Architect Archive
Thread: Top Issues
Well I was involved in the UP chat on Stratics and they seem to be aware of alot of issues, but havent given an official timeframe. They mentionned that every week they have a "bug day" where they work on bug fixes.
The upcoming publish doesnt seem to have any fixes, but I have a feeling the next one will. So I'll do my best to get the things through, and we'll see what happens.
I know I may be criticized for this... but, i think PA Halls ONLY should be 1-6 lots. For a few sole reasons:
1. So the actual leader fo the guild can own the PA and control it.
2. So some jerk doesn't decide to walk off with it (known from experience)
3. The limit i think is 250 on PA that is BS large houses are 250 limit and 6 lots THEY EVEN LOOK BIGGER!
However I also think that it could stay 9 lots but, lrts say we have9 people in a PA that requires 9 lots i think we should be able to have 7 out of the 9 have 1 lot each and the commander or leader has 2 lots so it all equals 9 together with a Leader i ncomplete control which is fair.
Raged Mind
Gorath, Mos Espa, Tatooine
Master Artisan/ Master Architect/ Sniper/ Future Master Urban Planner
my top two issues
1) experimentation should work and make a difference, allowing for differences in harvesters (production rate, maintenance cost). Which means I think teh baseline costs should be higher, probably leave harvest rate the same though (but it can go up)/
2) to NOT give in and make critical fails "less a pain" aka "I don't wanna work hard to be an architect." You CAN be a successful arch and plan around critical failures by doing two things: a) be sure your prices reflect and can make up for your current fail rate; and b) use quality tools, use quality materials, etc. Its what I do, and I rarely fail a deed (knock on wood). don't think I have failed a deed in weeks, maybe overa month (no, I am not using the exploit to get around it).
Long term - Give meaning to Architects. Participation in the GCW, renewable income, etc.
What's missing - We need to get some answers regarding critical failures. We have a lot of theories, but the Devs haven't communicated with us much if at all on them. Having a critical failure on the final combine in a PA hall is cruel and unusual punishment!
Well what makes me optimistic is that Im the one doing it =)
LOL... No but seriously, I willpost tothe devs until they tell me to shut up or give me a response. We've got a good list of issues going and I don't plan on giving up. Im going to recompile the list soonand put a new one back up, once everyone reviews that and posts their comments it goes off to the devs.
Functional Furniture. Lights that light, chests that store
2) What do we want in the long term
More, bring in limited schematics if you don't want an overloaded db with new items we can all craft. In the end we need more styles, more purpose, more individuality.
3) What else is missing here
Instead of Decay I want to make sure it is judged with a stern eye towards the idea of limited schematics instead of decay. Decay exists too much in the game.
An article I started a while back:
Debate: Decay vs Limited Schematics
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=11920
Most urgent (and easiest for them hence we'll see happen soon): Make experimentation and assembly add up to 100 for architects.
What we want in the long term: Look at decay/experimentation threads for part of that. Ability to participate in GCW via single use schematics that people can purchase with faction points and hand to an architect for creation. Would have to balance the FP cost and resource cost of schematic so it's not too painful for people to do. Additional functionality from furniture and variety (especially terminals and lights!). Urban planner, you will be assimilated (sounds like it will happen, but push for it).Not going to get more specific until dev's ask us to.
What else is missing here: Devs saying "We know that these things are messed up for architects and it has a priority of this in being fixed and here's why"
(1) We should be able to reach 100% Structure Assembly and Experimentation at Master level.
(2) Enable Experimentation. Have Durability, Efficiency and Storage mean something. Specifically:
Keep it simple. Implementing simple changes moves us in the direction we need to go. We can see simple changes faster because of less code time and it enables us to move to more detailed changes in the future. Small steps that would make a big difference:
(1) We should be able to reach 100% Structure Assembly and Experimentation at Master level.
(2) Enable Experimentation. Have Durability, Efficiency and Storage mean something. Specifically:
(a) Durability would affect the cost of maintainance on all structures
(b) Efficiency would affect harvestor rates
(c) Storage would enablestructures to hold more objects.
(3) Critical Fail and you lose SOME of your resources. E.G. 100%less your structural assembly % in raw materials. (Later we could add that Components of a Critical Failure would remain intact but would have a chance to lose some of their experimented properties)
Other items that would be helpful:
- Add certification on harvestors (using AT LEAST the artisan survey tree)
- Add +1 lot for each level of construction +1 at Master (+5 total)
- Increase lot size of Medium houses to 4
- Make PAs all the same lot size of 8. (Raise Tatooine to 8, lower all other PAs to 8)
- cap storage size based on size of house but allow experimentation to change this(e.g. 50 x lot size. So Small would store 100, Medium would store 200, large would store 300, PA would store 400 items) Experimentation on storage (would have to be added to houses asthey only has durability now) would raise this #.
- Map out Elite-Elite professions in each of the 4 branches of Architecture:
(1) Furnishings: add color, more selection of items maybe re-use some BE code and allow unique designs through experiementation?
(2) Construction: Add Military structures to bring Architecture into the GCW
(3) Installations and Structures: part of the Urban Planner plans (starports, banks etc)
Annoying things to fix:
(1) crates not working in the ingredients hopper on Factories
(2) /move up/down function for furniture
(3) the disappear/freeze bug when you redeed a building.
There is probably more.. but I've tried to list these by easiest and most important to difficult and nice to have but not critical
Theodis Darkstar
Master Architect NHoC
Kaadara, Naboo 5260 6060
Corbantis
- Harvesting - We need a greater % over scouts and we want multiple harvests.
- Camps - Not much (but some) use as of late.
- Traps - Not much "meat" to the trapping line.
- Camo - Is it worth the effort?
- Tracking - The known bugs.
- Outdoorsman - What's the status?
Please elaborate on which topics you feel strongly about, add any of your own topics, and rank them according to importance. I will use this feedback in my discussion with the devs. Happy venting guys.![]()
Message Edited by Calculus_Entropy on 03-22-2004 11:02 AM
Well, I'd say the key Ranger issue is that of not being necessary to any cause or pursuit. Speaking asan ex-Ranger now, no one really ever needed or wanted the skills I had invested in.
I think the single-most value for time addition to push for would be the implementation of thethe once-promised /track command. Having a command that spawns a creature or creature lair at a given waypoint, with the ability to pick and choose said creature type from the spawn table for the current area, would make rangers an invaluable addition to hunting groups.
On my server, Krayts have nearly gone extinct due to cities around the graveyard and slow spawns in general. Krayt and Kimo hunts are exercises in frustration many times because of this. I hunt with a group of Rangers, and /areatrack simply doesn't do the job.
If /track were added, even without touching anything else in the profession, Rangers would have a viable and necessary role to play again.
Since I'm posting anyway - camps as they exist now could have a viable role again too with the addition of environmental damage (something that has been asked for for ages).
I'd suggest that the periods of "bad weather" on each planet be coded to add Battle Fatigue at a certain rate for any "unprotected" player. All camps have a heal mod now, use that mod to reduce the rate of Fatigue accumulation. Even better would be to team up with the Tailor correspondant and push for harsh environment outfits which protect from inclimate weather damage but decay while equiped.
This would givea choice - either wait out the storm in a camp (better camps mean less Fatigue) or gain mobility at the sacrifice of re-buying weather gear periodically (which also gives Tailors a renewable source of income - something they currently lack).
My 2 credits worth, congrats on the posting Calculus_Entropy,
My thing has always been...
Was the initial view of the Ranger by the Dev's really so bad? I mean besides the broken stuff and the bugs?
If every singleskill in the set was "juiced" up to be more effective, Ranger would rock!
Message Edited by Flynn_Nomad on 03-23-2004 12:51 PM
My two credits:
Main Concern: Harvests - Greater percentage and ability to harvest all of the animal.
I know I'm alone here, but I don't view any of the rest of the issues as "critical". I use myHTFB campfor healing in between fights and really enjoy how fast is heals. I use my Scout traps to pull individual animals (since I'm a melee Ranger) and Ranger traps when a bunch of social animals are in a group. I use tracking to find a particular animal when on a contract. I use conceal instead of Maskscent since it lasts longer and doesn't break as easy.
I'm not saying the rest of the areas couldn't use improvements/additions (camps, traps, tracking) or fixes (foraging, conceal, maskscent) or redesign (rescue), but the one thing I would like to see immediate focus on is harvest improvement.
Just my two credits.