Architect Archive

Thread: Week Five Preliminary

PloovoTwoForOne
Fri Aug 22, 2003 10:17 am
#40

I agree wholeheartedly with Daynn - Lights in and of themselves is not a top 5 issue - But fixing all of the broken furniture is, IMO.

YAY they fixed harvesting mechanisms ... now if only I could build them (No bug, just not skilled enough ;-) ). So only need to harp on power cores now... =)

Additional building styles would be terrific ... as was suggested in another thread (Maybe on a different forum, heh, I can't remember exactly) - Offering us architects that ability to customize housing a bit would be nice ... give us a bunch of "cookie cutter" rooms and let us play with the Legos as it were.

Right now every architect makes the same dang thing, all the time. If we could make slightly customizeable buildings the whole profession would be revamped into something viable. "I can get a small house for 6k from so-and-so" - "Yes, but you'll get the same thing as everyone else. I sell mine for 10k because they're custom designed."

How hard would this be, anyway? Each cookie cutter room would just need room dimensions, X-Y-Z co-ords for the center and rotation ... That's all I'm asking for:-) Allow us to place them however we want, add doors, windowsand stairs. I'd LOVE to have a small naboo house with the small room on top of the large room instead of to the side... Ah, wishful thinking...




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Zarcath
Fri Aug 22, 2003 10:36 am
#41

I was hoping I could sneak that in but I guess you guys are too quick for me


Lights will be dropped in favor of addressing ALL of the factory issues, including the ones they said they fixed.

Reign
Fri Aug 22, 2003 10:41 am
#42

Please... I'm a master architect. Kick me while I'm down.


All I want is something that makes all my work pay off. Efficiency... durability... don't let these words become lost on you! They work in other professions, let them work in ours!




Fyrr Flerr
No skills to mention
Maris Paradis, Corellia -- (4850, -2440)
Hegmon2002
Sat Aug 23, 2003 12:24 am
#43

I think these are good issues to be looking into but along with AwaitingWoW if we don't get some kind of turn over all architects are going to go bank rupt and have to quit architecture if there is not decayable or perishable items we can make. Currently we have crafting stations and I am guessing but hoping that they do decay and get worse. This is great but that is the one thing people will buy from us repeatidly. We are going to be the resouces providers of the galaxy instead of architects lol




Tomo
Intrepid Server - Crafter of Sorts
"Lottery: A tax on people who are bad at math. "
Ender007
Sat Aug 23, 2003 12:35 pm
#44

Factional building so we can participate in the GCW and have recurring revenue. There are many other posts that cover this.



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WillPower
Sat Aug 23, 2003 2:09 pm
#45


  • Harvesting Mechanisms/Power Cores

Harvesting Mechanisms were finally fixed. You just confuse the developers when you call it a Power Core Issue. Power Cores work fine, but there is a factory bug Architects see when making Power Cores.


When a factory schematic calls for sub-components, the factory destroys one of the components. In the case of Power Cores, you usually lose one Turbine Generator. To work around the bug, you need to put and extra generator in the input hopper.


If you don't explain it properly they will never understand it well enough to fix it.



  • Critical Failures

The developers are not interested in reducing any money sinks at this point in time, so I feel you are wasting a top 5 point here.



  • 100+ Assembly and Experimentation

Assembly effects critical failures, so the same answer as above.


The only Architect item effected by experimentation is crafting stations, which seem to use Artisan Experimentation instead. This experimentation issue is mute until it effects something.



  • Experimentation Effects

You need to come up with a consensus of what people want before you put this to the developers. The developers what ideas that make everyone happy and not upset more people than they satisfy. Decay of existing structures will upset more people than it makes happy, so is a bad suggestion for the developers to implement. Come up with win/win scenario first, and then approach the developers about it. I have a suggestion below.



  • Lamps Light Source


My top five:


1. Fix factories so they can make more than 100 items a day. This use to work, but got broken recently. Once a factory has made 90-100 items in one or more factory runs, it refuses to make anything else until after the daily hot fix or it is redeeded.


2. Create slash commands to /depositPower and /retrieveResources.


3. Create a new line of disposable structures. Not creating decay on existing structures, instead creating new temporary structures like bunkers and turrets. Maybe even some temporary rough terrain or offshore harvesters. No one would lose anything, so nothing to complain about and it would add new tactics and content to the game.


4. Make the new line of disposable structures efficiency dependent on experimentation like weapons are now.


5. Furniture like chests should work like a backpack for holding stuff. Lamps should be a light source. Things placed on a table shouldn't sink through it. You should be able to rename furniture like backpacks.




Wilx of Soulfire
bonesbro
Sat Aug 23, 2003 11:09 pm
#46

Zarcath, I don't know if they're soliciting your feedback on Urban Planner buildings, but please request a bridge structure. We have built our town along a river, and we have houses on both sides. Right now, the only way to get across is to swim. My townspeople have asked me many times if I could build them a bridge across the river. There are already bridge models in game, and they are long enough to suit us. In fact, if it didn't have to wait on Urban Planner, that would be even better. Let it take up a lot or two to keep the world from being covered in superfluous bridges, and even a modest maintenance cost.


Please, this is a very important issue to us. Thanks!




bonesbro <Drunken Badgers>, Master Architect of Tarquinas
Visit our city on Talus at -1000, 500 - just look for the Drunken Vendors on the map
EricTheAwful
Sun Aug 24, 2003 2:17 pm
#47






AwaitingWoW wrote:
Bottom line and sorry to harp on it.. if tehre is no form of decay to structure.. the rest of the points are moot. Without decay there will be no turnover and no architect trade. Look around you.. people are leaving teh trade in droves. IF this single point isnt harped on.. game over.





I think a good alternitive to decay would be schematic "rotation". I think it was suggested before. Every few months, remove a random house and replace it with a "new and improved" design. That way, there'd be something for people to want from us. Let us break down and recover resources from the old structure deed to keep them from flooding the market (a trade in).


Do the same with furniture. Keep mixing things up.


Another idea is allow "factional" housing that we can build. The schematics should be purchased with faction points and are usable by only members of that faction. It doesn't have to be anything that has a role in the GCW (turrets, towers, etc) just something "designed by the Rebelion or Empire."


Also, adding faction flags and furniture to our Furniture line. Interior wall hanging banners, etc. Something. A carbonite statue of Han Solo. Hehe.


In all honesty, I think the entire Architect housing line should be looked at again. The houses should be modular in style. A baseline design with "optional" things added in. A second floor needs a staircase module and an additional room module. A basement needs a staircase and an additional room module. If there are two rooms in the basement, you need two extra rooms withanoptionalhallway module. As you were building the house, you would assemble each floor and either "finish" or "create floor module. A finish would create a finished house, the "create floor module" would create a subcombine to be added to other floor modules to create a multi floored house. A foyer module would determine where the door was on the exterior of the home.


The different sized houses would allow more "options". A small house would allow two mainfloor rooms, one hallway and maybe a single staircase and an extra room. Or sacrifice the extra room up/down stairs for a third ground floor room (ala generic house type 1). A single large room with a small room upstairs and a small room downstairs.


It would add a lot of style and personallity to an indivdual architects designs and add a lot more intrest in actually making the house. It would nearly be a mini-game to design a really cool house.


Anyway, yeah... It's a pipe dream. But its a nice one.



Marduke Akkad


Architect/Merchant


South Beach, Talus





Marduke Akkad
Master Architect
Talus
mattmel
Mon Aug 25, 2003 6:58 am
#48

Here's one solution for Architects to gain $$:


- As people put maint. into their structures, a % of that maint goes to the structure creator (like 0.01 %)


just a thought...

hothype
Mon Aug 25, 2003 7:50 pm
#49

have the ablity to place things on walls and stuff without a stairwell



Synir'
Fear Baby Wookiee
Zeonz
Tue Aug 26, 2003 12:18 am
#50

I would like to see more on item storage within houses.


I know you've reported it in weeks past, but I don't want it to fall off the list.
I have a medium house and I want to be able to both decorate it as a vending outfit (make it nice and comfortable, a cool place for customers) as well as store items in my crafting room and my rare items collection room.


Over half the fun I get out of these kinda games is hoarding resources, rare items, equipment that I think is cool, and decorating my house.


The only problem I have is that the only two floorplans I've seen that I like at all are the medium Naboo house and the guild halls. It would really be nice if we could have our choice of homes and still stash stuff.



Holo mentioned once upon a time that he looked to see people saving high quality resources in order to sell them at an inflated rate when the supply drops and the demand comes up.


Currently, with such limited space in housing, we really can't do that and still decorate... much less use any space for architecture crafting what with how complicated the high levels are, now can we?


My suggestion:


Small: 200 items
Medium: 400 items
Large: 600 items
Guild Hall:600 items (so as not to encourage guild halls over large houses)



Thank you Zarcath.




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"One is hollywood, the other is an MMORPG. They work on completely seperate laws of physics."
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