Architect Archive

Thread: Updated Architect issues First Draft

trifle77429
Sat Sep 27, 2003 10:23 pm
#27

This is a great list !


It includes everything I complain about 8)

Gla1ve
Sun Sep 28, 2003 3:03 am
#28

The list sounds fine to me for the time being. Nice work AA


As for anything that has been missed, I seriously recommend that if experimentation is enabled, players need to be able to see stats when they examine a deed. How could I sell a harvester with higher rates of harvesting if players can't see that on the deed? Sure I'd have my normal group of loyal customers and the friends they send my way, but as for the random player that jus happened to take an interest in my store while running back to town...how does he/she know I'm a legit player? I just think some serious griefing could occur and that it could be taken care of before it starts.


Also, one last thing...Interior paint/textures. Not that hard to implement and would provide a great amount of diversity to the Interior Decorator line of skills (Especially when coupled with experimentation). This and experimentation alone could make our market sufficient for a generous amount of time freeing up the devs to work out the major flaws of other professions.


Just my two credits...




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Gla1ve
Mon Sep 29, 2003 4:21 am
#29

One more thing for the wishlist. I'd like to see architects get a "lot bonus" or "+1 lots" in the construction tree that lets architects have...you guessed it...an additional lot (Up to 5 additional lots?). I think this should be a major thing for architects only. We're the only profession that uses such large quantities of resources, so our lots are constantly taken up by harvesters. We can't even live in a large house unless we buy most our resources. What better way to showcase our wares than inside our own creations? I'd love to have a house large enough to show off all the things I make/sell, alas, harvesters come first.


I think maybe better than one of the skill trees, make this a master architect only bonus or at least only in the top tier if not. Can't have everyone in the game becomming hobby architects for extra lots. Not to mention the devs probably wouldn't go for leveling players getting extra lots in the beginning and having that many more resources comming into the game. I think a master only reward is more suited.


Anyways, just something I'd like to see.




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Dairiin
Mon Sep 29, 2003 4:54 am
#30

New issue for me the past few days is that when putting items into my factory, my inventory window icons do not update and neither do my factory input hopper window icons. The item count is correct but the icons are not. Please put that up to be fixed.


Make ore mining units into crates.


Make Power Core Units NOT eat components and/or resources.


Give us more furniture to build, especially DESKS and lights that work!


I am all for removing Urban Planner as a profession and putting it into Architect as there simply is not that much that one can do with a line like that on its own.




Master Artisan and Master Bioengineer
Kerico
Mon Sep 29, 2003 8:32 am
#31

Structure crafting tool doesn't empty/clear material slots on crits.
Starkillr
Mon Sep 29, 2003 12:53 pm
#32

We just need a master dining table, otherwise the cafe table is fine. The end table is fine too. The wooden dining table and cafe table are fine also. Definitely add that ore mining units need to be crated (harvesting mechanisms and fluidic drilling pumps are) and any furniture like plants that dont fit in crates (I've never factory run any furniture) be made to fit. Rest of list is great. Add these into wishlist



IGN:starkillr,valence,thor,anduril

Master Shipwright/Architect/Artisan

Dropoff vendor 572 -3748 (outside coronet)
Offer to ship components vendor
BiancaMinola
Mon Sep 29, 2003 1:52 pm
#33

My architect skills are kinda shelved right now, so this might be out of date.


Are the Ore mining units still coming out of factories uncrated? I still have a backpack of them killing my house inventory limit


Bianca Minola

PSchirf
Mon Sep 29, 2003 2:30 pm
#34

Wish List Item:


Master Only Buildings:


Special structures that can only be dropped and maintained by advancedprofession masters. Isn't this is how Cantinas (Master Dancer and/or Master Musician) and Med Centers (Master Doctors) are being designed from player cities? I'd like to see the list extended to include a special structure for each advanced professions, craftable by Master Architects.




|=o=| [=o=] |=o=|
Shamera Kye, Tempest
Mayor of Kosatsu Falls (Metropolis), North of the Dantooine Jedi Temple
ShaneMcMahon0
Mon Sep 29, 2003 3:13 pm
#35

looks like a good list..... I would maybe add in the town building permissions.... but that might not be for the right issue list right now.... just keep it in mind



Otherwise it looks great, good work arch




SWG Name - Jine Ires Server - Lowca Professions - Master Architect, soon to be Master Urban Planner
Grand Admiral, Co-Founder, Midgar located South East of Theed on Naboo at -3754, 2249

Join the town of Midgar, Website - http://www.SWGMidgar.com
Betatoxin
Mon Sep 29, 2003 5:35 pm
#36

- Crafting stations should use Structure Experimentation points instead of Artisan
Fixing this immediately might not be such a good idea considering the Structure Experimentation is broken for now

Did it ever occur to anyone that the reason that novice architect (and DE items for that matter ) are based on artisan experimentation was because that way novices could make products that could sell to masters? Do novices always have to get crapped on?

What you are asking for here is for novices to have absolutely nothing to sell that they can differentiate for their 33,000 crafting xp. I mean cut them some slack and don't take out the other architect frustrations on the novices.

This just seems to me like a lot of bitter master architects who are disguntled with the state of architecture and thus lash out at novices because they can make the one item in architecture where experimentation matters as good as they can (assuming master artisan).

It is not as if architects do not get access to a ton of stuff already including the upcoming Player cities and in any case the issue is moot. You need master artisan anyway to make the top end sub-components (novice DE too) so does it really matter in the long run if it is master architect or master artisan? If you want to make crafting stations yourself you need 1 master and 2 elite novice professions. That is already a fair price to pay in skill points for the privilige of making this single product.
fishkiLer
Mon Sep 29, 2003 7:49 pm
#37

Give Us some color at least!!! umm Please!!!!!







Awwa Eso


Anticrist25
Mon Sep 29, 2003 8:20 pm
#38

all i read in this threa make it hard and hard its that type of whining makes devs go on a nerf rampage u people are for the blame why everything getting nerf to beyond help. U tell them to nerf and instead of nerfing alittle like they suppose to do they nerf double. Stop asking them to nerf the **edit** game u bunch of cry babies i am so sick of paying for a game that the rules keep changing over whiners and crybabies i mean game aint good enough leave god **edit** it
_-ArchAngel-_
Tue Sep 30, 2003 6:51 am
#39

As far as Crafting Station experimentation goes, I'm not sure if it's a bug or not, but I'm putting it under the "bug" list. The dev's will decide wether it is or not. Personally I like it like that, but it could have been a missed check mark or a "Artisan Experimentation = True" somewhere that they missed


Not trying to take the novices down a peg.




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

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