Architect Archive

Thread: Week Two Pre-liminary

ShaddamtheIV
Wed Jul 30, 2003 12:51 pm
#53

What I dont get is how people will cry about the costs of housing when we ask 3 to 4 credits per resource yet they will pay 20 to 30 credits per resource for a weapon???


So yes we need the ability to make better harvesters but only for our personal use thereby lessening the Walmart effect for the solo architects in comparison to the large PA architects.


What I dont get is why I still dont have a schematic for a ballot box?


I have two schematics for data terminals and one looks exactly like the ballot box but with the resource requirements of a data terminal?




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
theAntipop43
Wed Jul 30, 2003 12:59 pm
#54

Zarcath, one thing I didn't see mentioned here is the issue of players with Admin rights in a house who aren't able to drop things on the ground or declare residence. This almost forces every player to buy and maintain their own house which doesn't make sense. This isn't really architect specific, but it more closely relates to our profession than any other.



E'ev Ireh
Master Artisan/ Architect/ Novice Pistoleer
Coronet, Corellia
Naufragus
Wed Jul 30, 2003 1:35 pm
#55

CYBERTHUGG FOR CORRESSPONDENT!!!!!!!



you guys know that this corresspondent thing is a complete waste of time...


you still havent mentioned anything new in your report...all of this has been reported over and over and over..so why is an email for zman going to make any difference anyway...


still it would be nice if you addressed factories...but oh well it doenst seem to bother any of you....



airety
Wed Jul 30, 2003 1:47 pm
#56

Your list isn't bad, I'm a little pissed Harv Mechs haven't been fixed in a hotpatch yet. That's just BS.



As far as something I'd like to see now suggested, how about more plants and furniture in future patches? Plants are actually one of my highest demand items, believe it or not, and if I had even more to sell it'd be GREAT.

Aramyr
Wed Jul 30, 2003 1:55 pm
#57

no edit bites


Admins (nor vendor listed in PA) can'T drop vendors in houses

Tempest
Wed Jul 30, 2003 2:16 pm
#58






Zarcath wrote:

Surveying for rich veins and finding that "sweet spot" is more personal skill then anything else. Once you get a general idea of how the system works you can ride the waves without much damage to your profits. If we had notification when shifts would change, wouldn't this help the Architects with 20+ Harvesters?


Also I don't see increased lots as an option. Increasing lots would severely imbalance the game in it's current state. If we introduced additional lots through the Construction Tree, the "power gamer" would be the first to benefit from it, they would increase production, lower costs, and the "average player" would still find it difficult to compete. If we just "give" everyone another 10 lots, that wouldn't solve anything, because now the "power gamer" that's undercutting the "average player" has 20+ more lots.




No offense here but what you think is right or wrong should not be the
basis of your reports. You are definately one of the voices but if we as
a community feel things like this are important and need to be brought
to the attention of the devs then it is your job to bring them to their
attention. I have no problem with you as our rep as long as you voice the 
communitys issues and not chose based on what you think should happen.
The first report while well written I do not believe represented our
issues correctly. Please in the future be our representative not our 
leader making the decisions.
Oh and don't sweat the job to much, I did what you are doing as a 
professional in AO so I know what its going to be like for you.



Serena,
Bria,
Naboo,
Serena's Architecture and Interior Design -327 3124 West of Keren
Master Architect and owner of Club Nakamura
Complaints are what improves the world both real and virtual.
Daynn
Wed Jul 30, 2003 5:07 pm
#59

Factories/Crates - specifically:
1) lag in crated items appearing in inventory
2) tendancy for crated items to just refuse to come out of a crate randomly, locking all crates till after a 10 min logout.
3) Need to develop a list of all the schematics that have been failing. In my expereince it is the power control unit only. I have heard of others. The problem seems to be specific to certain sschematics tho. Certainly power unit is a biggie. I have failed so many times in making this part of the PA Hall taht I hate making PA Halls now.

Implimenting Colorization:
Sure, why not. But I dont consider this a very high priority while we have broken schematics and furniture.

Harvester Schematic rebalancing:
Why is this on this list? I don't see this as being a problem that has any priority at all. What am I missing?

E-Mail notification upon status changes in harvesters and houses.
Yeah I like this idea alot.

Furniture Fixes:
Yes. Also address the fact that you can still push item into walls and make them disappear. This is most easily done with items that dont roate in place but around an offset axis point.

Construction Tree:
Yeah its an issue, though I don't think its huge. The possible fixes are all major, and I guarentee 75% of the peopel will want it put back when SOE makes any change to it at all. Perhaps something more can be added to this branch when they add more schematics with player cities (maybe placable structures like statues, gazebos, mission terminals). It should not be on our list, imo.


Question:

Can we get some feedback comign the other way? As you remember in beta, we gave feedback at a much higher rate than the developers could swallow it. After a few weeks of harping on the same problem without getting a developer response, people started to think the developers weren't listening. We are going to be in the same boat here. In a couple weeks we will have listed all the major problems, but without a status that these were either in-progess, being considered, or outright rejected, the natives will start to get restless again. What commitments for return communication have the devs made for the corespondant program? What can we expect?

BTW, you are doing a fine job. Keep ignoring the snide comments of those who say differnetly.



Dainn Valstead - The Resistance
Master Architect (Retired)
Master Weaponsmith
Starsider
Visit my shop on Naboo: Pirate's Cove 4125 -5000 (sw of Moenia)
B1acksun
Wed Jul 30, 2003 7:05 pm
#60

You dont think the fact that 4 of the 16 architect skills do absolutely nothing is not huge??



I am B O R E D with architect cuz it is such a cookie cutter proffession. There is absolutely nothing but what i sell my wares for that sets me apart from other architects. I cant build a brand on quality. I hate it.. I have reached a point where I have just simply stopped crafting and taking orders. Yay for master artisan.. what a joke.

Daynn
Wed Jul 30, 2003 7:42 pm
#61

No I don't think it's huge.

We have broken stuff that needs fixing. We have things like experementation that doesn't do anything. I want it fixed, but the only way to realy fix that section is to add new schematics (good idea) or reshuffle the existing ones (bad). It needs fixing, but it can wait till we have something to add there. In fact, in can be best fixed by giving us a reason to experement! Then we will want that section.



Dainn Valstead - The Resistance
Master Architect (Retired)
Master Weaponsmith
Starsider
Visit my shop on Naboo: Pirate's Cove 4125 -5000 (sw of Moenia)
Arkkanon
Wed Jul 30, 2003 9:47 pm
#62

IMHO The fact that we have one tree that doesn't provide us with new schematics isnt bad, in fact it follows nearly every other profession in that there is almost always one tree that doesn't give new stuff it just enhances abilities. The problem is it enhances an ability that is a broken ability causing it to have no utility. The opinion that better harvesters means more minerals coming into the game unbalanceing the view of the economy, well frankly I think we've seen that superpets, weapons with absurd damage and armor that prevents most damage are WAAAAAY farther up on their concern list. While I do agree that everyone being able to use a heavy havester is a bit unbalanced, roughly the equivalent of letting just anyone be able to use stimD and statboost meds, and should be changed I 'm not sure just how to restrict that perhaps have to have survey 1 to use more than a personal harvester? Frankly other than architect there really aren't any other professions that burn through resources at such a rate as to need heavy harvesters other than to obtain huge blocks of resources to reduce the the number of schematic changes they need to make.


Example: Weaponsmith lvl 4 Laser Rifle uses less than 400 resources total, we have components used in lvl 1 items that use more than that. Why on earth does he need to be able to pull in 50k inaluminum in a week before the resource changes?

Zarcath
Wed Jul 30, 2003 10:18 pm
#63

Okay, here is a proposal for harvesters, experimentation and repairs.






First, all harvesters require certifications to use.


If you place a harvester and you don't have the right certifications to use it, the harvester will break down faster, and collect at a slower rate.


If the proposal to use Structure Repair Kits is used, then we would generate more income from players who aren't certified to use their harvesters.


Harvesters can be experimented on, but unless you're certified to use a harvester of that size, you won't get the bonuses.






These are a lot of suggested changes, but that is the only way I can see them being implemented. Only implementing one of them without the other two would be unbalancing.


Putting in Experimentation of Harvesters in without the certifications would let everyone benefit, and that would only increase the problems.


If we only put in certifications for Harvesters and not give people a reward for getting those certifications (in the form of experimented harvesters), then harvester sales will dry out.


Repair kits wouldn't be accepted on their own, because it's more like punishment without a reward.


If all three systems are used to replace the current system, it would provide a balanced risk vs reward.

EricTheAwful
Thu Jul 31, 2003 12:16 am
#64






bonesbro wrote:
It's really important that we get email notifications when your harvesters/homes/factories need more maintenance. ESPECIALLY homes. I'm pretty sure that "you have to pay $400/day" is being forgotten by my customers within minutes of them leaving, and I'd hate to see their house poof.





I solved this problem (and saved myself a ton of time) by writing an email explaining how to place, face and maintain their home.


When someone buys a house from me,the first thing they get is that email forwarded to them.


Marduke




Marduke Akkad
Master Architect
Talus
Zarcath
Thu Jul 31, 2003 1:34 am
#65

Idea for the resources notifcation thing.


For information on resources and when they shift,a structure would be needed to perform these tasks.


Deep Core Monitor Station, a structure that you place anywhere on the planet. It would use up one lot. You deposit waypoints into it and it monitors those areas, when the resources begin to deplete you recieve an e-mail from the monitor station updating you on developments.


There's no way a person could know when a resource would deplete without surveying the area manually, or having something doing it for them. It's unreasonable for people to ask for a system that automaticly tells you when a resource begins to deplete.


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