Architect Archive

Thread: The Report has been sent Exact words within

Otakahn
Wed Aug 06, 2003 9:17 am
#79

The report about critical failure was excellent, this is an issue I am struggling at the moment. However, I think for small medium and large houses, a critical failure should be done away with. It's not that the the simulation should be lessen, I just think it's way too much risk involved when building a house,onceyou press the "accept" button, Critcal Failure is a possibilty. It's happen to me a few times on small houses and medium houses and some components.


I also think that that you should get half the resources back for making the schematics for a home, if the Critical Failure for houses is'n't resolved within the weeks/months to come. Why would anyone make a schematic on a house unless they already reached mastery? If upcoming novice architects are making houses for profit very early before mastery, then schmatics are somewhat usless to them since the experience gained fromthe actual creation is crucial (20k experience for a Medium House anyone?) and User Experience. Also you should be allowed multiple schematics in a factory to be running at one time. This is cruicial for components. I like crafting and all but it gets tiresome hand making components for houses just so I can put it in a factory.


As for the other posts before mine, I agree with us having more lots. 10 lots just is'nt cutting it, It should be at least 15. I also noticed that medium harvesters don't seem to make much of a difference. When I just started out with my two harvesters I noticed they both tookone lot each. But when I upgraded to medium harvesters only one tooktwo lots and it did'nt make a difference in performance at all. It's basicallytwo harvesters in one, so since having a medium harvester is the same as having one Medium harvester.......where is the advantatge? Even the rate for two is the same. And although I don't own a Player Association Hall, I am part of one on Lowca and I do feel the required lots for a PA should be less. How do they expect us to have a player city in the future if large buildings take up lots? does'nt make sense if you ask me.


In all thats said and done I think I have only three things to say:


Balance


Balance


Balance


Otakahn/Lowca/Corellia home sweet home.




Otakahn
LOWCA SERVER
ReBeL
Rifleman-Droid Engineer-Master Artisan
Betatoxin
Wed Aug 06, 2003 10:47 am
#80

" There would be varying degrees of success for the relocation of your structure. "
- Zarcath

Please devs ignore this suggestion or at the very least do not weigh it any more heavily than any other posters personal suggestions.

What we have here is a submission where on the one hand Zarcath is saying architects in general want less damaging critical failures and on the other hand he is saying we should have critical failures on structures when moving them??? That just does not make sense. Just leave critical failure on creation if you are going to do that. At least then I only have to say a little prayer when I make the thing, not every darn time I move it.

Zarcath what profession moves harvesters more than any other??? Zarcath what profession needs the highest number of heavy mineral extractors per char???? Architect that is who...

What Zarcath is suggesting is a massive nerf to architects. He has not taken the time to think of the downsides to his idea along with his supposed upside which I do not think is as good as he suggests. Add to that the costs of the tools you he imagined at what 40% of a building cost? That is only going to require more resources and more heavies and more accounts and more failure situations on the 5-8 day resource shifts.

All due respect Zarcath this is definitely one of the worst ideas I have seen to date.

If you want decay just put decay on furniture. It hurts no one, is simpler, and will give architects a steady consumable line which they need without the pain and suffering of loosing 2 or 3 heavy harvesters or fusions a week.

An even better idea would be to allow architects to make their factions turrets and other weapon/defensive systems rather than needing faction points for them. Move the faction requirement to powering them or turning them on. Nothing consumes stuff like war and people expect a turret or Covert detector to blow. People do not expect a heavy harvester to go poof.
TachyonMaster
Wed Aug 06, 2003 12:08 pm
#81






Zarcath wrote:





Caijal wrote:
FingDaMonk:

I guess you're probably not to Large Houses, Heavy Harvesters, and PA Halls, eh?

The Factory nerf hurts Architects the MOST. Start in on making identical wall units, and generator turbines, then come back and tell us that getting 10% of ~3kexp per pop on generators is okay with you.




Why would you need 100% exp from factories if you're making PA halls?

Mitsudo - AhaziTakenoko - SWGCraft.com





(This is an example using PA, even though once you can build a PA you dont need the exp. But it holds true for any thing that takes factory components(large houses, harvesters,etc)


I was under the impression that when assembling items you only get exp from resouces not assembled subcomponents(no double exp from components). Thus on a PA you would only get exp based on the 3900 ressouces in the schematic and 10% exp of the remaing resouces of 51868 that come from factory made items. If the PA hall did not require identical(factory made) components then youcouldget the full exp of the resouces by hand building the items.


However note how I would fix this is leave the factories at 10%exp, but any item that requires a set of identical components would give you the remaing 90% of resouce exp in uxp for that component when it is used as a required 'identical' item.

TachyonMaster
Wed Aug 06, 2003 12:26 pm
#82

Forgot to add I do like the post, including bld decay especially on haveseters.


Of course I am not sure what happens currently to a house that gets down to 100% repairs needed currently...


For example what would happen if you had your house paid for 16 days before you left for your 2 week vacation, and for some reason a bug or a patch update changed the maint rate so that on day 8 of your vacation your house ran out of main, and by the time you got back your house had disappeared, along with all your items you left there....scary thought


Zarcath
Wed Aug 06, 2003 1:03 pm
#83

Binn is correct. Players will not buy furniture because as of now they serve no purpose. These "wish lists" will give them much needed features to make them more desirable. Once they have some sort of usefullness, then they can be given decay, not before.


And I whole heartly agree that Furniture should be removed from the Architect tree, however I would like to see a seperate profession made, Interior Designer, that dealt specifically in furniture.

Betatoxin
Thu Aug 07, 2003 12:11 am
#84

How about this.

Architects make moving tools. The tools can move X number of structures before they wear out. The X is set by resource quality and experimentation.

The move tools wear out creating a consumable. The buildings themselves however just re-deed like now. The cost of the tool should be factored in as a good resource sink and replace at least some of the cash maint cost.

Seriously critical failure on re-deed is just mean and is completely counter to the request to reduce the cost of criticals in crafting. Failure on move is also not at all necessary to give architects a consumable to sell.

Keep in mind that the devs can still add more art/items/furniture to the architect tree in any case spurring more demand for new houses. A lot of this work would be just art which is a seperate team than the coders. Heck letting you color the trim on new houses would alone start up a who new market in replacement homes.

All I am saying is that punishing people who move structures is not the way to create a lasting architect profession when there are so many other ideas to implement.
BorakThunderclaw
Thu Aug 07, 2003 7:28 am
#85

You guys should check the Scout corresspondent. He is doing a great job. I've seen very few complaints over there.





________________________________________________________

Bo'rak Thunderclaw
Master Scout, Novice Ranger, Novice Creature Handler, Carbine Specialist, Engineer, Novice Medic
Founder of Scouts Against Urban Sprawl (SAUS)
Flurry

"Don't nerf Novice CH pet selling!"
Evilsamm
Sat Aug 09, 2003 10:10 pm
#86

All in all, a good job on the report


Afew things i didn't fully agree on,but that's life.


My major concern is admin.permission,not having it hurt our profession in a major way,By not being able to share a house,people just bought thier own,making a great burst of sales right away,which in turn caused prices to fall below the market value of the rescources used in making a house.In the next few weeks,i forsee housing sales dropping to 5-10% of what they were even a week ago.my house sales have droped appox 50% this week.


On a side note.factorys.heheh..I personal don't think a factory should give any exp.They are for mass producing a product.not making a presdo Architect.Ive seen more than a few Master Architects that used factories to get 95% of thier exp,and didn't even know how to build a PA Hall.


Architect imo is the easiest profession to master there is.I never even used a factory untill i had capped out on structural exp.never had to "grind" at all. sold every item i made as an Architect.For some of the other professions i might could see getting some wxp from a factory,but sure as hell not an Architect.Guys it's easy,or your just plain lazy.


Just my thoughts.


Ertik


Kaadara,Naboo,Lowca


Master Architect,the hard way.one structural at a time =)

hildin
Sun Aug 10, 2003 11:40 am
#87

Hi:


Congratulations on a job well done. I thank you for your time and effort. There are a couple of issues I would like to address.


1. I understand but do not share your views on decay. Items should either pay maintenance or decay, but not both. You would put a lot of pressure on the homeowner or harvester that is not needed. There will always be some work for the architect, specially if they implement the Urban Planner.


2. Furniture is NOT fixed, I can´t target most of the furniture I make, as of yet. Furniture should definitely have a color palette. There should be more art, and decorative items. Items SHOULD work, lights should shed light, armoires should harbor objects, lamps SHOULD sit ON the table not on the floor, etc.


3. PA Halls should not take up lots, this should be a public space, used by either everyone or the guild members, nobody should be allowed to reside there. The person who puts up a Guild Hall becomes dependant on others and I feel that is unfair. Its just my idea.


Thanks again


Brujita Starlight, Master Architect, relentlessly building a town near Keren in Gorath.

palladiumleader
Mon Aug 11, 2003 9:37 am
#88

I don't know if someone already mentioned it in this thread, because I'm not about to go through 4 pages of inane replies looking for it, but I know how to get factories to produce power cores properly. It took me two hours of frustration on July 4, as I was racing to build the first Guild Hall on Scylla, to figure it out. I threw thousands or resources at my factory, and figured it out with just enough left for a couple more tries.


How to get power cores to manufacture correctly:


You have to put the components into the input hopper in the order that the CRAFTING TOOL calls for them, not the order that the ingredients list calls for them. Some genius thought it would be neat looking to have the factory ingredient lists alphabetized, so the factory list calls for the components in the wrong order. Apparently it doesn't matter until the last power core is produced, though, so since most people are only trying to make two power cores they only get one made. If you tried to make 3 power cores I think you'd get two out even if the components were out of order, but I'm not positive about that. Anyway, to get that last power core out the compoents have to be inserted in the proper order, which I believe is generator turbine, power conditioner, and then energy distributor.




Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
Drueric
Wed Aug 13, 2003 1:47 am
#89






Rikka wrote:

Hi.


I like the report. Very nice.


On the idea of critical failures. I still think if we are to have critical failures on nested schematics, ie. medium and above houses and factories, that if we fail we should fail only on part of the nested thing. And then add the salvage thing for the part we failed on.


Ex. Medium house has Generator Turbine, Structure Storage Module and 5 Walls nested inside it. IF we have a critical fail on Medium house combine then one of these items should fail. For our example lets say we fail on a wall section. The combine says: Critical Failure. Then we pop back to original combine minus 1 wall. Then Zs salvage opportunity could appear in a new window. What shouldnt happen is we lose everything. Its 22.5k resources to make a medium house.No other class has such resource needs. A failure for architects is huge.



For your next report can you stick in more furniture and the ability to color it? And also rugs, wall hangings, more plants....etc. Also fix the architect lights already...only torch is working.



Prehtarkis--Architect--Starsider







Due to the fact that critical failures are so detrimental to us architects, I suggest all architects raise prices on thier houses. It is the only way you will make up for those lost resources. Some architects on my server have already jacked up their prices, but the demand for houses has fallen dramatically regardless, it is hard for us to sell a house these days, even for cheap. House repair would be good to have, it would make architect expirmentaion actually useful. The higher the durability the longer it lasts.
AstroMech2
Thu Aug 21, 2003 6:28 am
#90

I just wanted to add my support to some of the ideas here. First of all to the personal issue of item decay. Houses hold things, so do factories and crafting stations, it is a major lost to have something like this just evaporate due to it breaking down and disappearing. On the flip side the maintanance idea of it slowly rising to create a form of decay is not only a great RP reason, but a practical one. Old houses have problems that need addressing, in the Star Wars galaxy much is automated. You cannot tell me that a deed weighs the same as the harvester or house it represents, who carriesa PA in their back pocket, I do. It represents the request to hall the device or building to their spot on the map, by trained professionals.


You cannot compare Architect to any other artisan profession. It is by an far limited not by repetition but by cost. You can be a master architect in a day with the proper flow of materials and credit. It is one of the few professions with an immediate resell value. My two practice water harvesters sold in one day. Something I could not say about the thousands of guns I made, or my friends droid vendor just sitting there.


Vanity has been used as a possible idea for buying more things from a tailor, that may be true on a certain scale but eventually even they will have enough. Heck, my architect/merchant rarely changes clothes, I am more interested in building the next thing then how I look in the game besides my appearance is no less the ware.Then what do we do when market reaches saturation, thereare no no drop items in the game, people just sell it away or give it away as they leave.


As a merchant I need a shop, not a house, the layout is very different. So new items introduced can help with creating more orders, but indeed without some form of pressure for a player to abandon the old for the new, market saturation is an inevitablity.


Lynwoods
Thu Aug 21, 2003 6:46 am
#91

Being a master architect, I personally don't like the idea of decay on structures if it works in conjunction with maintenance fees.

There should be no reason why you have to force a player to scrounge around for a architect to repair his house. Can you imagine being a Pistoleer and on the day before your house is destroyed due to it needs to be fixed, you have to frantically search for a architect? I personally dont want to put anybody through that.

I say you have a choice. Either maintenance fees (will cost you more) or have it repaired by a architect (will cost you 50% less than maintenance fees).

This way you are not forcing folks to have to find a architect (they can still pay maintence fees) but if they find a architect it will cost them alot less than just paying direct maintenance fees.

Its a good compromise and would make both parties happy.



Lynwoods Gozer
Master Architect
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