Sun Aug 03, 2003 9:26 pm
#28

this is the type of close minded ignorance that will get prevent our skill from ever being fixed.

Fix the known issues first. ask for eye candy second. how hard is that to understand?

Issues, are at this moment things that DONT WORK with the skill. Eye candy is good and all, and to be honest i love alot of the ideas our rep gives.

But, this is NOT the time to be asking for eye candy. This IS the time to be harping on bugs in the profession.
Naufragus
Sun Aug 03, 2003 10:14 pm
#29

or since nothing from your "week one" list has been fixed just send that one in again....
Naufragus
Sun Aug 03, 2003 10:38 pm
#30

add this to your list as well...


you get less XP for most tier 4 furniture than you do things below it.....


Torches take a GP module....why do they take an electronic part. its fire on a stick...shouldnt the lamps need that as well.


RovaniDragon
Sun Aug 03, 2003 11:08 pm
#31

speaking of fire on a stick.... why dont we have working lighting?

Why dont lamps stack on tables?

Why must we use tiki torches in our houses when the sconces there are too dim to see clearly? Are we so far advanced that we dont need technology and have decided to keep tiki torches around rather than the more efficient/safe electrical lighting?
Jigrah
Sun Aug 03, 2003 11:09 pm
#32

Doesnt all architect created items yeild 2exp for every 1 resource used?
Naufragus
Sun Aug 03, 2003 11:15 pm
#33






Jigrah wrote:
Doesnt all architect created items yeild 2exp for every 1 resource used?





say you have a schematic that has 5 little green boxes to fill with 10 steel each and its complexity 18...then you have another item with 1 little green box to fill with 250 steel and its complexity 35...you will get more xp for the complexity 18....it uses less resources but has 5 little boxes to fill

Naufragus
Sun Aug 03, 2003 11:24 pm
#34

crap there is no edit...


that is an oversimplification...but the point is that something that is complexity 32 should give you more XP than something that is complexity 15....


some of the lower tiered items use either less resources or about the same as the higher tiered ones but give less XP


the Tier 4 data termial is the Perfect example....it gives crap XP and takes 6 IDENTICAL GP and 3 IDENTCAL Memory bit gives about the same XP is something in the novice box


Jigrah
Sun Aug 03, 2003 11:27 pm
#35

so basically ore mining units should give you more exp then a wall module?
TyrimMant
Sun Aug 03, 2003 11:51 pm
#36

Add me to the 'We need basics fixed before we add more' crowd.

Experimentation needs to matter more, we need 100 experimentation at master, factory bugs need to be fixed.

Believe me, I want more for this class too. A lot more. It needs greater complexity, housing needs to be more necessary for players, architects need more long-term use. But more than anything we need basics fixed first.
EricTheAwful
Mon Aug 04, 2003 1:30 am
#37






Jigrah wrote:
so basically ore mining units should give you more exp then a wall module?






All crafting, not just Architecture,gives 2xp/resource unit (and none for subcombines).


Small house = 3388 resource units = 6776xp


(10 Structure Modules at 250 units each = 5000xp, 1 Small Structure Storage Module at 130 units = 260xp, 1 Light Power Core at 258 units = 516xp, 100 units of metal = 200xp, 400 units of Ore = 800xp... Total = 6776xp, assuming you made all the subcombines)


Marduke Akkad


Architect


South Beach, Talus




Marduke Akkad
Master Architect
Talus
X-EQholic
Mon Aug 04, 2003 6:36 am
#38

I would love to see the following commands added.


/depositpower xxx


/emptyhopper


/selectresource


I use /paymaintanence already and thank god it was in or my house could of been destroyed, when the control wasn't there.


Also IMHO there needs to be more of an advantage going to med/heavy harvesters. Most would prefer personal since the shifts they just destroy them.




Zorph
ex-Master Architect, Bloodfin
Naufragus
Mon Aug 04, 2003 6:41 am
#39






EricTheAwful wrote:





Jigrah wrote:
so basically ore mining units should give you more exp then a wall module?






All crafting, not just Architecture,gives 2xp/resource unit (and none for subcombines).


Small house = 3388 resource units = 6776xp


(10 Structure Modules at 250 units each = 5000xp, 1 Small Structure Storage Module at 130 units = 260xp, 1 Light Power Core at 258 units = 516xp, 100 units of metal = 200xp, 400 units of Ore = 800xp... Total = 6776xp, assuming you made all the subcombines)


Marduke Akkad


Architect


South Beach, Talus







you do know that you can get the same XP from making 10 sofas as you do a small house and use few materials....

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