Architect Archive
Thread: Week Three Pre-liminary
I agree to the idea of getting some kind of feed back on the previous list before submitting the next. We should know that it was at least read by some one.
Also, yes,,, lets get serious bugs fixed first.
After all that, here is an observation I have not yet heard from anyone.
Houses are not like in starwars....
No Kitchen, no Bathrooms, no windows. In Episode IV we saw a kitchen in a tattoine house, and a dining area. Why is it that such basic stuff in a house are not there ?
Going to post-pone this week's report until further notice from Q3PO.
Ök here is my top 5 list... The first is thé most important thing AT ALL... this is the thing that has destroyed the economy of architects, and completely devasteted all our efforts to maintain just a small portion of payment for all our hard work...
1. Experimentation should actually do something:
- Make harvester/factories -ALOT- more efficient.
- Makestructures cheaper/more costyto maintain (see below).
-Adddecay rate for a structure (the higher the rate, the more expensive the upkeep, and the faster it will rise!) - a house 1week old should cost 1/4 more to maintain than when it was made.
- Improve storage room in houses/factories etc. (not just that a bigger house should obviously be able to hold more.. but exp storage should be able to highten that)
2. Fix it so crates work in factories!
3. Harvesting Mechanism loops in infinte when trying to get the schematic,
4. Bugs with crates where you cant get the items
5. More emails/notification on events
Zarcath wrote:
Going to post-pone this week's report until further notice from Q3PO.
Explain?
#1 issue for me is the inability to grant someone owner-like access to the house.
I share my house with another person (in-game relationship) and she can't pick up or drop items, or access containers in the house. We want to be able to share our resources as we're both crafters, and it'd be nice if she could store her stuff there. It also makes it VERY hard for me to furnish houses when I can't drop furniture without the person there to hand it to.. furnishing our PA Hall is a nightmare because of it.
#2 issue is the lack of storage space fitting for a large house.
I'm constantly running into the limit and the house is only half furnished. I need enough space to keep resources, factory crates for sub-components, and finished products, as well as actually furnish my house.
Vilkata Grazioso - Master Architect, Master Creature Handler
Change in plans, this weeks report will continue as normal. I will post the Top 5 list for this week later today, with some explanation.No response back from Q3PO about the reports yet.
Please add this to the list Zarcath. Thanks
Originally posted by TychusTM on the General Discussion board 7/3/2003:
Months ago, we were told that the Naboo and Corellia architecture styles would be able to be used on Rori and Talus respectively. Presently, this is still not implemented. Please rectify this quickly.
Architects working on Rori and Talus are at a disadvantage to those on Naboo, Corellia, and Tatooine, because at the Novice Architect level the only houses they are able to build (the planet specific styles) are useless to their clientele. This is a balance issue, and I've seen it mentioned by others here already.
Personally, I'm not planning to pursue the architect profession, but I have a more personal reason for wanting to see this change implemented yesterday. As a Founder of Vagabond's Rest, I'm watching several hundred people prepare to settle in the city we have spent more than a year developing, and their only optionsare choices amonggeneric style structures. We're not happy about that at all. Most of us prefer the Naboo style, and expected to be able to use it on Rori as promised.
Rori already shares an art palette with Naboo - that was one of the reasons it was selected for development, according the the planet announcements made more than a year ago. Likewise with Talus. The NPC cities on these planets already make use of their sister planets' style.
Please enable the use of the Naboo architecture style on Rori, and the Corellia style on Talus.
I have noticed lately that I have been feiling a lot more with easy combines in architect. Reading a lot of the posts on this subject many architects are feeling that the failure rate is too high, and I know we are going to get those posts no matter what the situation. Fails don't bother me really, but the rate seems to have been changed upward lately. Are we seeing a bug, a shadownerf, a "we meant to do it this way at launch" thing? Or am I just whining in a different way?
I would like you to ask Q or whoever if they have done anything that would increase the fail rate. Perhaps get holoralph to look at his metrics spreadsheets to see if crit fails are incorrectly high for some reason. I haven't had this high a fail rate ever, and I started in April.
Thanks,
Good job on the list Zac!
The only real gripe I have has to do with Admin rights to houses. When our guild received the deed for the PA Hall we gave it to a "fighter" who had no need for any lots. While everyone in our guild has admin rights to the PA Hall, no one can place anything except for the fighter character. So, as a result, we have to wait on him or he has to wait on us to show up at the PA Hall to give him things to place in the hall. Right now we have a barren PA Hall with no purpose for going there. It really takes away from the game experience.
I am not a programmer, but this would seem to be a fairly simple thing to fix. Everyone has admin rights to generators and extractors which give you full access. Why can't this problem be fixed?
Thanks again!
-Einarr, Novice Architect
Shadow Alliance on Bloodfin
Admin/Hopper rights to factories is still big in my book, as well as admin rights on dwellings.
ARchitech issues are stuff that affect the skill itself.
After a house is built, it is not the architechs fault that the admin issues on houses are present, nor is it our fault that we cant give total working admin rights to factories.
I understand yalls need to get what you feel is important to you. But seriously take a look at what you doing.
You are honestly asking for stuff that in no way affects the architechs profession when related to game mechanics.
Things that do affect us is,
why is there no low grade ore spot higher than 60% (approximation.. i have heard of 62% spots)
Why are do some pa halls have different complexities?
When is the harvester mechinism going to get fixed.
Should the failure rate be adjusted?
Why does a medium chemical harvester take 3 wall modules when the other mediums take 3 structure modules?
How exactly do the skill enhancements work? Does a complexity skill enhancement make it harder to build something? or make it easier to build something?
These are some of the things that should be listed in our weekly reports. Stuff like..
Furniture colorization
admin rights,
factory hopper rights
moving furniture up and down
are some of the things that shouldnt be listed. Simply because these dont affect the skill as a game mechanic.
I am not saying they shouldnt be brought up, but this just isnt the place. We need things that DIRECTLY are hampering the skill right now and not stuff that are affected AFTER we make something. Because thats General game mechanics and not architech specific problems.