Architect Archive

Thread: The Report has been sent Exact words within

ShaddamtheIV
Mon Jul 28, 2003 7:16 am
#53

Couple more here.


Is it possible to recommend they do all the resource rollovers on one day? That way you can somewhat feel safe about throwing a weeks worth of maintenance and power into a harvester and go about having fun in the game instead of coming in day after day to find out you need to relocate several harvesters (sometimes to another planet) because the rollovers occurred one after the other.


I've had it happen many times where my aluminum would go dry but there was still a good steel location nearby so i just changed the harvester over to steel only to come back a few hours later and find the steel dried up as well!!!!!


This crafting system is very unfriendly to casual players or anyone who wants to do something else ingame besides constantly monitor harvesters and pay upkeep. I for one would like to have a day or two to play the game instead of fighting the resource allocations.


By the way why is it Talus-Bloodfin is so dry lately? All we have for minerals are 3 gemstone, 1 siliclastic ore, 2 steel, 1 copper and 1 radioactive??? And this isnt a very populated planet considering it is Bloodfin so why is it our resources are getting such high turnover?? I thought that planet population and the rate of resource depletion was a factor in turnovers???



Is it possible to have some more better macromanagement of harvesters setup? I personally think it would be nice for droid engineers to be able to sell us droids that could run around paying the upkeep on our harvesters and carting the resources off to our factories using the binary load lifters. We could then send along probots for security since everyone knows the path is dangerous at times



It would be nice to allow architects addional storage ability in our crafting stations (we already have the ability to add the modules but the compartments dont work) since we use so much resources and have to cart around all these crates. Even with a house you find that your alloted storage space is usually filled, and with the resource requirements who wants a house when you can use those lots for more harvesters!!




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
Caijal
Mon Jul 28, 2003 7:20 am
#54

FingDaMonk:

I guess you're probably not to Large Houses, Heavy Harvesters, and PA Halls, eh?

The Factory nerf hurts Architects the MOST. Start in on making identical wall units, and generator turbines, then come back and tell us that getting 10% of ~3kexp per pop on generators is okay with you.
killbuckner
Mon Jul 28, 2003 7:29 am
#55

Fast foward 6 months. Every player playing now that wants a house has one, and every player playing now that wants harvesters has them. The only new buildings being made are for new signups. Lets even say that EVERY new player buys a house. With me so far? Lets say that every architect only has medium harvesters. He has 8 of them and 2 solar collectors to give him power. Those mediums pull in 5k of resources a day (just to keep the numbers even) so he pulls in a total of 40k in resources every day. That means that every architect can make 10 small houses a day. There are 20 servers. So if there are 200 people joining every day, the every SERVER only needs one architect. Thats 6000 people a month joining, who are capping out one architect per server. 12,000 people a month joining means that 2 planets get their own architect on every server. 18,000 people per month means that each of the 3 starter planets gets their own architect, once again assuming that the architects only get resources from their 8 medium harvesters and no heavy harvesters. For each server to support 10 architects (around one for each major city) then 60,000 people need to join a month.

So lets ask the important question, 6 months from now how many people do you think with be signing up for SWG every month?

Its obvious that the houses need to have some sort of decay. The Numbers just make it inevitable that eventually everyone will have a house that wants one except for new players. New players just aren't going to join up in sufficient numbers to keep architects employed. Having harvesters eventually need to be replaced would help. Letting architects build turrets and other battlefield structures would certainly help. Either way, I think its pretty obvious that SOMETHING need to be done to renew demand.
Zarcath
Mon Jul 28, 2003 7:30 am
#56






Caijal wrote:
FingDaMonk:

I guess you're probably not to Large Houses, Heavy Harvesters, and PA Halls, eh?

The Factory nerf hurts Architects the MOST. Start in on making identical wall units, and generator turbines, then come back and tell us that getting 10% of ~3kexp per pop on generators is okay with you.




Why would you need 100% exp from factories if you're making PA halls?


Mitsudo - Ahazi
Takenoko - SWGCraft.com
Brint
Mon Jul 28, 2003 8:15 am
#57

I didnt read all the posts. . . so i dont know if anyone else mentioned this


But instead of Structure's decaying. . . why dont they put in a system where a % of the maintenance fee's paid go directly into the builder's bank account?


not a huge %. . maybe just like 10%





--------------------------------------------------------
Saving an extra $15 a month thanks to the NGE.
killbuckner
Mon Jul 28, 2003 8:25 am
#58

Having architects get a residual fee is a HORRIBLE idea. Then architects would have even more incentive to just sell houses for the lowest price possible (even at a loss) because it would mean that you would get steady money coming in forever.

Really the simplest solution for housing decay would be for maintenance fees to just steadily go up over time until you get to the point where its more cost effective to buy a new one than to keep maintaining the old one. This would be a little confusing at first but is pretty realistic when you think about it.
Baronis
Mon Jul 28, 2003 8:33 am
#59

I think this is an excellent summarization of the main issues. I'm still not sure I exactly agree with the proposed solutions to decay and critical fails (as I've stated elsewhere), but I do agree that they are important issues. But lets get the harvester maintenance, schematic, and permissions bugs fixed first!




Xevak Ristakar/Agent
Chosen One of the Pharples
Mbadda
Mon Jul 28, 2003 8:52 am
#60

Excellent write-up.

I don't know about the complexities of the SRKs and SPKs, but we seriously need to look into the harvesting mechanism issue!

Adding additional plots to the architect tree would, I think, cheapen the architect profession -- then everyone would have an architect in their barn. Not helpful.


Yes, we do need a long-term reason to be there. I'm hoping player cities will help in this respect though.

-Mbad
Master Architect
Wanderhome



-Mbad
Master Architect 7/03
Wanderhome
Gweyr
Mon Jul 28, 2003 1:31 pm
#61

Building decay not going to happen. Why? Player Build Cities. Who you think going to have to build all those Buildings?


Architects are going to have a HUGE market in a few months.


Also, if you had your decay in, it would have to apply to all buildings. Lastthing I want as an Architect is having to replace my equipment all the time.


Remember, if Structures wear out, people will want to pay less for them too. One of the reason you can charge so much is it permanent.


And PA Hall, that be just great if they wear out. Going to have lots of upset people when they have to replace their Hall and reform their Guild just so you can make a small profit.


Wait until they finish our part of the game before you go asking for a system that everyone going to hate if they put it in.

killbuckner
Mon Jul 28, 2003 1:45 pm
#62

If decay is too complicated, just make it so that maintenance fees steadily increase over time. Eventually a house becomes too costly to maintain and its more effective to just buy a new one. Have well build houses using great resources start at an extremely low maintenance rate so they last longer before they need to be replaced.

And Gweyr, you miss a huge problem about when player cities come into effect. Right now houses are completely mobile, so when people want to start a player city, they just have to pick up their houses and move them wherever they want. They won't need an architect to build them a new one.
docdavee
Mon Jul 28, 2003 2:39 pm
#63

I think the mainantce u pay should be taken out. Instead replace it with u having to have an architect come to your house to repair it say every 7-14 days. This will keep architects from going out of buisness in 6 months. Now u can replace the construction branch of architect with a repair branch. It is something to look at. And architects can charge for the cost of resources to repair and the distance they would have to travel. Just a thought.



drdavee


Master Architect


Ahazi Server




Drdavee
Master Architect
New Destiny
CMC
Timdini
Mon Jul 28, 2003 3:08 pm
#64

Great ideas/fixes.

Here are a few of mine.

Furniture Colorization: I know its not a HUGE priority, but I think a bunch of us are Architects for the ability to make furniture. We need the ability to choose the color of the furniture that we create. They do have a color engine in-game (used by Tailors) and I don't see why that can't be pulled over to the Architecture class.

Redeed cost: its way too much. 24k to pull up 8 mediums 4 times a month is a bit rough. Surely there are enough money sinks in the game right now to lower this fee.

Experimentation: should have SOME sort of a use. NOW if you implemented Furniture Colorization, there is one venue to use experimentation (ie more color choice.) Maybe highly experimented harvester deeds could use lets lots, charge less maintenance, use less power.

EXPERIMENATION is what is supposed to make our items BETTER, that is how it works in ALL other professions, yet ours does NOTHING!!! Yes...NOTHING. This is IMHO the BIGGEST short comings of Architecture right now.

Anyhow, you did point out a few bugs and stuff, but that is things everyone knew about. Yes we should keep reminding the devs to fix them though.

If SOE fixed expermentation we would be sooooo much better off...that IMHO is the number 1 issue right now regaurding architecture.



Omni - "If it ain't FUZZY, you're better off naked."
[FUZZY Armorsmith] Naboo.Theed.Goontown.-3890.3869
Jayfoot
Mon Jul 28, 2003 3:24 pm
#65

On the subject of decay:


I am not an architect but I can see how this will be useful not only to the architect but other professions (ie Droid Engineer). I don't think decay should happen if you are keeping your maintenance up on your buildings but say you do forget for a day or a couple of hours to pay your maintenance. I think with a harvestor if you are down to 90% maintenance you should be able to put maintenance money back into the harvestor and it should start working again, only at 10% less efficiency until it is repaired. This repair could be done by an architect or perhaps by a droid with structure tools (helping a profession that is lacking focus at the moment)


I could see in a factory that is at 90% maintenance perhaps working 10% slower or perhaps having a chance of failure on each single item made. Instead of getting 100 of an item you only get 90 since you lost 10% of your resources to failure because the factory isn't up to code.


House would be the toughest to give a negative too but perhaps you lose 10% of your holding capacity or maybe every 1 in 10 tries your front door doesn't open. Perhaps that is annoying enough to pay the architect to fix the problem.



Again my thought is these problems only occur if people don't pay their maintenance so it is easy to avoid but it would give the architect perhaps something to do in the long run of the game.


On a somewhat related note I don't think harvestors in need of maintenance should ever burn completely down. I think that they need to be removed by an architect or a droid imitating an architect or the lots are kept filled. This could also help the long end architect community.


Just my thoughts.




Jayfoot Bloomrose
Master Artisan
Scarab Imperial Recruiter, Starsider
http://www.guildscarab.com
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