Architect Archive
Thread: Current Architect top 5 issues?
#1 - Lack of experimentation on fusions and solars.
#2 - Display bug on harvesters for power balance.
B - We want new types of furniture and different colors.
I - Add an /levitate command to move furniture or other items in houses up or down.
F - Ore mining units don't crate.
1-13
2-10
B-7.5
I-7
F-7
M-6
K-4
X-2.5
E-2.3
A-2
G
C-1
H-.3
L-2.3
P-1
For decay I've got about 3 people saying yes and about 3 people saying no. I think that kinda cancels itself out.
Fractional votes like 0.5 or 0.3 are because some people said "this and that" for one of their items and I'm splitting the vote on those. If you did so and want to pick one then feel free to revise your vote.
Plus each for the following additional choices:
Q- Power generator alignment 6 harvesters per generator
R- Make factories faster
S- 2 lots for large house
T- Some mediums take walls and some take structure modules
U- larger crates 100-500 items
V- Pulling items from directly from crated items in crafting station input hoppers
W- Creator on factory-produced items is listed as the factory owner: Would like to see this changed to either 1)the creator of the schematic or 2)The person starting the factory run. Preferably option 1.
X- Improve corellian housing appearance
Please use the letters and numbers to vote if you have not done so already, it makes counting the totals a lot easier.
Edgehead and Rurry's votes were not in my tally. They slipped in between when I was counting and posted my total.
Tweaky wrote:
The balance of heavy vs. medium makes sense to me...you want the fastest pull rate...you pay for it. You want more efficient, go a bit slower. Analogy is cars...my Grand Prix GTP is one of the fastest cars in my little town, but I only get 18MPG when I push it...my wifes Kia can be outrun by an energetic snail, but gets near 40MPG. And my GTP cost quite a bit more initially.
My top 5 Issues:
- Power Display Bug and Animation (I think these two are related)
- Need more Furniture schematics and Colorization.
- Structure Factory takes 2 lots
- Experimentation on Solars and Fusion Generators
- Experimentation on Factories.
And my number one overall gripe:
- Huan is a member of TPE.
(JK Bro)
I'm going to open up something new - I would like to see a formal apprenticeship program somewhere in the Architect tree. Once a novice hits 4/4/4/4 the requirement would be to obtain an apprenticeship from a Master and gain apprentice points as well as (instead of?) teaching points. The incentive for the Master to take on an apprentice could be granting extra rights, privileges and skills (maybe advanced decorating, maybe getting aholo, maybe extra lots, etc.).
This would do a couple of things - it would help RP a lot, it would assist new Architects in finding new RP friends and establishing a business - lots of potential stuff.
Just a random thought - what do you think?
These are simple bug fixes and should be just fixed! We should never have to waste a weekly "Request" on these. But since we have little choice, let's get them fixed first! They are easy to implement!!! (Except for I)
#2 - Display bug on harvesters for power balance.
F - Ore mining units don't crate.
I - Add an /levitate command to move furniture or other items in houses up or down.
K - Change the structure factory to 1 lot like every other factory in the game.
L - Animations for harvesters are not working right.
CURRENT LEADERS (votes)
#1 - Lack of experimentation on fusions and solars. (15)
#2 - Display bug on harvesters for power balance. (13)
B - We want new types of furniture and different colors. (12.5)
I - Add an /levitate command to move furniture or other items in houses up or down. (12)
M - Please add experimentation to factories so that it does something. (9)
TOTALS
1-15, 2-13, A-3, B-12.5, C-3, E-2.3, F-8, G, H-.3, I-12, J - 1, K-6, L-3.3, M-9, O - 1, P-2, X-3.5
Decay = 4 no, 3 yes = -1
New option :
Y - Apprentiship program instead of AP to get master.
Azmodean wrote:
#1: Lack of experimentation onmany itemsleaves absolutely no difference between a Master Architect using high quality resources and a holo-grinder using low quality resources except when making harvesters. Consider adding at least one experimentable stat on each structure, such as lot usage for houses, maintenance costs and effectiveness bonus on civic structures, etc. There *needs* to be a difference between a Master crafted small house and a novice crafted one, just like there is between a master crafted sword and a novice crafted one. This would let master architects who actually run a business create items that are worth more and sell for more than the 3-5 credits per unit that most novices and hologrinders ask for their wares.