Architect Archive

Thread: Architect issues FAQ [Updated Dec 18th]

TechBoss
Thu Jan 15, 2004 6:13 am
#27

I don't think decay of any kind should be implemented on any kind of buildings. I already have a hard enough time finding architects who can reliably produce high BER harvesters in a reasonable time. Add in all the costs associated with a decay sink and things are going to cost a whole lot more.



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"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
ET429
Thu Jan 15, 2004 9:04 pm
#28

Critical failures on experimentation is way too high.


Just to day I had a simple order for 2 BER 13 Chemical harvesters. I wound up making 8 total, just to get 2 good ones. That is a lot of resources (48 wall modulesfor starters) and very frustrating. What's the point in being called a Master when you craft like a novice. Of the 8 I wound up with 2 BER 13, 3 BER 12's, 2 BER 11's and 1 BER 9. All were made with 94% turbo fluid pumps, and all resources were 900+ in the required stats. When it worked I had 2 points to put into storage after achieving BER 13, a couple of times I failed in the storage and it dropped my BER. Those Storage Experimentation points should NOT affect the BER stats IMO. If they don't help raise the BER, then they shouldn't cause it to lower.


Another Crafting issue that affects all crafters not just Architects is the efficiency of the Crafting Stations and Tools. Other than being linked to the quality of resources and experimentation on them, they seem to have absolutely no effect on the outcome, success or failure rate of items when using them. In the above harvester example the station I use is a +43.56, and the tool is a +99.85.


I will be dropping Architect just as soon as I can build my own set of harvesters, but at this rate it won't be that soon. I just hope the Dev's acknowledge that these are issues they are planning to address so crafting will be more enjoyable for those who craft. The Assembly button saves architects alot of resources that would normally be gone, but I still waste way too many resources and haven't heard a definite answer on these issues one way or the other from the Dev's.


swg-albert
Fri Jan 16, 2004 12:32 pm
#29

I almost forgot...Solar Harvesters are essentially deprecated as well. I have been making Wind Energy Harvesters with ber 9. Why would anyone want a solar harverster with ber 8?


Why can't I experiment on Solar and Fusion Generator extraction rates??


ArchAngel -- Why aren't these items on your list?


Albert






Albert
Master Architect (since Aug, 2003)
Mos Krayt, Tatooine, Wanderhome


ZenDragonMLS
Sat Jan 17, 2004 1:11 am
#30

swg-albert, I think that you have some of your facts wrong about maintenance and power on the heavies and the relative value of them. Rather than discuss it in this thread, why don't you start a thread about the relative value of mediums vs. heavies and let's get all of the facts and opinions flushed out. Its been done before here but probably not for several weeks, so it's time again.



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