Architect Archive

Thread: Architect Issues Designer responses

AwaitingWoW
Sat Aug 16, 2003 3:38 pm
#66

whoever said anything aboput weekly? i cant find it in the threads.. is this a number you made up to attempt to give your argument validity?
Untermenschen
Sat Aug 16, 2003 3:49 pm
#67

About harvesters using double maintenance: it appears that it is not harvester-specific and it only happens on specific locations. In other words, if a harvester is being charged double maintenance, and that harvester is reclaimed and a different harvester is put in its place on the exact same spot, the new harvester will still be charged double maintenance.

Maybe this is another server boundary issue, where it only happens if a harvester straddles a server boundary?
Cyberthugg
Sat Aug 16, 2003 4:42 pm
#68

Don't mind me I just wanted to be cool like all those who think that if they post like this that makes them more important.
Deoka
Sat Aug 16, 2003 4:49 pm
#69

AwaitingWoW


My first response about decay in this thread was a reply to Morel who didin fact propose that harvesters not be redeedable. You just happened to run with it.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Dzmiyin
Sat Aug 16, 2003 4:55 pm
#70

Our fearless corresponded has created a new thread for the decay issues. It is here:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=14481
Caz-Ninu
Sat Aug 16, 2003 5:00 pm
#71

7) Architech experimentation branch currently has NO EFFECT on the produced product as far as anyone can tell.



Possible Suggestions:


a) make matinence rate for structure variable through use of experimentation.


b) toss in some urban-planner style stuff into the architech experimentation branch.


c) Toss in some things such as mission terminals, factional banners, bank terminals, those pictures we sometimes see in places, or any other indoor item we currently see but can't make (just one such neat-o item per box would suffice).


d) Reduce critical failures a product of experimentation Or possibly experimentation effects chance of getting back some resources during crafting.



Any of these would help make the experimentation branch for architech better. Even just a few decorations would be really helpful.


GenChaos
Sat Aug 16, 2003 5:50 pm
#72

This should be better as of the last patch. There might be some more changes in the future depending on how things go. Let us know how you like the changes and we’ll move from there.






Is this a joke? Before this patch, using my old crafting stations with a functionality of .4, I never once failed on any structure larger than a small house. Since the patch, I have created tools with a 13.8 rating, a structurecrafting station with over 24 functionality, a General Item crafting station with a functionality over 27, and I have criticaled on 2 other crafting stations and a heavy mineral installation.

Elui
Sat Aug 16, 2003 6:17 pm
#73

about critical failures.


I am still having HUGE losses from critical failures.


As well as losing a single 'generator turbine' component beforehand which alone was a loss of almost 1500 resources, I then went on to have a critical failure of the whole 'mineral extractor' which was just short of another 4200 units of resource lost.


I am a low level architect ( also tailor) and to lose 5700 units trying to make one item is rather harsh to say the least. I am struggling to gather the resources each time to make anything - to lose it means hours of effort ��,tt7L�nbsp;


This is simply not in the same league as critical failures as a tailor where i maybe loose only 50 resources.


Please put our losses into a more fair context.


I am also on Lowca - and gathering some of these resources has been rather problematic over the last 48 hours .






Elui Toliss
Master Tailor ~ Farstar
City of Aartan Ridge ~ Tatooine 2805,5140
Aartan Ridge Guild -


EtherCat
Sat Aug 16, 2003 7:05 pm
#74

I am losing structure experience points they just keep vanishing and going back to the point I first started at for the day or building session. So far I have lost 150k point approximately. Once while running to town to get training 44k points vanished and then another time while talking to someone the Keren Spaceport 90k of points vanished. Losing small amounts here and there as well. Tried bugging it .. Sent in the issue via ticket over a week ago no response and tried live chat Monday they said they would forward the issue. Someone please help me. I cant keep building things and getting no points for it. Also having the harvesting mechanism issue it says downloading Blueprint from Data pad. I need it to make the Flora Farm in Installations III. Bugged and ticketed that problem too no response.


Thanks for your help in advance


Rov Toksi


Kettemoor

Gedd
Sat Aug 16, 2003 8:35 pm
#75

Wanted to add one thing on the issue of critical failures...



5) Critical Failures – Critical Failures for Architects can be disastrous due to the amount of resources used in the creation of their items. This results in players feeling cheated and frustrated.

This should be better as of the last patch. There might be some more changes in the future depending on how things go. Let us know how you like the changes and we’ll move from there.





A few things:


1) I haven't observed any change at all in the critical failure rate while crafting over the last few days. I haven't crafted anything big, but I've had the usual amount of failures on generator turbines and furniture.


2) If it is true that all other professions have an assembly bonus of +100 upon reaching Master, then Architect needs to be brought up to the same level. We have the most to lose in our crafting, if anyone needs the bonuses, it's us.


3) The single best idea I've seen regarding critical failures is to change the nature of them, not the frequency. End the double jeopardy of materials used in subcomponents and make critical failures cause you only to lose the raw resources, not the crafted subcomponents. There's no way that a failure on a PA hall should flush 56k worth of resources down the toilet in one click. I could deal with our current failure rates *if* we didn't lose subcomponents.


4) Make the next Advanced Guide that's published on the site a detailed look into the factors affecting failure rates. The crafting guide was a nice looking into crafting for the newbie, but it didn't touch on failures at all. We all know that assembly bonuses play a part, but to what extent do resource stats play a part (and which ones in particular). How about crafting tool effectiveness? Crafting station effectiveness? We're all making rough observations, but none of them are conclusive. It's something that needs to be done and would be perfect for the Advanced Guide. And it would benefit notonly Architects, butall professions.




__________________________________________________________________
Gedd - Master Architect, Kettemoor
Now selling furniture and installations in the new WanderTech Mall!
Located SE of Coronet City on Corellia (705, -5425)


AwaitingWoW
Sun Aug 17, 2003 12:30 am
#76






Deoka wrote:








AwaitingWoW wrote:


Ok Deoka.. once the harvesters etc are made for everyone what are you gonna do? quit? if it never decays there will be a set number of sales and THATS it.. on my server that point has pretty much beeen reached. Use your head and think ahead.. not for for own selfish needs.







And when the other crafters shrug their shoulders and go back to personal harvesters because they either can't afford or don't want to pay for new large harvesters every few weeks what are you going to do?


A typical weaponsmith item uses 200 or so materials. They can get enough resources from personals to ply their trade, they just won't be able to stock ahead by much. Architects do not have that option. How long do you think it would take to get the materials to make one PA hall using 10 lots and personal harvesters?










Expand your business beyond weaponsmiths.... look outside the box. Weaponsmith is one of the smallest classes out there. You will sell a lot more to resource miners (who are aiming at arhitects to buy their stuff. You on the other hand want to give them a permanent tool to sell us back materials at a profit off our labour at a price you cant make a profit for. Decay is needed. If every weaponsmith goes back to personals.. great.. ill be the first to tell him he can buy them from mniners cheaper and in greater quantities than a personal. As for personals made by artisans. Good.. The world isnt supposed to have all large harvesters anyway.. and on my server they do.



By the way.. if a weaponsmith uses only 200 ore.. he can prolly sample while he sleeps and save himself even more money. christ they sell for 10/ore minimum.. they can afford to pay a miner 5/ore.. unlike us who are in trouble at 3/ore.. your argument doesnt hold water at all.

Creadux
Sun Aug 17, 2003 12:30 am
#77

Though the issue of decay was listed as a pet peeve and it is maybe not necessarily the voice of the majority of the architects out there, I fail to see how anyone can not advocate this. As it stands now as long as you pay the maintenance you will have a structure till the end of the game. There will come a point where most everything we can build will be saturated into the game and there will be little need to build anything else. There is no foresight in that thinking. I certainly don't think a structure should decay at nearly the rate of a weapon or armor but certainly it should decay over a long period of time.


I suggested a while back that maybe you could buy repair droids from DE's to repair structures and I still think it is a good integration idea as well as practical application of how things actually work in the SW universe. We all saw the droids re-installing the windows in Padme's apartment on Coruscant.


As it stands now, we have a durability experimentation bar and it shows on everything I have built. I suggest that as the item decays the maintenance fees go up slightly to a maximum allowance. The higher the durability the lower the rate of decay. A repair droid can be loosed on a targeted harvester, installation, or structure to repair the decay just as a repair tool might repair a weapon or armor. It is a great way to give the DE's a more practical roll along with a way to not saturate the market with deeds. Best of all it's a realistic way of dealing with the issue of decay for structures and installations.

AwaitingWoW
Sun Aug 17, 2003 12:32 am
#78

folks.. please stop referring to house decay IN THE REAL WORLD until you can quote me numbers telling me how many Gnorts the average LASER RIFLE you buy at Wall-MArt can kill. This is a GAME.. dont bring reality into it or your argument is based on a fluid platform.
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