Architect Archive
Thread: Complete Architect Issue List (long)
I hope you keep us up to date for the future so we know whats going on with the devs!
Thanks for the time you are spending on it..
Che'wan Mesa
Scylla
Great job, Arch. This one's pretty specific and I don't know whether it is covered by the coming experimentation changes, but harv extraction rates expressed in decimals (0.00) would really differentiate our products.
Of course, this should also apply to the factory efficiency/experimentation change you mentioned and, assuming housingever decays, to structure durability as well.
_-ArchAngel-_ wrote:
Top 5
- Balconies are not considered part of the house. Unable to place items in this location.
There has been a great interest in this lately.
- Factories can not certain items use items from crates as components. You must load them all by hand. Specifically structural modules being used in walls.
Posted this in dev forum, no response as of yet.
- Structure factories take up 2 lots, but other factories take up one lot
Was advised it's being worked on. No info on release time.
- Certain items made in a factory come out individually, not in a crate. Known items - Ore Mining Units and Trees.
Devs are aware and working on it. No info as of yet
- When attempting to place a furniture item against a wall after rotating it, and moving it, the furniture items dissappear inside the wall. You can no longer see them or click on them.
CSRs will attest to this being a big problem
First off, Archangel, bless you.
As to this TOP 5 list, yes I am relatively a newbie at architect but I have to say I am totally shocked and STUNNED that this list is the top five. Stunned doesn't begin to describe how I feel reading this as a direct immersion into the economics of a ill-planned system for architects. This became apparent almost 3 weeks after starting play when the flood of many items within Tempest produced a glut with no end. There is no way to get goods out there that are renewable under the CURRENT system once you hit a certain apex in the market. The only twist people seem to have is marketing (imagine that!) but it only goes so far. I gave a new Novice Tailor some REALLY good (+39.8) crafting station and a 13.56 clothing device because she simply could not produce the money from sales to afford even the cheapest one. Looking at her work, I realilzed the system is at fault more than her. There are simply too few objects within ALL of the crafting professions.
Having said that -- BALCONIES. You have got to be kidding me. BALCONIES is our number one issue presented to the dev team? I'll say it again, BALCONIES?
Also, the other items are important but only ONE of them addresses our professional limitations. This thread should read "Bugs Needing Fixed" vice "Architect Issue List".
IMO, issues that affect the continuity of the profession, it's growth, and the development of economic life-cycle that can sustain our voracious resource requirements should be the number one issue! At a minimum, there should be as many variations of housing as there are varieties of furniture. (which admittedly aren't that many more ![]()
My alternatives would easily include:
- Experimentation established in writing, the rules, and working please! Make it do SOMETHING!
- +1 lot per something (I prefer Construction tree) with a bonus of +2 to +5 at Master (make it truly worth making master). The 1 house lot for a architect suggestion is pretty weak, folks.
- Readjust lot sizes to reflect usefulness. Make there a REASON to get a large house, a REASON to get a PA Hall. An honest to goodness gameplay REASON. For starters, I'd suggest:
1 lot - Small Hut with one room and a closet (100 items)
1 lot - Smugglers dropbox with permissions (100 items)
1 lot - (Business 4 - ONLY Item) Warehouse with permissions (100 items) Seriously, Business 4 is a freakin' joke!
2 lots - Small House (125 items)
2 lots - (Master Artisan qualifies, Construction 1 qualifies, Efficiency 2 qualifies, does not stack - ONLY Item) Warehouse with permissions (150 items)
3 lots - Medium House (175 items)
3 lots - (Master Artisan qualifies, Construction 1 qualifies, Efficiency 2 qualifies, does not stack - ONLY Item) Warehouse with permissions (150 items)
4 lots - Large House (300 items)
4 lots - (Construction 2 qualifies, Efficiency 4 qualifies, does not stack - ONLY Item) Warehouse with permissions (250 items)
5 lots - (Construction 3 qualifies, Master Merchant qualifies, does not stack - ONLY Item) Warehouse with permissions (400 items)
6 lots - PA Hall (500 items)
6 lots - (Construction 4 qualifies ONLY Item) Warehouse with output hopper permissions (500 items)
7 lots - (Master Architect ONLY Item) Warehouse with output hopper permissions (600 items) [who wants to be a Master Architect now!?!]
Oh yes, make vendors work in the warehouses too! I would like to decorate my home without worrying about not being able to put enough items (count) on the vendor to sell!
Let me clarify 'permissions':
- Admin - obviously
- Input Hopper has permissions as who can simply put things in.
- Output Hopper can create as many drop boxes as items, but the total
number of items cannot exceed the warehouse limit. Each drop should
probably have a one word password or name for use so clients/associates
can be told to open the hopper with the X name. This prevents a
compicated password schema.
- More objects, more objects, and more objects. (homes, furniture, etc) Additionally, more color control and variation. Pick who you want to make tapestries (Architects or Tailors) and let's get something into the game that actually looks distinctive. Once you run through the game in even under a month and ooh and aah a couple of times you realize it all looks the same.
- Something, anything to give us the ability to specialize in a certain area of architecture (64 potted trees schematics, EACH requiring SPECIFIC components that do not always spawn and are only found in certain areas they do not tell us about!).
- Unique schematics found in loot literally giving someone a corner of the market. Tell me this wouldn't change things! Why do you think the fighting professions want different badges? To be unique! To stand out! As an architect, this should be reflected in our game/story progression as well.
- Again, I point out that if there was a way to create user models, even if they had to go through a long QA cycle at the devs, I would pay bucks for the ability to do that. Before anyone says that's impossible, I was making Doom, Quake I-II-III levels, (and the list can go way on!) for many many games throughout the years. User involvement on this level was all that kept many of the games alive. My character, Fivo Asia, just joined MyM on Tempest and he would like to create furniture, desks, tapestries, etc..., that have the logo on them.
- Thought put into making a renewable economic life-cycle without destroying everything.
- True input into an "Devs make a object of the week" contest. Devs put out the call and an online poll of certified (don't know how this would work) architects or (insert your craft here) vote on what new object the devs make for that week.
FINALLY, if the SWG database for objects storage is the issue pertaining to the limitations on any of the above, move it to the top spot on the list! Working in the software industries in communications management, I appreciate this back-end service more than others and could deal with a wait.
Sheepishly grins.
Obviously in my excitement I missed the sectionalization of your remarks. My apologies beforehand. Please add my issues wherever you deem applicable, ArchAngel.
Thanks!
Philomorph wrote:
Not entirely fixed. I have a crate in my inventory with no number on it at all. I dragged it into schematic on crafting tool, then dragged the item back into my inventory. The item disappeared and the crate never did. Two days later it's still there in my house and I'm out a generator.
This happens when there is only one item left in the crate. Right click on it and then "get item from crate". You will get your generator (in theory).
As for that harvester that burnt down, did you try adding one power?
Haven't had any problems with crates and crafting. Can you confirm that please?
Hi,
I now get some of the stuff out of the fab in crates, especially trees. The only thing which did not came in a crate so far is the ore mining unit.
Read ya.
This is perhaps a problem relating to general crafting, but it certainly has an impact on Archs.
Structure tools and stations: The tool/station effectivenessrating appears to do little/nothing toward assemblyor, if it has a purpose,the ratingis an eternal mystery. I have high-end tools and stations, but crit failures still seem random. I also think this is a more significiant issue than balconies.
Critical failures can cause severe economic damage to an architect, especially when suffering several in a row, or when just hitting the next tier in the construction tree and failing on the first object. A working suggestion is that only ressources, and not subcomponents are lost
Devs are looking into it. No comments yet
This was placed under Balance issues.
As for the actualy meaning behind the crafting stations FRs, I'll put it on our list.. I know that they intentionally don't make much ofa difference, devs have stated that they don't want players relying on their tools too heavily. This was an ongoing discussion some months back, but it never came to anything as more pressing bugs came forward.
There are way too many critical failures for architects. I failed on two heavy minerals last night and two heavy chemicalstoday - that's half a million credits down the tubes. I haven't failed like this for weeks, so they must have recently changed something.
Critical failures shouldn't take away your livelyhood as a vendor. Huge losses like this make the game undesireable to say the least. It will force me to become a resource-only vendor if it is not fixed.
Please add 'too high critical failure rates for deeds' to your list if applicable AA. Thanks for all your work BTW.
ArchAngel, I didn't see any mention of have the devs explain the meaning of Crafting Station functionality rating? Have you even brought this up with them? I know LOTS of Architects would like to understand what is going on with these.
-Jubey, Master Architect
Corbantis
_-ArchAngel-_ wrote:
This happens when there is only one item left in the crate. Right click on it and then "get item from crate". You will get your generator (in theory).
As for that harvester that burnt down, did you try adding one power?
Haven't had any problems with crates and crafting. Can you confirm that please?
Hmm.. I think I tried the right click method, but I may have only been using left clicks. I'll try again. The harvester wasn't out of power when I had the problem if I recall, but I'm only about 90% sure of that. I had intended to let it burn down anyway, so it's possible it was also out of power.
I'll try the crates in crafting again, but I can say for sure that it was a problem as recently as last weekend, because I built two heavy miners and had to manually pull the storage modules out of the crate. When I clicked on them they didn't light up the square. However they were pretty old crates, so maybe they were pre-patch and that caused a problem?
ArchAngel ... wow! I know you put a huge amount of time and effort into the list!! My thanks for presenting our concerns to the powers that be ![]()
I would like to add a few items to the wish list (ones I've not seen to avoid repetition):
Enclosures ~ I'd like to be able to build a fence/wall around my house to make it more like .. a home
I have seen NPC structures with a fence/wall and a gazebo type building, etc. If they can't implement the walls by themselves then maybe they could give house options which include a fence. Also, on the schematics ... could we please see what the structure will look like? It shows it for furniture, crafting stations, butlot using items(factories,houses and harvesters) have a generic square thing that is not helpful at all. The blue print would be nice too (while I'm wishing
)
Resources ~ I have noticed an increased occurance of high concentrations of resources, however, they are placed so close to cities/towns that it is impossible to place a harvester to take advantage of it. By the time you get far enough away, you're down to 20-30% and chances are, the one place you'd love toplace it has a small rock blocking your way. Placing harvestersis really a pain so thank you for putting that on the list :-)