Architect Archive
Thread: State of the Architect and October Top 5 issues
Item 1
I think atm the biggest problem is the borked experimented harvesting rate vs. the used resources to build a harvester.
ATM i have the feeling that every price i charge for my harvesters is wrong. When you go for resources needed you have to charge 16k?20k? for a medium rate 8 mineral harvester. When going for performance you can go up to 80k? 90k? i dont know. But if i want to charge 70k for a medium mineral everyone is calling me insane, because it uses only 3700 resources. (i dont want to compare to armorsmiths where they happily pay much more per resource). Anyhow this is making the heavy minerals completely pointless unless you have a rate of 10 or 11, because 8 or 7 rate mediums are much a much better deal.
The crafting schematics are not in line at all. As mentioned before medium minerals use 3 struc modules while all others use 3 wall modules? Heavy moistures... 6 struc? why ? Is this by design? i dont think so.
Thats why i see this point critical, get those schematics in line. Flora, Chemical and Gas a perfect, 250, 12k and 24k resources for the different sizes. Apply it to the mineral and moistures as well.
More experimentation to the different abilities of the harvesters (rate and hopper size is a good start, continue with power usage, maint costs, etc) Same with factories.
Item 2
More Furniture/Decoration. Add Colors. Fix master amoire! Fix Lamps !
Item 3
Reduce maint. cost, add decay mechanics to all harvester/factories.
Item 4
Reduce struc factory to 1 slot usage.
- Customization - Give us some colors for furniture. Let tailors sell us dyed cloth or something . Maybe some coloring for houses. Kind of tired at looking at cookie cutter stuff everywhere.
- Functional Furniture - How bout a cabinet that actually holds stuff, a data-terminal that holds waypoints or something, a chest that can store items. Perhaps even allowing some of these storage items to add additional storage to your homes.
- Factories - They are TOO DAMNED SLOW! - I can build at least 3 items in the time it takes the factory to build one - possibly more. Sure it never fails and sure it doesn't require experimenting over again to get the same quality however shouldn't an automated fabrication structure actually pump things out faster than you could make them by hand ?
- Lots/Storage - We seriously need someone to take a look at lot consumption on certain things. Aside of the appeal of looks there really isn't much reason to have a large house. A PA is preposterous in that you can barely even furnish them and have any room left over to store anything and they cost 9 lots ? Should be 1 lot for small houses 2 for mediums and 3 for larges maybe 6 for a PA hall though I am in favor of giving a PA leader and additional 9 lots to place a hall with. Factory lots ? What is with us having to use an extra lot when all other professions use only 1 ?
- Vendors - yes I know that this really isn't an issue for us but it affects us because we have such a large variety of furniture to place on the vendors that doesn't nevessarily sell every week. I am getting real sick of loggin on to find 15-50 e-mails in my box that say auction unsuccesfull and 10 minutes re-selling all those things not to mention the possibility of having lost a customer because it was not up there when they came by. I try very hard to keep the furniture vendor stocked with at least one of everything that can be made and in many if not mostcases more than one this drives me batty

#1. With newly implemented, and soon to be revamped, experimentation game, something needs to be done about the insane amount of resources needed. If I need to worry about the quality of my ore, then either it needs pop in larger veins (not the measly 50% we get now), and the better quality stuff more often, or lower the amount requirements. Otherwise you basicly kill anyone not already a Master (a rich Master at that), or not having multiple acounts, or backed by a ubber PA.
#2. I often read on these boards "...for the love of architecture." Come on, if you could customize a floorplan, or the furniture I could see the love or art/creation in architecture. Otherwise it is about resources or money. Give the architect the ability to customize floorplans and furniture.
#3. Our Factory takes two slots and is more of a beeeaaaaatch to place than a large harvester. Keep the difficulty of placing and make it one lot, or make two lots and easier to place. I am an architect, I should be able to move mountains to place buildings.
#4. Up/down commands on objects. It is bad enough that our factories take two slots, but if I want to decorate, and hang stuff on walls, or put stuff on tables, I have to get a large house???
#5. Lamps. The Flinstone's look is killing me. Make the lamps light, so I can get ridoff torches.
#6. Sorry cant stick to 5. Give us battlestructure schematics. I want to build Turrets, Forts, Bases, Bunkers.
#7. With player cities make a schematic for "Concrete Slab" to allow us to pave the city.
#8. See #1 and #2 again, please.
1. Move up/down command. I'll never spend money on a desk lamp until the day comes that I can put it on a desk (without having stairs nearby).
2. Useless space on top floor of guild halls (except the Tatooine style one). I'd love to turn that area in to an auditorium full of benches, but I can't place anything there.
3. Furniture colors. I don't want a house that looks like everyone else's.
Hi,
my thoughts.
1: Decay. I am not a Friend of general Decay of houses etc, but its a fact we need some revolving revenue. My Suggestion here is:
- Houses cant be Re-Deeded 1h after they are placed. If you want to Move, buy a new house.
- Harvesters get a fix amount of ore they can harvest then they need to be repaired by an architect who is able to build what he shall repair. To repair it, random parts are needed to be replaced (1 Wall, 1 Generator etc). If critical parts, like the Ore Mining Unit, is needed to be replaced the Base Extraction Rate can be affected, as it would be built new. Lets assume a Heavy Mineral can mine 1 Million Ressources before it needs repair, this should be something that can be increased by experimenting. Re-Deeding Harvesters should then cost less or nothing, but maintenance and power stays as is.
- Factories should stay as they are.
2: Lots vs. Items
There was a change to Max. Items, but no change about used lots afterwards. This is quite unbalanced right now. Its also quite ridicoulous there is only a naboo-house with 1 lot. I am asking for a way to simply let the architect design how many lots a house needs. A Novice Architect can make 2-Lot Houses (lots should be achieved with the construction-line), a Master can make 10 Lot Houses. Small Houses eat up from 1 to 3 lots, Med houses from 2 to 5 lots, Large from 4 to 7 and Guildhalls from 7 to 10. I think a decrease from 75 to 50 items per lot would be ok if there is no cap anymore. Lots cant be changed after the house is made. This is just one way, but there has to be a change somehow. I have 4 med houses to keep my stuff, I see no way how a crafter can have a nice looking place and a workshop the same time, not to talk about a shop even.
3: New Stuff/Houses
I hope that those new Buildings, like cantinas and stuff, can be used outside a city by every player to get new Buildings. Most of the houses, especially the large ones, look like they were made by a counterstirke level-designer. They would be perfect for a deathmatch, but not for finding your way easily. Please implement new houses, especially for corellia.
Please give us a way to Implement some special features. A CH would love to have sorta Creature-Storage where they can store Tamed Pets (Datapad is way too small) and where others can take a look at them. Architects would love to get a showroom with Models of their Structures and so on. Those special Show and Storage-Modules would be a nice gimmick, as well as Built-In Factories, you only have a Factory-Terminal then, but since those Built-In Factories are cheaper to build their input-hopper is smaller (75Items), Output-Hopper stay the same (100 Items). It should be possible to built a Small House with 2 Factories included for example, if you use the method from point 2, and a Guildhall with 9 Factories, which would give Guildhalls more sense (1 Lot should always be needed for the Structure, so 1+Features, but then you only have 75 Items IN the house for stuff).
4: Furniture and Decorate Houses
I know you guys think about a system to place items in the house, but I doubt this is a small change. I saw some documentation about the movement-commands, it seems that there was a "Move UP/Down" once, wouldnt it be a good idea to re-activate this until there is something new to use? I think this would be an easy workaround for something that bothers many people, especially on corellia :-)
I am missing a lot of Furniture in the game which is used in Cities or outposts to be craftable. My suggestion would be to get a little bit contend for the game by enabling Architects to get the Schematics for some of these things by Quests and some of them by Implementing a "Copy" Ability for Master Architects, which enables him to Generate a Schematic for up to 10 Copies of a small Quest-Item, like the Bantha Statue or stuff like that. That way you prevent Quest-Spamming cause easy Questsitems can be reproduced. This should be possible for Pictures, Statues and Stuff like that. Some things should not be able to get a copy from, like the Krayt Skull.
5: Broken Economy
It is not a secret that Architects have to sell their stuff at a price which is often lower than the worth of the ressources they use. This needs to be changed somehow. It should either be possible to harvest Ore more easily, for example (Ore Mining Installation for Architects only with a BER of 20?), Increase the Worth of Ressources by not allow everybody to harvest the maximum (Only if you have the Skill, Surveying, you can use the Harvesters. For Heavy Harvesters Surveying 4) or simply lower the amounts of ressources needed and make them more specialised.
The solution which is my Favorite is the following (lets see if you like it):
Fix the Experimentation for Architects, so we can built really good Harvesters, like a BER of 15 for Heavies. Let the Schematics as they are and simply modify the Extraction Rate by the material harvested. The more stats have 900 or more, the slower it runs. So if you harvest really good Stuff with 3 or 4 values over 900, then you should have half the Extraction Rate. If you harvest stuff with values below 500, you get an increase in Speed. Possible Example, -25% ER for values over 900, +25% ER for Values below 500. That way Ressources for Grinding and Walls and Stuff is really cheap, and the Higher Quality Ressources will gain even more value.
Since I could not post here is Point #6, its your own fault, SOE-Guys :-)
6: Pleeeeease Fix the Factories for us, put stuff like Trees in crates (and Ore Mining Units) and fix that stupid Bug that prevents us to make Walls from crated Structural Modules. I also understand that the Structure Factory eats up 2 lots cause it is bigger, but please, let that damned thing work faster then. It takes me Days to make Walls that way (Just made 2k Structural Modules in the Factory).
I think it is important that Architects arent Revamped, its important that most of the things to increase the classes can be made easily. I tried to keep that in mind when making those suggestions. Thats why I dont think Custom made floorplans or messing around with the number of lots each char has is a good idea. There is enough potential in simply Game Mechanics, like Extraction Rates and Schematics, to get balancing and features in line.
Read ya
FYI, droid engineers have the same amount of droid slots as everyone else, 5.
fisked wrote:
4. give architects more lots, like droid engineers havemore droid slots
The whole morale issue is my biggest concern as well. I have not logged on to SWG in weeks, and am seriously considering unsubscribing. It just is not as engaging as I hoped it would be.
Or if I do stick with SWG, it will be with the non-crafting professions, myarchitecht (who was my prime for months) will be relegated to secondary status.
-Z40K
Andrei Zorn, Intrepid Architecht.
Hello All, Ok here it goes,
1. Morale I have to agree with many others when I say that Architecture in Star Wars Galaxies is boring. We are under appreciated and under paid.
2. Putting Down Structures Talk about a hassle. I can't place my house or harvester anywhere but the flatest of land, any dip or small grade makes it impossible. If fact that is the reason why my PA moved off Corellia, it was too hard to build "a city" on it.
3. More Furniture I don't care if it has to be a whole new proffession but please open up some new furniture to us. I really want that stuff that I see elsewhere in the game. I even see clothes that tailors cannot make.
4. Interior Design Please! Allow us if you will, to piant to insides of our homes, to design our own houses, Merchant counters and display cases, to place furnture outside and on the terrace, make lamps light and Please give us an /up /down option!
5. More Lots if you will We are the only profession that really needs all the lots we can get and we get screwed on the 2 lot factory deal. Allow Master Architects to have more lots please.
6. More stuff in a house Please allow more objects per house, with all of my resources I have to hold I can't decorate my own home. Rooms are left empty.
Thank You Very Much
Aralithia Oran
=Blade of the Alliance=
i still have basically the same issues as i had 2 months ago.......
1) master level armoir still screwed up
2) furrniture customization must be added
3) experimentation not right
4) constuction tree useless
5) masters can build the same quility as noobs
6) open up styles on Lok and Rori for their templates of Tattooine and Naboo
as far as the "morale" goes, the well was poisened the first 3 weeks and probably willnever recover.....people are still selling things for way less than the cost of selling the raw resources because the "price" has been set and they are low...it is also pretty easy for someone to just do the Installations tree or houses tree and never have to get master...if i wasnt waiting for player cities to see what happens, i would drop master and constuction in a heart beat...if experimentation and maetrails actually effected the products then the market might be different....
our main customers are mainly artisans since at least half the game has no use for anything we make.....only by allowing us to build camps and combat structures or other "disposible" items will we have anything people will need continuously
1. Possible Schematic Changes - I'm concerned about GreenMarines statement about changing the schematics of heavies to require a new "heavy" mining unit, harvesting unit, etc. This will mean my stock of factory run parts becomes useless. A loss of resources and XP.
2. Color Palletes - Add color pallets for furniture. It shouldn't be that hard to do considering that an Artisan and Tailor can already do it for their goods. I believe Armorsmiths can too. It would make decorating inside much more fun as you could coordinate a lot better. One custom color I would request would be some kind of wood grain.
3. Corellian vs Generic - I know this issue has been pretty much beaten to death. But make Corellian floorplans unique. They are the same as the Generics and the Med Corellian is the only planetary house without multiple levels. I started on Corellia and still spend most of my time there. But I hate the housing for it. It's just far to bland.
4. Small vs Medium - There is almost no advantage to getting a medium house. It uses the same number of lots as a small, has the same storage, but costs more in maintanence. The only advantage is the multiple levels for a Naboo or Tatooine medium.
5. Furntiure Moving - The current system is much more difficult than it should be. You can only move items forward or backwards. Need to be able to shift items left or right and also add in a raise/lower.
6. Structure Placement - It's often difficult to figure out why a structure can't be placed. The overhead placements system doesn't indicate well where you can place something. Minor grades will make something unplaceable or some unknown reason makes it unplaceable. If trying to place at night in an area that has trees it's almost impossible to see the green areas. I've had to resort to moving the mouse slightly and click and waiting for it to place. I couldn't see anything.