Architect Archive
Thread: Top 5 Issues (rough Draft) 2.06.04
First off: Quick reply, much appreciated, nice to know I've been heard, or in this case, read. hehe
Dvnce wrote:
Huntercrom wrote:
What is wrong with the randomization of the resources and their attributes... Let's get realistic here as well. I don't see how in the world Fusion, Carb Ore, Steel, etc. etc. would ever totally be off of a planet, can ANYONE explain this to me? How does steel be there one day and not be there the next. ( Yes, I know about shifting resources, but my goodness, resources come and go, atleast the types of them anyway, but an entire line of resources doesn't just up and disappear.).
In my mind the way I roleplay this is that the resource just gets overmined.. we literally deplete the resource into nonexistance anymore.. We do take a lot out of the ground sometimes..
and about those attributes.. What is with the radomization on them? I've seen one GREAT stat get destroyed by another stat that can barely see abouve 50. I've seen Conductivity of 1000 get wiped out by a OQ of 58. When you need both stats, one is either MUCH, MUCH higher than the other, which does alot of damage to the item you are trying to build, or they are both below standards.. Trust me here folks, don't think you'd use sub-stats of less than 500 on any finished product, WOULD YOU?
He.. he.. yes very Frustrating .. but what can you do?
I understand what you are saying about depleting a resource, however, what are the odds? There is STEEL, and there are 8 available types of said steel, each of those have 1-2 or sometimes even 3 different types within that. Do you mean to tell me that everyone on, say Naboo, is harvest all 16 styles of Steel into non-exsistance? Steel shouldn't just be totally depleted, there are other types of the resource available. I think that this is something that should be looked into.
*Let me point out though, your argument was valid, and I did like what you had to say, but for the sake of argument, I honestly can not believe that this would be the case. A large planet, such as Naboo, wouldn't lose all steel, nor should it lose all Radioactive. Types of the resources are bound to change, as the plates within the crust of the land masses move (My interpretation of a resource shift btw.), Stell may move, and it may move from Theed to Kaadaara, and you may not get Duralloy, but you may get something else, to me, it just doesn't make sense how a resource could just totally vanish from a planet, only to have it show up again the next resource shift. If it's gone, it's gone. Kind of like the dinosaurs here on Earth.. they aren't around anymore, but yet... THEY ARE.. look at a Crocodile or alligator or even a whale and tell me, are they all really extinct or are they just in a different location?*
As for the radomization.. nothing you can do.. I'm just curious about it is all. A little clarification on how they do the random number roll for attributes within resources. When I did some early programming, I could take most of the variables involved and cross check them against current variables to ensure that things were in line. I could also give them a minimum and maximum stat, i.e. 1-1000, no 0, no 1001. I'm just wondering though if the attributes are all on based on a total random generation, or are they cross checking, say, conductivity <900 = OQ >100, or something along those lines. I am not trying to get the total low down here, just trying to get some kind of an idea about just HOW random these attributes really are, or is there a check in there to ensure that SOMETHING gets affected, so that you don't have a Titanium aluminum that has all 999 or 1000 attributes.
Renewable Income: Why don't harvesters have degredation? Yes, you may be paying maintance, but hell, NOTHING should last forever, or in the SW universe, it does.. I don't get that. I'm not saying total degredation, but partial, i.e. a BER 13 Large, will eventually go down as far as a BER 8 Large (i.e. the base for a large or atleast what used to be the base for one).
In order to fix that, a Master Architect needs to bring in new equiptment, i.e. Ore Mining units and such and bring it back up to par. This happens with the re-deeding process of course, and the deed is what needs to be used in order to fix it, as it falls into the schematic to do such. Just an idea on that anyway.
What about Carb Ore? Although I use the best Ore's I can find, has anyone ever seen high veins of Carb Ore? In all the time I've been playing, I have yet to see one above 65%, yet, I can mine Steel, Aluminum, Copper and other items well into the 90's on a regular basis, everything but Ore, Carb Ore specifically of course. I'd like to see the veins get a little better for that resource, as it seems to be the heaviest used resource we have.
I'd like to see the issues of Crit Failures fully addressed here too.. Crit failing and loosing everything is wrong. If there is a pre-made component, i.e. Ore Mining Unit for a large mineral harvester, then it should not be sacrificed or lost to a crit failure. I don't mind losing a few resources, but to lose it all on ONE final crit failure is hard, because it moves from a few resources to alot of resources.
I do wantsome questions answered though, and this is open to everyone, not just passing this on to the developers here:
What are the benefits of having a 90% quality house vs. a 37% quality house? Right now there are none, but wouldn't it be wise to say that a 90% quality house would be cheaper to maintain than a 37% house? I think that the rate of maintance on it should be reduced through the experimentation of quality into products like a house, factory or what ever falls into this category. Harvesters need not apply to this though.
On the same token, what is the benefit of a 98% quality speeder (Swoop, speederbike, etc.) vs. 35% quality bike? They all decay at the same rate, and the rate to repair them is exactly the same. So, why build a better bike, if you get no benefit from it? It doesn't sell any cheaper or more expensive than one of lesser or even greater value, so why deal with it?
Enough of that.. back to one more series on the resources:
What is wrong with the randomization of the resources and their attributes... Let's get realistic here as well. I don't see how in the world Fusion, Carb Ore, Steel, etc. etc. would ever totally be off of a planet, can ANYONE explain this to me? How does steel be there one day and not be there the next. ( Yes, I know about shifting resources, but my goodness, resources come and go, atleast the types of them anyway, but an entire line of resources doesn't just up and disappear.).
and about those attributes.. What is with the radomization on them? I've seen one GREAT stat get destroyed by another stat that can barely see abouve 50. I've seen Conductivity of 1000 get wiped out by a OQ of 58. When you need both stats, one is either MUCH, MUCH higher than the other, which does alot of damage to the item you are trying to build, or they are both below standards.. Trust me here folks, don't think you'd use sub-stats of less than 500 on any finished product, WOULD YOU?
Well.. my rant is over with.. don't know if I'll ever see the answers to this, from other Architects or even the team leader.. I doubt that anyone with SOE creative sides or even the programming sides will address these either. Just figured I'd throw out some questions that have been on my mind, along with a few ideas as well. Toss it around if you can.. perhaps someone can better my current ideas and maybe, just maybe they'll get thrown in on the table for discussion for a future MA Update.
Wishfull thinking..
Omnicrom