Architect Archive
Thread: Getting to know you and your profession
Tiggs wrote:
Since I am the new kid on the block I would like to take a little survey to see what "you" feel is the most pressing issue with your profession right now. Wait! Don't post just yet, seriously think about this for a moment and then post what "you" feel is important, not what you think the overall class feels is important. (Flamers, trolls need not reply).
There are no promises being made that you will see immediate changes implemented. This is simply to gauge what you feel is important so that I can discuss this further with the team. I am going through a few professions at a time so if you don't see this post in another forum you participate in, do not worry. I will get to the other forums in time
Hi Tiggs,
Storage and Crating - This hasto be the most annoying items for Architects. Mining units not crating and other items that have a very low crate count cause serious issues for serious Architects. I used most of my lots for Factories and houses needed for storageand needed a 2nd account to run the Harvs.
Decay - Many posts refer to this and I'm not sure how to deal with it, but effectively, once a deed is purchased, as long as you keep maintenance in your structure, you will never need that item again.
Special Use Harvs - To get that high concentration of resource on the top of a mountain.
Good Luck
How about optional windows that could be added as a component? I know it's trivial but it could be interesting.I know it's been said, but warehouses would be very useful. Also how about since there is an area around your house/guild hall that is considered part of your lot, shouldn't you be able to place items on it? Who doesn't want a pink plastic kaduu in their front yard? If that's too much to ask, how about we have the ability to place items on the roof of our house. I had some really great ideas for my guild hall but I'm limited.As well, how about the ability to experiment for higheritem count limit in buildings?Additionally I think several more statues would be nice. Finally how about a trainer tent for player cities?
Oh and this probably isn't the right place, but since I've got your attention, how about the ability to rotate items /up and /down. For example take a painting and haveit horizontily lane for a skylight effect.
Message Edited by Anaken_Walker on 09-14-2004 12:21 AM
- fix /commands for harvesters to 'select resources' and 'retrieve contents of hoppers'.
- create option on factory for limiting # of items to run off in a single run, seperate from schematic limit.
- create dump option for factories, dumping output hopper into input hopper.
- increasing stack sizes for component crates or standarizing. even crating deeds would be nice.
- vendors more like vending machines w/ quantity of identical items (serial#) available rather than listing each
- 20% time spent tending harvesters. selecting resources, /pay maint, /addpower, retrieve resources, etc
- 5% time spent making schematics from resources for stuff to make. components/deeds
- 60% time spent preparation for deed runs, moving resources and components to and from storage/input hopper/output hopper and calculating exact amount of resources to use. don't need excess stuff made. wasteful.
- 15% time spent tending vendor. moving deeds onto vendor, figuring up what to sell and how many to stock and buying resources I haven't mined myself. shopping is an addiction in this game, but i don't expect a cure from devs on thas part. =)
My biggest concern is time. I seem to spend a lot of time on things, things that can't be made easier by myself unfortunately. Other parts of the game, players come up w/ nifty macros and coordinate w/ others to make game play more efficient. Spend more time playing, less time working is how I look at it. It could be argued that the time I spend 'working' in my profession is my play time, but how I see is it's taking away from interaction w/ customers and doing 1 on 1 service w/ others. Someone saw me on the street and asked for a house, I promptly made one. I rather enjoyed that personal contact in relation to my profession. Then there's decorating. Our profession has one of the widest variety of crafteable items available and geared toward decorating. Letting the imagination and creativity flow. I've seen some rather inspiring works on this forum which has brought me back time and again. This interaction w/ others and trying to make something unique via decorating goes more toward the 'play' that I have in mind rather than sitting at a harvester perusing resource lists.
20% spent tending harvesters. I've seen /commands related to harvester use that if actually worked, would cut my work down a lot more. Already I'm using nifty macro to /pay and /addpower, dropped into a hotkey I press as I approach each harvester. Now if the /commands for selecting resource to mine, and retrieving of hopper contents worked, well there's more time I could spend playing rather than working. And it's not taking away from the game, just skipping menus and using /commands, which is seen in many other professions easily. How many different combat /macros do people have?
60% spent w/ the factories. Measuring exact amounts of resources so you don't make too many of a component and waste some valueable resources and the moving of hundreds of component stacks for just partial schematic runs.Three easy things to implement that would significantly help this would be a new option on factories to limit a production run. I know schematics have option to limit amount, but how about limiting production w/in that schematic run. Maybe I can make 1000 medium mineral harvesters but doesn't mean I want them all right now. So add spot to enter value of like 50 and it'll only run off 50 deeds/components even if you dump in extra resources. This will eliminate need to calculate and split up pile after pile of resources. Besides, I've been laughed at enough by my roommate for using a calculator while playing this game. Seriously, what kind of game is it that I'm using a calculator!? Second thing for factories would be a dump option from hopper to hopper. We have things that require components that require components. Be rather nice to just dump contents of output hopper straight into the input hopper, assuming there is room. Third would be just to increase stack sizes or at least standarize it more. The mining ore component comes in singles, no crates... REALLY annoying. Others come in stacks of 5 to 100. How about increasing stack sizes by 5 times. Would cut down on crates cluttering hoppers.
15% on the vendors. How come when selecting what to sell I can't click on one, hold shift and click another to select more than 1 at a time selling each at the price indicated? Should be able to highlight multiples. This should go for inventory too so you can move more than one thing at once. Heck just the ability to highlight would fix the time spending on moving components around or the dumping of output to input hoppers. Try putting 500 items up for sale. It's tedious and boring. Couple clicks and a press of a button and I could be done. Not taking away from game me putting things on vendor quicker. Then there's the displaying of how many of identical items there are. Could make more like a vending machine... customer selects which product and enters how many of that they want w/ all info displayed of the item as is currently, just change so a quantity is available.
All the above pretty much concerns any crafting profession, but hits harder w/ architects given the shear volume of resources needed to make any harvesters in quantity and the number of items available for crafting. Making harvesters, factories and vendors easier to deal w/ even a little bit would free up a lot of time people could spend w/ others or enjoy other facets of the game instead of staring blankly at a calculator or scrap of paper w/ notes on what to build next. I'd rather have someone describe a home and me build it and decorate it. That's a real life architect isn't it? Not just building but designing the home in concert w/ the owner? Have you seen those home show designs? Dang. I wish all homes were decorated as nicely and imaginatively. Would add so much atmosphere to the game. Would be fun walking from one house to another and could actually have a real nieghborhood home show where people make theirs public and people visit for ideas. But can't make people do stuff like that, they have to both find the opportunity and take it! =)
yeah, dang long post. really should have stuck w/ short version only. =)
Also some sort of smith for aluminium, steel, etc. would have been very nice, since those cannot be found as pure ore in the nature, but needs refing.