Architect Archive

Thread: The Report has been sent Exact words within

Quadork
Mon Jul 28, 2003 4:03 pm
#66

Critical failures are FINE the way they are. I experiment on EVERY component that I make, use good materials to build my buildings, and factories to make the most consistant product. I haven't had a critical failure on ANYTHING big EVER. Just last night I crafted a PA hall with over 50% exp!


People say that the construction line is worthless... The construction line is there to prevent critical failures. If I ever need to make a new architect character it will be the first full line that i train after furniture.




N PercH N
KoA: We're so uber that people take out restraining orders on us!

Moonslinger
Mon Jul 28, 2003 4:17 pm
#67

Thank you for your report. Three responses.


1) Permissions - Currently the Permissions Access isn't working properly. Players that are added to the Admin Listhouses are unable to pick up or drop items in the house. Players on Factory Admin list cannot access the input or output hoppers. This problem severely hampers the potential sales of Houses and Factories, two of the main products that Architects have to offer to other players. This problem widely affects all players, not just Architects.


I've noticed that the opposite it true. Since Bob and Jane can't share a house... well Bob kicks Jane out and she has to buy her own house. Same with factories.


2) Critical Failures


I have yet to crit fail on a house. (knock on wood) I don't know if I'm lucky, but I always thought it's due to being Mon Cal race and the extra points for contruction I get.


3) Agree with above and Contruction Tree appearing broken (I bought construct Intermediate but no added exp points).


4) My personal wish: Terraforming...let me raise up that one crummy peice of land that keeps me from building somewhere.


Thanks again, look forward to seeing your future reports!


-Moon (Teir III) Naritus

Mkappus
Mon Jul 28, 2003 4:19 pm
#68

I didn't read through everyones response so if someone else said this sorry to repeat. In the manual it talks about battlefield structures and only architects being able to use them. I have seen nothing in the skill tree about these. Furthermore, I have found out that turrets are faction perks that anyone can buy and place.


I think that turrets should be removed as faction perks and moved to something an architect can make. Or if they are faction perks, only an architect can place them. This sort of goes hand in hand with the idea of decaying or disposable items that architects make.





Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Zephyr40k
Mon Jul 28, 2003 4:31 pm
#69

Excellent report. Thanks for your work and forf representing us Archies.


As to addressing the item decay, here's a wild idea. I believe that when two PAs declare war, the members can freely attack each other. Perhaps allow them to attack each others' structures as well! It would be difficult, of course. You would probably need heavy weaponry to do significant damage to anything bigger than a personal harvester (hello, Commando!). But it would (a) make PA wars more interesting, and (b) increase demand for structures.


Taking this idea even further, perhaps buildings owned by declared overt factional characters would also be considered factional structures, and could be attacked by declared overt members of the opposing faction. So if Bob Vader (a declared overt Imp) builds a house, any declared overt Rebel can attack the house.


-Z40k




KaptainKrude
Mon Jul 28, 2003 9:53 pm
#70

Great report Zarcath!



I'd like to add a suggestion that all or a portion of any maintenance fees paid into any given structure are paid to the person who crafted it. This would serve to a) bring in more much needed credits for Architects (we're always having to sell resources for creds but need loads for our work as well), and b) provide some relief from Architect's own maintenance fees, as they'd be paying themselves at least partially. I doubt that this would be a very hard thing to implement for the devs to boot.


I think this makes sense anyway, because for examplewho ever heard of a plumber paying to have his own plumbing repaired?


I'd also like to suggest that the Structures factories and medium harvesters be switched, so that the harvesters are gained in the Installations skill tree first. A structures factory isn't much use until you can operate some medium harvesters I think.





NTyekanik CorrinoN
New Dawn City
Naboo

docdavee
Tue Jul 29, 2003 8:52 am
#71






Moonslinger wrote:

Thank you for your report. Three responses.


I've noticed that the opposite it true. Since Bob and Jane can't share a house... well Bob kicks Jane out and she has to buy her own house. Same with factories.






You are real smart, thanks moonslinger, this problem shouldn't be fixed now bc it will hurt architects. Oh wait, if Bob and Jane have to each buy a house, i can almost garentee u they will be small bc the whole purosee of sharing is to get a bigger house and sharing the lot cost, so 2 smalls is 30k. YOU ARE IN THE MONEY NOW MOONSLINGER. Now if they were sharing a house, they would pay the architect 180k. THE FIX WILL PUT ME IN THE MONEY. Moonslinger, next time u type something, think first. Thanks






Drdavee
Master Architect
New Destiny
CMC
EagleBlue
Tue Jul 29, 2003 7:31 pm
#72

Why not just have part of the maintenance fee for the house or harvestor go to the builder maybe just 5%?
skexii
Tue Jul 29, 2003 9:03 pm
#73

the repair kits.....


so we architects get to make these kits and sell them to home owners to fix their houses.


How does that help us other than to sell one more thing that we wont sell again to that particular home owner again? Will the kit degrade, are there certain amounts of uses for it? You state possibly hurting the structure further....is that wise?


the moving kits.....


so we architects get to make these kits and sell them to structures owners for when they want to move.....theres a chance to hurt the structure? ..... is this wise?



I have no problems with you at all, your trying, your new to this, great, lets get on with it. But, from all the posts Ive read on these boards...and I read alot of them,your priorities dont/didnt reflect the majorities.....is this wise?



thanks

toolman70
Wed Aug 06, 2003 1:23 am
#74

OMG , please withdraw my name from this position LOL . The trolls will always be around no doubt , but give this guy a break will ya!!!


Cry me a river about factories , its been changed get used to it , for christ sake this profession is real easy to advance in . You dont need a factory to do it . I never used one until I became a Master . Not saying you need to do it that way , I did , I chose to learn my profession rather than some machine doing it for me .


You don't have to agree with everything on his post , but sheesh he only gets a few items a week to list our gripes , thats certainly not enough room to make everyone happy . Whats good for me is not going to be good for you !!


Zar Great Job my friend keep it up , you hit the nail on the head for long standing issues that have been plagueing our class since Day 1 ..



Thank You for putting your own personal time into this report , trolls behave !!

LstInSpc
Wed Aug 06, 2003 1:57 am
#75

Scructual damage may make some people not want houses though... I know people who don't want houses because they don't want to pay upkeep. If they have all these new factors added in they may not want a house at all...



(Retired)
Profession(s): Master Architect, Master Artisan, Novice Merchant
Server: Ahazi
Name: Xiet Notell
Planet: Naboo
City: Kaadara


Profession(s): Master Bounty Hunter, Master Rifleman, Pistoleer 0404
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Name: Xiet Notell
Planet: Talus

Moody
Wed Aug 06, 2003 8:14 am
#76

Very good report, I agree with everything. The one thing I haven't seen mentioned yet is the fact that PA Halls take 7-9 lots,depending onwho you are talking to. I am a PA Leader and I am also an Architect, therefore I have zero lots to have my own home or place harvesters and factories. I can get around the home problem by declaring the PA Hall my home, and I am fortunate that my guild members are willing to place harvesters for me (at this point anyway)....after the 10th resource shift they may change their minds...hehe. But, what I absolutely cannot do is run a factory. I can't use somebody else's factory because of the hopper problem, I can't use my own. I can have someone else do it but I won't get the factory exp, and unless that person is also an architect they won't get any usable exp either.


The real problem here is that anybody who is a PA Leader is really unable to be a fully functioning artisan of any kind. I would like to see PA Hall lots either reduced to something more artisan friendly, or have them spread out among ALL the PA members, such a 1 lot per member.

Zarcath
Wed Aug 06, 2003 8:31 am
#77



Moody wrote:

Very good report, I agree with everything. The one thing I haven't seen mentioned yet is the fact that PA Halls take 7-9 lots,depending onwho you are talking to. I am a PA Leader and I am also an Architect, therefore I have zero lots to have my own home or place harvesters and factories. I can get around the home problem by declaring the PA Hall my home, and I am fortunate that my guild members are willing to place harvesters for me (at this point anyway)....after the 10th resource shift they may change their minds...hehe. But, what I absolutely cannot do is run a factory. I can't use somebody else's factory because of the hopper problem, I can't use my own. I can have someone else do it but I won't get the factory exp, and unless that person is also an architect they won't get any usable exp either.

The real problem here is that anybody who is a PA Leader is really unable to be a fully functioning artisan of any kind. I would like to see PA Hall lots either reduced to something more artisan friendly, or have them spread out among ALL the PA members, such a 1 lot per member.






I was actually thinking of suggesting making the PA Hall take up 0 lots. Because the fact you can't own the structure without having 7 (I think 7?) members in your PA, that stops people for using PA's as houses. I don't understand why they would want to limit players like that.
DannoZ
Wed Aug 06, 2003 8:58 am
#78

Thanks for copying us on the report. It helps to be able to read what is going to the Devs. Here's my two cents:


1) Structures must decay no matter what, not simply if you forget to keep them maintained. Anyone can put a few thousand credits in their house and keep it above 100% for days or weeks. Without mandatory Structure decay, the vast majority of Structures will never have significant wear. Structures must then be repairable only with Repair Kits that Architects make, so that we have a consumable item to produce.


2) Quality must matter for Structures. A major part of the crafting system is broken for us: the quality of the materials we use are irrelevant and one of our trees (Construction) is useless. Structure quality should control the mandatory decay rate mentioned in Item #1. Players will learn that cheaply constructed Structures will cost them more in Repair Kits over the lifetime of the Structure. And, of course, the Decay Rate must be clearly identified on every Deed.


3) I like the idea of a Structure Move Kit. Currently, players pay the gameserver to move a Structure back to a Deed. Pay the Architects instead. Let us make various Structure Move Kits that can instantly return a specific type of Structure to a Deed. As long as we can make them cheaper than the Structure move cost currently in the system, we'll have a consumable item to sell forever, and if the current "payment-to-gameserver" is left in place, players can't complain that Architects are overcharging for these "Move Kits" or that they are too scarce.


Kyer Amon, Lowca

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