Architect Archive

Thread: Week Two Pre-liminary

Zarcath
Tue Jul 29, 2003 7:46 pm
#40

Here's a thought


Mayor has a skill tree that reduces the lot fee for houses placed in their city? Call it Management. Naturally players will flock to the player city that has the best bonuses. So if you live in a city that has a Master Mayor governing it, you could have up to 6 lots off your house.

Management I - 1 lot reduction

Management II - 1 lot reduction

Management III - 1 lot reduction

Management IV - 1 lot reduction

Master Mayor - 2 lot reduction


The skill tree would only apply to houses.



Mitsudo - Ahazi
Takenoko - SWGCraft.com
skexii
Tue Jul 29, 2003 7:57 pm
#41

or...you can remove the "mayors" role in the lot reduction and just say for so many houses joined together in a grid, reduces the cost of that grid by a certain number


so for instance, if 5 houses are together, the matrix would reduce the cost of the lots placed upon that grid by 1. This grid forms into "neighborhoods" which the Mayor can control to determine its size and what structures can go into that grid.

MojoDarkAle
Tue Jul 29, 2003 8:02 pm
#42

I am only aNovice Architect, and so far I LOVE this profession. I was weaponsmith for awhile, but found the MANY needed resources for such little reward a pain. Also the higher weaponsmiths and "companies" of weaponsmiths got all the business while I got squat. Now being an Architect, I am actually making money for once. Players ask me to make them stuff even though I am not a Master Architect, or even that far into the Architect branch.


Mostly I have only a few issues.


1) People should be able to actually lay down in their beds. Maybe they should be able to heal faster that way.


2) Bookcases need books, birdcages need birds, and you should be able to store clothes inside armoires, and chests. Simple andyet common sense things.


3) Must have a notification before resources shift. Takes myself sometimes a whole day to track down a place for my generators and then the harvestors. I am a casual player, so time is of the essence for me.


4) I think that Architects should get ONE free lot. Basically we get one extra lot to place another harvester, or factory, or generater, ora house.


5) Being able to color, and use different patterns on the fabrics for the couches and things we make would be very cool as well.


6) Make the Experimentation worth something. That one tier of the tree is not very good, and I would like to see lots more points being added so that we may experiment more. Also make the experimentation do something to the buildings. Maybe people would get to pay less to upkeep their buildings, and other things of that nature.


I can not wait to see wha tthe Devs will do for our profession.

Mbadda
Tue Jul 29, 2003 9:05 pm
#43

Good points Broda

I'd like the Construction tree represent an increasing ability to "manage" your installations (harvesters, factories, etc).


The management of installations would allow architects to view different aspects of their various installations on their datapad (simply add another tab). I'd like to see (abilities would be cumulative):

1st Const -- Allows access to datapad management of installations (displays type/location).
2nd Const -- View current maintenance levels of all installations.
3rd Const -- View current power levels of all installations.
4th Const -- Ability to deposit power and pay maintenance via your datapad.



Additionally, I would like to see the ability to "read" timings of resource shifts at Survey 4. This isn't an architecture thing, it's all about surveying. For someone with Survey 4, this would be displayed on the survey tool they are using, when they survey for a specific resource. For an architect with Const 1, this value would be constantly updated on their installation management tab, on their datapad.



-Mbad
Master Architect 7/03
Wanderhome
Ziroc
Tue Jul 29, 2003 10:21 pm
#44






Padashar wrote:

Issues -


Player Run Markets


We are seriously having issues with the player run market. With the serious undercutting going on by PAs, independant architects aren't standing a chance and are spending many hours just bartering with players that are rude to us. There are good days and there are bad days but there are definitely MORE bad days than good days.



They dont care. Holocron even said this is the way they want it. People unable to sell items or sell them for bare minimum to keep thier harvester running then quit the profession. We may as well just give our houses away for free as far as SOE is concerned. Holocron even said he expected Droid Engineers to just make Probe Droids for XP then give them away for free.
Acolstorm
Tue Jul 29, 2003 11:48 pm
#45

Zarcath,



I realise that you don't like to include items that you think takes a long time for the Devs or may affect the economy. However, I think that the Consruction line really needs to be addressed, maybe start a thread on possible ideas.




________________________________________________
ACOLSTORM - Master Architect - Mos Eisley - Corbantis

Legends Mall - 3676 -5972 3 mins South from Mos Eisley
Buildings, Tailor, Weapons, Armour, Food, Flora, Tools, and more
Ditolus
Wed Jul 30, 2003 1:10 am
#46

hey zarcath was there any word on a crit failure option to let us retrieve at least some of the resources and components we lost in the large structures. i know u put that in last weeks letter to the devs.
Creadux
Wed Jul 30, 2003 1:19 am
#47

Not for nothing Zarcath but they can predict resource flow even if some harvesters pull a little faster than others. All they have to do is make each level of harvester fall in a particlar range that can't be eclipsed. In other words, we now have 2,4 and 7 you could make the experimentation maybe raise the personals to a max of 3 the mediums to maybe a max of 5.5 and larges to maybe 9. You still have a range of values and the likelyhood that you will find each harvester somewhere in the middle of that range to play with. In fact at the momentthe harvesting components HAVE experimental values that supposedly "by description" affect the extraction rates but we all know that is not true. Furthermore "Stacked" components are busted. Not that it matters too much for us since it seems most of our stacked things need to be indentical but the quality of say structural modules have zero outcome on a final productsvalues near as I can tell.


I have a couple of things I would like to have added to the list as well. Firstly, I would like to see player made schematicsshow the experimental values on them.Again it will not matter a ton for us but for those with more experimental friendly schematics who might try to SELL those schematics the recieving player has no idea if the guy just pumped out amarginally sucessfull assembly or experimented the schemaic up to 99% in something. Secondly, I don't know about the rest of you but sometimes I build things for players where they provide the resources for me and a nominal fee to keep from using up my own resources. It is free xp and I get a little money for my time Anyway, as of now there is no way for another player to verify a critical failure that uses up some of their resources or worse still uses up ALL of their resources. Itwould be most keen to have grouped members notified of critical failures in assembly to avoid accusations of taking resources and faking failures to keep the resources. Thirdly, I know it has been brought up many times but I fail to see how hard it is to map the skins for created furniture to a storage object in order for an armoire/chest/bookcase to be able to store items as they should be able to do. Lastly I would like to see a fix item tab added to the radial menu for placing furniture in homes. It might be nice to afix and item so that no one who might have admin rights to your home can movie it or furthermore you don't accidentally move it then have to place it back where it came from. I know there was something esle I wanted to see take place but Iam forgetting them at the moment. I will have to come back later when they hit me

EricTheAwful
Wed Jul 30, 2003 2:11 am
#48

I thought of another one!!!


When you build a "Small Generic House" (10 brick roundish one), the schematic says just that... Deed: Small Generic House.


When you place it, it's called something like small generic house style2 or something....


The "Small Generic House (Floorplan 2)" (10 brick square one)calls itself style1 and thelast one (12 brick square one) calls itselfsmall generic house style1 floorplan2 or something equally cryptic.


You can check by paying 1cr in to the maintenance pool. It will tell you that you paid 1cr into the maintenance pool of small generic house (blah, blah, blah)


The names should be consistant throughout the process. Namingthem Small Generic House-Three room, Small Generic House-2room (LR) and Small Generic House-2 room (FB) would help. (BTW, LR = Left Right and FB =Front Back).


And why theheck doesCoraillia get four small houses,generics get 3 and everyoneelse gets 2?


Why do generic mediumshave no upstairs or basement when the Tatooine and Naboo houses do? And they take an extra wall module to boot!


Why can't you build Corellia houses on Talus? The architecturesoidenticle, and in some (dare I say MOST? Yes! I dare!) cases, you would never be able to tell them apart in a screenshot. Make Corellian houses buildable on Talus and Naboo houses buildable on Rori. They are moons of those planets and were settled by their inhabitants. Why would the people that settled on Rori use a house that looks just like the ones on Corellia?


Some of this stuff just doesn't make sense...


Marduke Akkad


Architect


South Beach, Talus




Marduke Akkad
Master Architect
Talus
bonesbro
Wed Jul 30, 2003 8:50 am
#49

It's really important that we get email notifications when your harvesters/homes/factories need more maintenance. ESPECIALLY homes. I'm pretty sure that "you have to pay $400/day" is being forgotten by my customers within minutes of them leaving, and I'd hate to see their house poof.



bonesbro <Drunken Badgers>, Master Architect of Tarquinas
Visit our city on Talus at -1000, 500 - just look for the Drunken Vendors on the map
Kamakasi
Wed Jul 30, 2003 12:09 pm
#50

I think the issue of harvestors and resource shifts is a tricky one. One idea may be to have a architect be able to craft a new survey terminal. You would require survey 4 to even use it and have admin control to the house. Also allow it show a wider area of mineral percents( on some kind of timer likeonce every 15 min and or make it use power too to use theplanet survey pulse each time)and be able to have something like optional parts that allow you to check up on yourharvestors (that you have admin on)as power/creds/ turned off or on and how filled they are from the terminal..so we can manage our recources more productivly. Tell me what you think of that idea.


Roate A'fey


Gothar

Kamakasi
Wed Jul 30, 2003 12:16 pm
#51

Brann I solved the bird cage issue....how bout we get a animal tamer to put awrix or kima as the bird in the cage?...hehe gives a good reason to tell players dont mess with me.. or i feed you to my bird


Roate A'fey


Gothar

Bolrus
Wed Jul 30, 2003 12:18 pm
#52

Personally, I think 10 lots for everyone is fine. And, no, I'm not in a PA. I do, however, 'rent' a couple lots from a friend, in exchange for goods.


And, Zarcath, is this supposed to be a completely new list? If so, then frankly, I think it's sort of useless. In ten weeks, they'll have 50 issues, and probably have the first four fixed. That's not really going to help anyone, in my opinion. Unless instructed otherwise, I would continue to repeat the "heavy" issues until they do something about it.


In any case, how about this idea about Construction: Ask the devswhat they expected Construction to do. Is it something that's not in place, orshould it actually be doing something, and is just "broken"?


One idea for the currently useless tree is to increase storage space in factories, and more importantly, houses. That wouldn't mess with any rates, which I agree is a variable they may not want to toss in to the mix.


They could also throw the colorization option for furniture in this line (I'm pretty sure Tailors have one line that increases both experimentation and the color palette options).


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