Architect Archive
Thread: The Report has been sent Exact words within
Since everyone else is throwing in there idea'sI may as well.
For starters, I am Almost a master architect. just need to train construction IV and then Im done.
My top priority problem:
Crit failing:
When I spent 24-48 hours of my time waiting for enough ore to come in from my extracters to be able to CHANCE building a large scale item I **edit** near have a heart attack every time I click the go button. There is no good reason why on a crit fail everything gets distroyed.. What did I do? push all the walls down on top of the structures in the middle and piss in the generator turbines? I agree with the previous posts stating that anything nested should NOT crit. Thoes 7 similar walls involved in the heavy's.. they had there chance to crit... leave them alone for now.
My major pet Peeve:
Resources:
I have no objections to doing the daily run around the world harvester checking... thats all well and good...
but a big problem I have is the random chancing of minerals..
It's absolutly no fun at all to spend 75% of my playing time trying to hunt down X mineral because it poofed that morning... Only too log in tomarrow and have the same scenario happen again to another resource.
I don't have 10+hours a day to run in circles around the planet dodgeing massive amounts of annoying red monsters clicking /survey.
I really would like one of the following:
only 1 resource a week gets moved.
or
all resources get moved at once and remain stationary for 2weeks.
Who can play the game when Im spending all my time staring at some %'s on a small survey screen.
Just my two priorities...
p.s: good job on the report. ignore all the idiotic trolls here, they don't bother to look at any hard work put into what's being done, they just expect everything to be perfect for them, so they can flame about things being too perfect.
I can see the benefit of having abuilding/harvester decay which would require an architect to repair. However if one would have to pay an architect to repair said building/harvester then the general maintenance rate on them should be reduced. In other words, pay a player to fix it rather then 'the game'. How the rate would work I don't know. Perhaps a set amount (based on item quality?) Perhaps a random amount per week? I dunno.
Someone said a new house can be around 50+ years in RL. Well sure.. try 100+ easy. But that's not to say that during all that time you're not going to need carpenters, plumbers, etc to keep the house in livable condition. I'd much prefer as was mentioned the Construction line be more viable and include structure repair. And perhaps some architects can make money hiring out to homeowner, miners, and anyone else who might need repairs done. Paying an Architect to repair a building doesn't necessarily have to cost more then just paying a maintenance pool. It's just a game mechanic. But instead of 'the game' taking the money out of the economy, some young architect can be using it to buy resources from another player. ![]()
I don't see why the player community would care who they paid maintenance to, a generic 'pool' or another player. It shouldn't hurt sales one bit. But having a player involved would more encourage player to player communication and customer building.
Just a thought.
Pierce - Master Architect
Klindel wrote:
This is how I see it and how I think the Devs see it:
They didn't give a second thought to house decay over time because they either hope there will always be a continuing growing playerbase, but the fault is servers become limited. The player base grows slower and slower and eventually will flatline on a server. Or they hope that people won't all realize how easy it is to collect money and not everyone and their mother will own a house after a week of play time.
So how can an architects market stay strong and not bottom out since their products don't permantly decay while others do?
My dreamsolution I would like to see but would take alot of work is the following. Architects in real life are givent he ability to create a building from scratch of their own imagination. Within this game that is not possible, but it should be. They should allow it to be one way or another. When you place a building you can see a wire-mesh design at first, indicating that its a standard 3d model that its skinned just after you place it. What if they give the players this tool? The ability to custom design houses for players. Houses can be between big to large, or maybe even make it without a limit. But there lies the ability to calculate the extra resources needed depending on the overall size of the design you created.
Once again that is my dream solution. In actuallity I can't think of any other solution. Decay just brings it inline like everything else, but is taken hostilly because of the number of resources and the size of the items we make.
Tried to give you Five Stars. Hope it took!
Obviously it doesn't appear that ANYTHING we ever write on these boards is responded to by the devs.
Having said that, I AGAIN, for the 20+ time, state that I would pay up to $400 for a program that would allow model building for the game -- quite frankly with WHATEVER LIMITATIONS the devs would apply. This could be a review process, only so many items chosen a month, whatever! The singular fact of LACK OF CONTENT for this profession is a joke.
LISTEN!
There are only SO MANY FREAKIN' PLAYER CITIES POSSBILE! WE DON'T WANT TO ALL BUILD PLAYER CITIES!
Small houses, smuggler drops, swimming pools, playground type gardens (for personal houses), apartment buildings, huts, storage shacks, barns and farmsyards, Culturally different housing, tree houses, caves, mines, and the list of things that are possible goes on and on and on. It would be SO MUCH EASIER to implement new content for architects if SOE would give up the ghost and let us that can, help!
And for the matter of decay, I haven't heard a solution that I like, yet. But the current pay maintenance with credits activity is an afront to crafters.
2/2/4/3 Architect Fivo Asia
Tempest - Dantooine - Northern Plains
Great ideas, i failed on 2 city halls in a row on first and second attempt. Almost put me out of biz cause i lost over 100k in resources, mostly walls. I love the idea of 1 item failing and being able to go back and replace that item with a new item. Maybe 3 strikes rule on a particular item (yeah right). I just wish that they could create a way to recover items that were perfectly good in a major craft like a city hall with nothing but 90% crafted walls in it.
again, great ideas.
Missan Gruggeear- Master Architect -ION-
Netek -ION City
Kettemoor, Tatooine