Architect Archive

Thread: Updated Architect issues First Draft

FiLC
Tue Sep 30, 2003 7:23 am
#40

my wishlist:


paintings, carpets,more trees, more tables ....


I know these objects exists in game atm (visit any guild hall in town) so its shame we cant make em






Master Architect, Master Shipwright, Merchant, Master Pilot, Master Artisan
FiLC o'N on Eclipse
CzA Shop @ -5131 3387 Naboo Theed just 900m from Starport - Ship Components, Droid Stuff
Gla1ve
Tue Sep 30, 2003 12:40 pm
#41

some of us actually like to play a game that's challenging, dynamic, competitive, and still fun. How is it fun if you can do anything in the game without any work to make the victory sweet?


If youlike to win in as little time as possible, grab a gameshark for your PS2 and whatever game you want to "win". Otherwise use your right to post (The one given you by that 15$ a month) to maybe argue some valid points as to why a particular nerf is bad. I'm sorry, but it's going to be harder now ** edit ** isn't a valid arguement to me, and devs tend not to see that way anyways.


And if I wanted to leave the game I wouldn't be here. This type of game is always changing. There's nothing you can do to stop that short of becomming the CEO for Sony. And guess what, if you're smart enough to do that you won't want to stop it because changing it makes the company money and gets you a bigger bonus at the end of the year. The best you and I can hope for is being able to help direct the way the game is shaped in some discrete tiny aspects by posting valid arguements that can be substantiated in some way.


/sarcasm on


If you don't want whatever it is you didn't want nerfed (I'm still not clear as to what you think was/is going to bea nerf), then list some good reasons why it shouldn't be. And try not to use too many of those ** edit ** words as that will really make people listen to you seriously.


/sarcasm off


Now then, as for the topic...what do you think is getting nerfed?




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
NarfleTheGarthog
Thu Oct 02, 2003 5:18 pm
#42

Additional lots for architects!!!! Commandos shouldn't be as good at resource farming asusand charge us 4-5k/u for Ore. (which I won't pay anyway) or make it so that harvestors are 50% less efficent If the area is not surveyed by an architect/artisan every resource shift. How's that for renewable income? Either that or they have to invest skill points into the survey tree....


Fix Harvestors. If "Operate Harv" is open while turned off when damaged or out of power, after adding one or the other, you have to close the operate window and re-open to turn the harv back on.


Fix "0 resources that cannot be removed" on harvestors. Currently you either have to leave them poof or pay full maintenence and turn them on that resource again to destroy them. If I forget to pay a personal, it's cheaper to destroy it and build a new one than to pay 3k to repair it.If you do try and remove the resource you get a blank container with 0 resources on it. Free furniture I know, but annoying.


Add status to the operate window for power and maintainence.


Add GUI for Structures like Harvestors have with "hopper in" and "hopper out" buttons as well as for schematics and production rate. I want to be able to load some resources and have it tell me how many can be made from what I drop. I also want to see the ETA for completing the run of current resources in the hopper.


Change power display on harvs Facts to calculate remaining run time like maintainence does.


New Architect buildings Design Studios - that offer bonuses themselves to skills and quality. Kind of like a factory crossed with a house. maybe takes 1 lot less than a large house and can only be made by masters? or maybe one for each level. Small Studio, Medium Studio, Large Studio for each planet type. Takes (optional) Crafting Station(s) as subcomponents and will act as which ever ones are loaded.


New Furniture Item: Planetary Housing Displays - shows all the houses/structures of each type for each planet. So: 1 for naboo housing, 1 for personal harvestors, 1 for generic housing, 1 for Factories, etc. To include names (style, floorplan options). Maybe custom text control for pricing custom orders.








Why not:
Get rid of professions altogether.
Move all the items, titles, and skills from the profession window to the expertise windows for each professionn.
Add a cap on Expertise points used per tree.
Increase Expertise points gained by 50% to 75%.
Give all characters access to all expertise lines.
Then CH/BE Wont suck when they are added in.
.

Geneticus - Jedi Retard
TAfirehawk
Thu Oct 02, 2003 8:18 pm
#43

davst,



I am not sure what is in your coffee, but get me some. Crafting Stations are only created by Architects!!!




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Naufragus
Thu Oct 02, 2003 8:49 pm
#44

hi AA ----


I would like to add something to the wish list...though it isnt really an architect only issue.


it seems this issue has fallen to t he wayside or maybe just all those people have quit...


the topic is Architecture Styles allowed to be built on planets.....lets face it....people just arent wild about generic houses and to be blunt they are a ripp off compared to the Tattooine and Nabboian styles....they cost more resources for less house and take more skill points to build


I believe at one time it was rumored that this would be addressed in an update soon but like many other things never was...


People want to be able to use the styles of houses on planets that share their templates...ie Corellia/Talus, Naboo/Rori., Tatooine/Lok....


All the buildings on Rori are the Naboo template but you are forced to build generics.....they really want to have Naboo style houses


This is a quick, easy coding fix for the devs to make....

Naufragus
Thu Oct 02, 2003 9:02 pm
#45

oh wait....i actually have another issue....i was going to start a thread but i'll just post it here...


FACTION FURNITURE


ok...i really dont think that people should get furniture with faction points....its some of the coolest in the game.....but few people get it because it costs 2000 FP for everything and they would rather spend that on pets....


anyway, it also isnt fair tht the only schematics offered are for droids


and most of the weapons can be built by weaponsmiths anyway so they dont lose any buisness...


what i propose is that the faction furniture either be moved to Master Arcitect or allow us to buy the schematics to make them with our faction points

Marthis
Thu Oct 02, 2003 10:08 pm
#46

Something to add/think about:

Since experimentation is useless, there is no differentiation between a novice who has taken structures/installations 4 and a master. In my opinion, move heavy harvesters to the master level, as well as all large houses except generic as well.

Otherwise, there will be no reason to bother getting to master level. It will also help cutdown on those folks with 20ish extra points to be able to build, and sell cheaply, heavy harvesters or large homes up against a master.

Obedd/Marthis - Bria



Obedd - Master Architect/Master Artisan/Master Tailor
Marthis - Master Creature Handler/Master Bio-Engineer
Aegis Industries - Weapons, Deeds, Furniture, Pet Stims, Pets, and more!
Just north of Theed, Naboo -4348, 6385
Bria


Naufragus
Thu Oct 02, 2003 10:32 pm
#47






Marthis wrote:
Something to add/think about:

Since experimentation is useless, there is no differentiation between a novice who has taken structures/installations 4 and a master. In my opinion, move heavy harvesters to the master level, as well as all large houses except generic as well.

Otherwise, there will be no reason to bother getting to master level. It will also help cutdown on those folks with 20ish extra points to be able to build, and sell cheaply, heavy harvesters or large homes up against a master.

Obedd/Marthis - Bria




In beta, i dropped master and furniture and experimentation because they where basiaclly useless....i made a few million as an arcithect and used those skill points more some more professions and decent combat skills....


this is one of the real issues that causes some of our other problems...


i would have done the same thing here but i thought the devs might change something and make it worth while and i have no desire to have beg people to let me train them....then beg people to train me....

Andal
Sat Oct 04, 2003 7:31 am
#48






TAfirehawk wrote:

davst,



I am not sure what is in your coffee, but get me some. Crafting Stations are only created by Architects!!!







I don't think so. You have to use a Structure Crafting Tool to make one, but I'm pretty sure I was making them before I was a Novice Architect.


Almost positive, but I admit it's been a while.




---Composite photo of average thread authors here: http://home.nyc.rr.com/andal/UberDoodz.JPG
Gmidd
Mon Oct 06, 2003 8:50 am
#49

In case some are wondering about the art regarding the Master Table. They are refering to the End Table and the Chest are almost idenical. Thanks for this tread, crit fails will drive away the independant Archs (non PA supported without50 lotsobtained fromvarious cronies PA members).



___________________________________________________________

Ty'Ogan Teja -BBF- (Twi'lek - Master Rifleman, Lowca)
Desert Tribunal Fleet Commander (PvE Division of BBF)

Trygg Mynes (Human - Master Architect, Kettemoor)
bTM Designs & Realestate (Retired)

bonesbro
Mon Oct 06, 2003 9:07 am
#50

Please ask them to rethink house destruction when upkeep runs out. Lock them at 99% decayed and don't let anyone pick up or take items, but it's reallyimportant that houses not vanish and destroy everything in them. I'm sick of conversations that go like "Hey, I couldn't log on for a week, where's my house? It decayed and everything in it is gone? ButI had ALL my stuff in there, everything I've gotten since release! I quit."




bonesbro <Drunken Badgers>, Master Architect of Tarquinas
Visit our city on Talus at -1000, 500 - just look for the Drunken Vendors on the map
Daker-Naritus
Mon Oct 06, 2003 3:56 pm
#51

Archangel,


After an embarassing amount of flaming, we came up with something in another thread that is not in the current list of issues for the devs...


Ability to build factional buildings.


I know it has raised before, but I think it is an important carrot for architects.


My proposal would be as follows:


Currently, you can "buy" various factional bases, turrets, and other structures from factional recruiters for an obscene amount of faction points. To me, this doesn't make sense. Darth Vader did not "buy" the Death Star, he got the plans for it an had it made.


I think this system should be changed to reduce the number of required faction points to "buy" a structure, and have the player buy PLANS (a limited use schematic) for a base or turret instead of the actual base from the faction recruiter. The player would then take that schematic to an architect, who would supply resources and actually build the structure.


Since factional buildings and turrets are destroyable, this provides some renewable income for architects.

EtokNebok
Mon Oct 06, 2003 5:11 pm
#52

How about the furniture actually being able to hold stuff? Backpacks hold all sorts of stuff, yet armoirs are just decorative??? That doesn't make much sense to me.


Why can't armoirs and lockers and cabinets act like equipped backpacks in a house? In real life, we use some furniture for reasonable storage and organization. We would never put a huge armoir in a room, and then keep it empty...taking up space.


Just a thought...I don't know if it's been addressed yet?


Delyoi Lus (wannabe Architect)

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