Architect Archive

Thread: Updated Architect issues First Draft

kandee
Tue Oct 07, 2003 12:58 am
#53

First I would like to say that as an aspiring architect I am very happy to see this thread and all the constructive ideas people have. Most of my wishlist has been covered. I also agree that lots are an issue and perhaps as you progress up the architect tree you get additional lots for harvestors, factories etc?


Also please dont consider making furniture decay, it is so difficult now to place items, please dont make me have to replace them periodically. I think a better idea is to offer new items to craft periodically. As the new items come out people have a choice to change or not.


Also increase the variety of items as mentioned to more resemble what you see in structures throughout the game. I hate to walk in a place to see and exotic woven rug and know i cant ever have one for my house.


Otherwise I have to say I am having a great time working on getting my novice architect, but the 33K points seems so far off.... *sigh*







TTTA'THENA TTT
Roxxie d Dulce/Daisee d Echota

Drop Off Vendor i KandeeMan i Sugar Shack i (-2579 -4637)
Mos Athens Vendor Mall (-2459 -4635) Tatooine Flurry

Freckles
Wed Oct 08, 2003 8:07 am
#54

My two cents....



On the construction tree I would like to see:


. Experimentation fixed so that maintenance fees/power utilization affected by higher quality


. Increase lots by 1 upon each progression in tree


. Access to vendors/global advertising granted without Merchant skill



I buy massive amounts of resources & have more business that I can keep up with... my biggest issue is availability of resources. My second is that I fear I will get bored with just Master Architect/Master Artisan and would like to have more skill points to explore other possibilities on the same server but the need for the Merchant skill is limiting my ability to progress very far.



Freckles


Master Architect/Master Artisan on Wanderhome





____________________________
Freckles/Susy
12 pt Armorsmith
New Aldera Mall, Dantoonie
fchops
Thu Oct 09, 2003 1:04 pm
#55

I would like to see a series of Shop style buildings. Would only be placable by Merchants with the master Merchant getting access to the largest shop type. Let's face it with a couple of exceptions most of the houses are pretty bad for displaying merchandise.
JobaHett
Thu Oct 09, 2003 2:07 pm
#56

ok, this is my first time in the forums, and i only read the first bunch of post...
I'm just wondering how I'm supposed to make Heavy Mineral Mining Installations if they require 2 Ore Mining Units in a factory crate... and when my factory produces these Ore Mining Units... they aren't in a factory crate.



Joba Hett - Master Jedi-Hunter
Zango Hett - Saber-Wielding Gimp
Wirt Longhorn - Mindless Buff-Drone

-Proud to be NoMaD!
Garies
Fri Oct 10, 2003 8:36 pm
#57

i didnt read the entire post but.. did anyone notice that we dont have medium corellia <style 2>? i did ask a couple of arch but no one seem to have it.. and after i look at the post about floorplans.. there is suppose to have one??!!!


Or did we have one but after the update its gone??!


O and in sunrunner the /bug is broken.. so cant scream for bug..


TheOtherDernth
Sat Oct 11, 2003 5:35 am
#58

I would like to see the ability to make stylistic changes to the houses. I'm sorry but when serveral folks put up tatt style1 houses int he same area, it looks like one of those cookie cutter subdivisions we all know and loathe. I'd like it if we got to design the floor plan, a different kind of door, add a back door, that dort of stuff.



D'ernth - Corbantis Galaxy

"The sky is blue, water is wet and Jimmy, ol' Satan Claws, he's out there"
Daedreuv
Sat Oct 11, 2003 5:46 am
#59

For me I really really want UP DOWN
rahbert
Sat Oct 11, 2003 8:18 pm
#60

In terms of furniture, I think there should be some sort of variety between architects. Customizing furniture isn't really an architect's job, it's more of a designer's job. However, maybe there should be more furniture schematics and these new schematics are learned as architect's gain Furniture XP, seek training from NPC's scattered throughout the galaxy, etc........

Arandmoor
Mon Oct 13, 2003 7:29 pm
#61

Is anyone else having this problem?


After the 8th my equipment factories quit working. Period. No more. Nothing.


I posted about it below (see the "Serious Factory Bug" post) but so far I feel as though I could get a better response from a boulder (not to mention 5 days with my CS ticket going unread...what's their average response time?)


What happens is this...the example given is me trying to do a run of 60 fiberplast pannels for bone armor


1) place 480 units of fiberplast into the ingredient hopper.


2) place 120 units of copper into the ingredient hopper.


3) open up Options on the radial menu.


4) Only see Ingredients Hopper, and Output Hopper in the menu...


5) open up the ingredients hopper again to double check...


6) Notice that all the material icons on the resource containers in the hopper have turned to "wheat"...


7) take the ingredients back out.


8) they're right again (the fiberplast has the fiberplast icon on it, and the copper has the yellow copper icon back on it...)


9) put them back in the hopper...same as before...


10) /bug the factory and submit a CS ticket (to see if it's a reacurring problem)


11) wait 5 days with no response (i checked with my friends in my PA...none of them have been having any problems)


12) start pulling out hair...



Has this happened to anyone else? I've checked everywhere but I can't find another report of it to cooroberate my problem! If it's just me, I dread the loss of the time and effort I put into gaining novice architect!


Tharsad Ko'Venda, Blackstone Ind., Ahazi Server

Arandmoor
Mon Oct 13, 2003 7:44 pm
#62

Never mind...i JUST figured it out.


If it's okay, I'm going to go crawl under said boulder and craft now...


Tharsad Ko'Venda


"Thankyou sir may I have another?"

Arandmoor
Mon Oct 13, 2003 11:14 pm
#63

Although my factories ARE working now (making 230 C12's as I type...give or take) all the ingredients still show as "Wheat" (although their basic container types stay the same...)


This didn't happen before the 8th...


Anyone else seeing this?



Tharsad

IVMarkIV
Tue Oct 14, 2003 10:08 am
#64

I like seeing the list of items for architect. First time on this board. I'm glad to see customizing of the colours on furniture. Whille addalot more variety.


But reguarding struture experimentation. I see this as a useless thing in architect. Doesn't make any sense to be able to experiment and only change the hopper size on installations. Furniture makes no sense to experiment at all, even if it worked, or even houses. Why do we need to be able to experiment with them anyways. I don't believe you should even have to experiment with the artisan or arhitect trades. (Except for crafting tools and stations) But what do those numbers mean anyways on crafting stations and tools? They just help with criticals don't they?. I don't believe you can craft a better item on one with +20 compared to one with a -3. You just have a better chance to make better quality items. (I'm probably wrong, I admit I don't know exactly what it does).


Here is my idea on what to do with the Structure Experimentation line. Remove it and put in Structure Maintance. (Reasoning outline below)


Structure MaintanceConcept.


- Skill I - Reduce maintance costs on houses


- Skill II - Reduce maintance costs on harvestors


- Skill III - Reduce lot sizes of small and medium structures by 1 (Minimum of 1)


- Skill IV - Reduce lot sizes of large structures by 1 (Minimum of 1)


- Master Architect - Reduce all buildings by 1 (Minimum of 1)


Note: Structures always have to have a minimum size of 1.


Change structure sizes to:


Personal Harvestors, Small Houses: Size 2


Medium Extractors, Medium Houses: Size 3


Heavy Extractors: Size4


Large Houses: Size 5


PA Halls: Size 6


1. To me it doesn't make any sense to have a personal mineral extractor take 1 building slot and a heavy mineral mining installation take 1 building slot aswell. Those who doesn't survey and mine resouces shouldn't have the same skill to places extractors as those that do. (Thus the increase in lot sizes)


2. Small and medium houses take the same number of slots. (???)


3. Noobs who just started architect and has access to heavy mineral mining installations will have no problem grinding to architect in short order. This is kinda stupid since, someone like me, who doesn't know many people in the game, struggle to make a living in game while others have it served on a silver platter. (Yes I'm jealous).


4. Help make the surveying and mining resources a full time profession for someone. Some people do resource contracts, thus making money. Someone skilled as an architect should beable to extract resouces better then someone who isn't.


5. This will open an interesting dynamic of weaponsmiths and armorsmiths to rely more on the architect tree because they won't be able to harvest as much resources as someone with Master Architect can.


I don't know. This is my 2 cents.


Eeva







Griswel
Thu Oct 16, 2003 7:54 pm
#65

I didn't read the whole four pages, sorry if this repeats know issues:


The sign (type 1? the little obelisk) on large naboo houses shows up behind the house, at the adge of the lot, not on the porch.

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