Architect Archive

Thread: Week Three Pre-liminary

ShaddamtheIV
Mon Aug 04, 2003 6:46 am
#40

How about WHY in the heck we have to pay more for a GENERIC house if that generic house looks like crap compared to the naboo and tatooine houses.


Jesus the Naboo large house is a freakin mansion compared to the generic large so why does the generic large cost more to make????


Ifor one would like generic houses to have an outside viewing area similar to what medium and large naboos have.


Right now it just isnt equitable to someone who doesnt want to live with all the newbs on Naboo and Tatooine.


And why does the generic PA hall cost more than the naboo/tatooine halls if they are the same stupid hall?????


I mean exactly the freaking same but a generic PA hall costs 10k more resources to make than a naboo????


What the hell I say??


A medium naboo/tatooine house is nicer thanlarge generic and the medium generics are almost smaller than a small naboo, at least from the outside viewpoint. I mean the medium naboo has a nice big domed inner room where the medium generic you get 3 medium sized rooms, no balcony and no large inner room???


How about some equality here??? Or else do they want everyone living on Naboo and Tatooine.


I would think in the meantime they could let up on the restrictions until they get all the Corellian houses etc finished and have a chance to look at redesigning the generic houses to reflect the amount of resources and work that go into making themin comparison to what you get out of a Naboo style house.



Oh yeah and could they figure out why some of our PA halls are missing terminals and people are getting stuck in the basements and have to die to get out??? Noone can be invite to the PA hall if there isnt a terminal to use, at least there are /emotes for paying maintenance otherwise they would have a lot of pissed off PA owners whose halls were just destroyed due to nonpayment.




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
ShaddamtheIV
Mon Aug 04, 2003 6:47 am
#41

I have no ballot box in my schematics and when in the world are they going to fix the stupid harvesting mechanisms?????


They need to fix what they have got before they consider adding stuff!!!




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
RovaniDragon
Mon Aug 04, 2003 6:55 am
#42

the generics give you the luxary of moving from planet to planet.

the planet specific houses do not. thats why they use more resources.
ShaddamtheIV
Mon Aug 04, 2003 7:14 am
#43

Ok you got it all wrong.


The exp is based on the number of resources you add to the mix. Not how many components you add.


So an item with all those memory modules and GP modules and only a little bit of your own resource added despite its complexity will never give you as much experience as that simple structure module which requires you to combine a lot of ore and a little metal together.


The best items I found (and that are needed later) were the turbine generators and light ore mining units, that is if you decide you are bored of making structure modules and wall modules.


You get experience for what you make, therefore you shouldnt get experience for a component you just got experience for making. This would be double dipping. In your example the data terminal actually only makes something out of 296 resources but combines the 9 components with those resources. Why should you get more experience for combining them components? You (or someone else) got the experience for having made them already.


Compare that to the generator turbine which requires 1450 resources to make. The way the game is setup you get exp based on the fact you used more resources to make it. To say you should be able to grind away on more complex items to get more experience out of them per resource just says to me you are lazy and dont want to do the work the rest of us did in order to get to master.


What is there in the novice tree that you are pointing to that gets more experience than atier 4 item that the novice item uses less resources?I dont see any. I do see many tier 4 items requiring components from the novice tree but you shouldnt get that experience twice just because the complexity is higher.


From what I understand complexity only has to do with the fail rate and what percentage of the time you fail, then again I could be wrong because I have failed ona great many novice items more than tier 4 or master items. But then again I have built a ton of the novice items and only a few tier 4 and master items.




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
Tstorm
Mon Aug 04, 2003 7:22 am
#44



RovaniDragon wrote:
this is the type of close minded ignorance that will get prevent our skill from ever being fixed.

Fix the known issues first. ask for eye candy second. how hard is that to understand?




Ignorance is in the eye of the beholder. That is the whole point of discussion on this board and attacking someone else's post as irrelevant, ignorant, or eye candy just because it doesn't match up with things on your list is a tad arrogant.

It is this type of attack that causes many people, including myself usually, not to bother posting on these forums because someone will always attack it. I would much rather see everyone's thoughts, regardless of how "stupid" they may appear, that our correspondant can use to create a list for SOE. If the majority want a disco ball added to the Furniture line (yes, I am exaggerating), then that needs to go on the list to SOE.

Can we please WELCOME input instead of attacking is please?
Naufragus
Mon Aug 04, 2003 7:56 am
#45






ShaddamtheIV wrote:

just says to me you are lazy and dont want to do the work the rest of us did in order to get to master.






lazy?...try bored...why do some of you think clicking a little box a couple of more times some how makes you a "better" crafter
wassup808
Mon Aug 04, 2003 8:07 am
#46




RovaniDragon wrote:
this is the type of close minded ignorance that will get prevent our skill from ever being fixed.

Fix the known issues first. ask for eye candy second. how hard is that to understand?





I agree with him. First of all this is the wrongforum to be posting "wishlists". You should post your wishlist in the Test Server forum. Test Server is where all our "wishes" will go to first anyway. Why not post your ideas their? This forum is for issues that greatly affect us as architects. So lets put it out in plain words ISSUES HERE, WISHLIST TO TEST SERVER!

Ciordia9
Mon Aug 04, 2003 8:23 am
#47

I'd like to see a comprehensive study done on resources and reality. I'm not going to pull out an individual atm, look at mineral mining installations 3 modules vs 3 wall modules.. Most of the Arch schematics look like a rough beta sketch still.

I'd also hold off on more reports until they talk back more. The artisans got a response that said hold off until you get more feedback.. did you get such an email?

I don't want our voices lost in the tummult of unresponsiveness. How can we make forward progress when nothing is attended to.

-C9-



:: Serberus Osiris :: Kauri Regulator : Aspiring Commando ::
The message has come to me, and I comply with conviction.
Mkappus
Mon Aug 04, 2003 9:02 am
#48

Like someone else said, let the factory take things out of crates. It is crazy that after I build 70 structural mods, I have to unload into inventory then move to input hopper. The hopper should be smart enough to take things out of crates.



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
kailusdog
Mon Aug 04, 2003 9:24 am
#49

How about we get the Hervesting Mechanism fixed so we can make the freakin things.


Have demand for Mediam/Large Flora Farms and can't make them cause the default Schematic is broke.


WE NEED THIS PART

Tresnar
Mon Aug 04, 2003 9:44 am
#50

Hate the bring this up, but please, let's stopasking for new features, and have them fix the bugs and major design flaws..


Examples:
- Admin Bug on all Structures
- Lamps don't emit light
- Table-Top lamps fall through tables
- Completely unrealistic and painfulresource shifts, instead of gradual accrual/depletion
- Inability to lie on beds
- Inability to target / pickup certain objects


The list could continue further, but these bugs are hurting architect quite a bit now. Beside, the devs should be encouraged to fix the outstanding bugs rathers than asking them to add new features before the original design is working.




Tresnara Enator - Master Dancer, Master Marksman, Novice Pistoleer
Kauri Cluster

Accabwec - Master Artisan, Master Architect
Scylla Cluster - Tatooine - Mos Espa
bonesbro
Mon Aug 04, 2003 9:49 am
#51

I think it's really important that players get email warnings when their houses and factories run out of maintenance and then another warning when they've rotted to 50% and 10%. Several players in my town lost their houses because they either forgot to pay maintenance or it ran out and they didn't know.



bonesbro <Drunken Badgers>, Master Architect of Tarquinas
Visit our city on Talus at -1000, 500 - just look for the Drunken Vendors on the map
BinnJaMeen
Mon Aug 04, 2003 10:17 am
#52

Suggestion 1) Allow structures built by Architects (Not Artisans) to recompensate the owner for unused maintenance and power at the time of reclaiming the deed. If a structure requires a fixed credit amount to be able to be reclaimed, then any remaining maintenance and power should be deducted from the minimal levels and returned to the owner. We are losing way too much money and power on our mining operations and it is not fair to a harvester owner to find his entire investment wasted because he had to relocate due to resource shifts.


Suggestion 2) Notification should be given via e-mail when resource density reaches critical levels and shut down of mining structures are pending. If we can get an e-mail letting us know about winning auctions even though they were instant sales, then we should be able to get these notifications too.


Suggestion 3) Add customization features to houses, similar to what weaponsmiths can do. I had someone make a gun for me last night and he was able to somewhat customize the gun to my requirements, but he could have easily made it so his weapons all had a personal touch that was distinct to him. We should have a similar feature, if nothing else all properties made by us should carry a visible plaque that informs players of who constructed that facility.

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