Architect Archive
Thread: Week Two Pre-liminary
I doubt you will ever see any type of harvester cert unless the miner profession is reinstated, which IS a possibility according to one of Holo's posts near the end of beta. Please do not "waste" any of our 5 items a week in asking for this. There are too many bugs that need to be fixed.
I agree that either experimentation needs to do something or the construction line needs revamping, and should be included in the reports, but YOUR opinion of what would make it balanced needs to be left out of the official report. If you wanted to say "some opinions on what should be done to solve these problems" and put in a list of some of the various ideas that have appeared here, including your own, that would be fine.
Btw, I am firmly opposed to any type of structure decay requiring more than the maintenance/repair system already in place. Please keep your ideas about "structure repair kits" out of the official report as well. From reading the posts on this board, it seems the community is split on this issue.
I really do not understand the point of resource depletion notification. If you are online and resources have been active for a few days, you should be whipping out the old survey tool every now and then to check them. It takes maybe 15 seconds of your time. Since quality of materials makes no difference to us, how many architects really have harvesters other than on their main planet? If you are offline, well, you aren't going to get notified till you get online anyway.
A report when your harvester quits working for ANY reason would be better.
I honestly think it is a solution that is worse than the problem. If the Miner profession still existed (which I fought hard for in beta), then I think it would be a good idea. But all this will do is drastically reduce the market for harvesters, creating a market in resources only architect can fill. Architects will become miners, because they will be the only ones who can efficiently use a harvester. The solo-player will be devastated, as he will be required to be part architect to be able to keep his costs low enough to be competitive. Isn't this idea in part to protect the solo player (even them up with the guild-backed superfarmer)? I think most solo players will be worse off with this solution.
Experementation: Yes, but tone it down and simplify it
I propose that with experementation you can improve the maintenance rate and power consumption but a max of 20% (e.g., maint 20 becomes maint 16), or increase production up to 10% (with a 100% resource ceiling of course). A series of great successes from a master fishy architect should be able to max one and make some progress into a second, but no more than that. Quality of materials should be involved in the equasion the way it is in Weaponsmith (i.e., the higher quality metals allow you a higher potential in experentation). These will be small differences, but with harvesters that is more than enough. These things run 24/7, and over that period of time you will save a lot of money with even minor alterations in performance. This proposal benifits architects by:
- Giving us an element of customizing and specializing our harvesters
- Giving us the ability to sell higher quailty items for higher prices, and these will sell well to anyone who knows what they are doing.
- Give everyone a reason to work up the experementation branch; give that branch a reason to exist
How SOE can keep architects relevant to the universe: keep releasing new schematics
More furniture, more house styles, different types of furniture (mounted krayt dragon heads, gunracks, banners), colorization of houses (interior and exterior) and furniture. These things will tide us over till people start asking for the speeder garages and cloning centers
Last note: my pontification
The Architecture Forum has become the nerf forum. It seems that the discussions are mostly around how we can make daily life require the architect, wedge ourselves into their daily lives so that each and every player has to pay their architect tax. Item Decay, repair kits, schematics. Can't we look at solutions that add to the world rather than wedging ourselves into it so that we can feel safer? I honestly think this forum has become rather alarmist and out-of-synch with the actual state of the profession.
As always, just my 0.02 credits worth.
In the last paragraph above, "schematics" should be "Certificaton."
You're probably right Daynn, any possible solution will most likely have a bad outcome.
It's really a problem of us wanting todo everything. There were professions in the works, such as the miner, that would have addressed many of the issues we're facing now.
It's hard to say what direction the Architect is supposed to take. With the promise of future Elite Professions, and without the release of Player Cities,it's unclear how we fit in with the big picture. With our suggestions we may be trying to expand "the vision" of what the Devs saw the Architects as being.
Things like increased lots, resource notification or harvester certifications would be more suitable for other new professions, but it's not likely we'll see something on that big of a scale happen any time soon.
I will attempt to re-focus my efforts into more Architect related issues, as should we all. We can't do everything.
Introducing new schematics and removing out-dated schematics seems like a logical idea. In the Star Wars world things would be constantly evolving. The schematics should be more dynamic instead of static.
Thanks for the reply.
Mitsudo - Ahazi
Takenoko - SWGCraft.com
"2) tendancy for crated items to just refuse to come out of a crate randomly, locking all crates till after a 10 min logout"
This is an issue with the hard writes "snapshot" saves the servers do on your character. You don't have to log out just wait the amount of time it takes for the server to run a save (whatever that might be) and the item will come out. I think they could solve a bunch of problems by addressing the write times and shortening them some. It seems when someone splits a stack of items to sell on the bazaar and they put them in immedeatly they get the funds for the first stack but the rest they never get the funds for besides the fact that the customer gets the goods and and the proper e-mails get sent.
a) Furniture manufacturing costs need revamping the hide need is
extravegant.
b) Form but no function? Can we get them to tie this code to the backpack
so we can actually use it?
c) broken furniture.. lights on tables, lights that light, stations that do something, droid
detectors that do something, beds that you can lay on, chair that you can really sit in, not just on some
invisible edge.
d) I've seen a potted tree, style 2 in the forest, why can't we build it or other furnies i see in the wilds?
I'm sure there are some I missed.. Just know that I'm an architect which picks up the other blocks
but by no means am I a PA builder.. I like furniture design and want to see it work, store, function,
and be realistic on resources/needs (the torch Gp module.. eh..umm..ok)
So please keep that whole branch in your thoughts..
-C9-
Good Morning,
I am not a Master Architect yet but am working on it. I have a couple of ideas, you can take them for what they are worth and most have been said already.
Make furnature somehow cusomizable. Either Texture and/or Color would go a long way to seperating on couch from another. Also make them actually work. Furnature that is. If I have a stereo system give me the ability to turn it on. Maybe the music could help heal your battle wounds like a cantina. Allow people to Lay in a bed to maybe heal at a faster rate. Make the furnature functional. All lights light-up. End tables can store a couple of items like maybe a gun or something.
The construction tree as is, is totally non usable it means nothing. Perhaps make it a real estate tree where you could buy other people's lots and sell them as well. say Real Estate 1 gives you the ability to buy 5 lots and Real Estate 2 gives you 10 buyable lots etc. Let players buy and sell lots. create a new market. An Architect could sell a house with the lot perhaps. In this way architects could create communities and sell houses on the beachfront say or make small communities and sell homes. Just an idea.
I know this has been beaten to death but it's important. Critical Failures must be fixed. Either do not allow Final Combines of Structures to fail or give back some of the resources. Some of these losses are devistating.
Admin on homes is a must. The ability to drop items or pick them up as an admin is critical. The solution to this is self evident.
One more thing. I sure would like to see what my schematics look like in a 3d model. Instead of seeing a piece of paper (We all get it's a deed) I'd like to see a rotating model of the house or harvester etc. This would help in another problem area. When you go to place a house you cannot tell which way the door is facing. This is an annoying part of the game. When I'm on a beachfront property I want my door to face the water. As is right now I have a hard time telling where the door is in an overhead shot. At least if I could see the model I could decipher where the door is etc.
As you were.