Architect Archive
Thread: Week Three Pre-liminary
this should have read....
These are some of the things that should NOT be listed in our weekly reports.
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Creadux wrote:
#5) A blow by blow description like th armorsmiths got this week of how architectual crafting is affected in the most detailed of terms. How effective is the qulity of tools ? How effective is the quality of the materials used? What effects the chances of criticals ? I'd even accept some general terms explanations
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YES!
I'd really like to see this addressed. In EQ everything was kept fuzzy to "maintain the mystique". SWG is a world of science, not witchcraft. All the pros and cons should be upfront on the table. This systems is orders of magnitude more complex then EQ's "click and pray" system. All the in's and out's should be known and officially (from the Dev's) documented.
- How does the quality of crafting tools and stations effect any part of the combine? Is it for only Experimentation, final combine or just another kind of sink or limiter?
Do HAM stats have any bareing on your chances of success?
Do material stats effect the combine quality, combine success, none or both?
What does Structural Assembly effect? And why would I get it from Furniture?
What's the difference between "Experimental Durability" and "Experimental Quality" and why are either important on items that have either no decay rate of a static (unchangable) maintenance rate?
Why do only power harvesters have an "Experimental Efficency" catagory and why doesn't it effect the harvest rate, maintenance costs or power consumption?
Why was the "Experimental Efficiency/Harvest Rate" catagory taken off all other harvesters when the game went live? Will it be put back?
Also, what is there in store for Architects down the road? Once the server population caps and everyone has a structure they want, what more is there? We have a rather finite market. Is our lot in life to provide PA halls to new guilds and new houses to people that went on vacation and lost their house?
And last, but probably most annoying... Will they every make this fricken message board user friendly? Does this really work better then the old one? Why does using the buttons at the top of the message window make your post unpostable?
Marduke Akkad
Architect
South Beach, Talus
Furniture 1: +5 % Struct Assem
Furniture 2: +5 % Struct ASsem
Furniture 3: +10% Struct Assem
Furniture 4: +15% Struct Assem
Master Arch: +20% Struct Assem
Total: 55% Structual Assembly
You want to know why we fail.. because even as a master we do not equate to the 100% that other smiths have had their adjusted values set to.
I roll with the failures.. I don't do enough to have them bother my world enough.. but if I was a master and failed multiple pa halls with no recourse, no salvage, no anything.. I'd want to make sure I was on the right playing field and this statistic offset must be dealt with. As a master of your class you should have more than a +55% to not fail.
-C9-
Sorry, but I don't agree with you. I can't sell lamps becuase they don't work, that is a problem. I can't sell some factories because people want to share them, they don't want to buy a deficient product. I can't sell upgrades to medium homes from small homes, because my customers want to share a house, but can't because the admin rights are broken.
This directly affect architects, and is much more critical than colorization, which would be nice, once they fix the bugs.
RovaniDragon wrote:
why does everybody seem to be losing focus here.
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.
Umm, we are businessmen, our goal is to sell things. If we can't sell the items that we make due to a flaw in the item, and we are the only ones that can make that item, the problem is ours, as we suffer the most from it.
What is your deal with getting bugs fixed? I doesn't matter whether it is a "before/after" bug, it's a bug in a architect-created item. It needs to be fixed, and yes, because it affects EVERYONE that buys that product from an architect, it is even more important that architects demand that they be fixed.
Also, instead of asking for all these things that the designers aren't going to be able to deliver on for months (if at all), let's try and give them issues that can be fixed, instead of wasting our "5 items" with loftydreamsthat may never get attention from the designers.
I'm not opposed to any of the enhancement requests that have been put forward, but enhancements take time, and we're not going to get them right away (most likely we'll not get any of them). Let's get the bugs squashed, the devs can do that fairly easily, and we can realistically expect to get them fixed.
RovaniDragon wrote:
no, im sorry. peoples nit picks about something that should be done to fix structures AFTER they are build are not the architechs concerns.
stop being closed minded about actual ARCHITECH GAME MECHANICS please.
those do not prevent your from making the items. the only prevent your from selling them. This is apples and oranges.
I can't remember if this has been said on the other two posts so I'll restate it:
We need to be able to experiment our Structures/Factories/Harvesters to be able to make them better.
We currently have no way to distinguish quality items from rusted buckets of bolts. Think of all the resources everyone has lost because that 90% effectiveness increase on a harvester does nothing!
your line of thinking is flawed. (HEY LETS BYPASS THE BUGS BECAISE I DONT THINK THEY CAN FIX IT FOR MONTHS ANYWAY AND GIVE IS FLUFF INSTEAD)
this is precisely what you just said.
Want to be a businessman? go into the merchant forums and list the problems you are having. THats the Businessmen profession.
And my deal about getting bugs fixed, is... if we have to pick 5 bugs to get fixed, I WOULD PREFER IF THEY ARE ACTUALLY PART OF THE ARCHITECH MECHANICS.
ALot of what you are complaining about is NOT part of our mechanics.
Im sorry you just dont get it. Theres not much else i can spell out here for you.
While I agree that the issues you raise are important, I respectfully disagree that the administration rights bug to housing and factoriesis any less important to the gameplay mechanics for architects. First, I believe that you must start off with the premise that crafters of all types in this game are in itfor purposes of making money. Obviously there are varying degrees of profiteering among each individual, but nonetheless we are here to sell our wares.
People are simply having a hard time justifying the costs of a medium and large house or factory when they are unable to grant their in-game friends access to them. I do not mean to say that architects charge too much for the items (in my estimation 3-4x cost of resources is not unreasonable), but the 50-250K we charge the publicfor the housing isdifficult to swallowwhen they come to the realization thatthey are the only ones with real access to the house. By real access I mean the owner is the only one capable of dropping and retrieving items in the house.
This bug has a direct effect on my ability to sell my items which isalmost on par with critical failures in our chosen profession. If no one is interested in buying something they cannot fully use, then they will not buy it or I have to sell it at a great loss. Selling at a loss does no good for the Master Architect who is not in need of any experience points.
You seem to define "ARCHITECT GAME MECHANICS" as any issue having to do with the production and gathering phase of the items. I believe it extends further than that to the actual selling of the item. I do not believe many people can say that they actually enjoy the point and click of building structure module after structure module. I believe that most architects, as do most crafters in general, enjoy the sale.
If these issues are indeed apples and oranges then the architect profession is one big fruit stand. ![]()
The last shift I was mining a 79% Carbonite Ore spot. I have found other areas with 82% Carbonite ore, you just have to look.
Eloquently put.
Reywal wrote:
You seem to define "ARCHITECT GAME MECHANICS" as any issue having to do with the production and gathering phase of the items. I believe it extends further than that to the actual selling of the item. I do not believe many people can say that they actually enjoy the point and click of building structure module after structure module. I believe that most architects, as do most crafters in general, enjoy the sale.
If these issues are indeed apples and oranges then the architect profession is one big fruit stand.
SO WE CAN BUILD IT!!!!!!!!