Architect Archive

Thread: Architect Issues Designer responses

MadRatter
Tue Aug 19, 2003 4:19 pm
#105

They blew us off pure and simple. With that utter lack of response, I can't believe they couldn't at least get it out when they originally said they would.

I'm not given to dev bashing. I much prefer to be constructive.

But frankly, this feedback on our concerns showed an absolute lack of respect for the players.
Betatoxin
Tue Aug 19, 2003 4:56 pm
#106

Aparently are too busy with the CH's and T21 balancing to care about whether or not we can ever add a medium or larger floral harvester to the game.

The mind boggles at how a simple straight forward bug like the harvesting mechanism could go on so long. I mean come on every other schematic works. This is almost certainly a single character or small string fix there some pointer or reference is not mapping correctly.

I can just see the dev 6 months from now looking through the code on some other CH boost/nerf and seeing that insertCraftingTool("harvMechSchm",0); should have an 'e' in Schem.

I could almost cry...

Please for the love of all that is good if devs are reading this at all and are familiar with the crafting code go to the harvesting mechanism schematic section and just look at it. It will take probably all of 5 minutes of your day to fix it and check in the change. You will make so very many architects happy.

Please...
Zarcath
Tue Aug 19, 2003 7:16 pm
#107

I don't suppose the Architects could get the repsonses retracted and re-addressed in a similar manner as the Rangers? We would all appreciate something as in-depth as theirs.
Rimtuuk
Tue Aug 19, 2003 11:10 pm
#108

I agree I have not seen any improvement in critical failures. I am a master architect and in the last two days I have had three critical failures all while using high quality materials.The failures were on an equipment factory,solar generator, and a deep crust chemicalextractor. No other class even comes close to loosingthe amount of materials that wedo when crafting high end items.Either criticalfailures should be done away withat the master level (cringe at the thought of a critical on a PA) or there needs to be some kind of check where if anitem requires over lets say 10k in materials that it will not fail.
Jezebelle2004
Wed Aug 20, 2003 12:00 am
#109




"We’ll need to look into this, it sounds like a bug"






I can't dig thru this thread its too much... just wanted to say "WHAT A PILE OF HORSE CRAP!"


1. Beta testers reported extensively


2. Correspondents report extensively


3. Tons of threads about it.


4. Spoke to a CSR rep on the phone who said "We are aware of the problem and are working on it" (they cant even get the story straight between themselves)


5.Another CSR told me 2 other CSR's "misunderstood" when talking about issues in 4 different conversations. They backpeddle like crazy.


If you wanted to piss off a bunch of paying customers... says "We’ll need to look into this, it sounds like a bug" is perfect for it!


Go ahead and close this or delete it, like you all usually do when you don't like the responses, or treat me like crap in the game like CSRDANC did after I complained extensively about losing resources.


-Ticked off beyond all belief-



Dairiin
Wed Aug 20, 2003 5:23 am
#110

The critical failures have NOT been fixed. I have failed 3 times in a row on product even though I was using high quality resources, 31.9 functionality crafting stations and 13.53 efficiency tools. I fail not only on item creation but on experimentation as well, effectively doubling my losses. Can't sell crap, ya know?


I realize the higher level stations and tools do not affect failure on crafting the item but they are supposed to affect experimentation and that still fails repeatedly. On the bright side, I get either a total failure or great/amazing successes now only. Too bad I get1 out of 4total failures or worse most of the time. I am a Master Artisan and Master Architect and I failed 3x in a row on torches. TORCHES. At leastthis timewas a cheap loss. Not like the large house I failed on....




Master Artisan and Master Bioengineer
EtherCat
Wed Aug 20, 2003 7:29 am
#111

I have been having an issue where my structure points keep vanishing when I let them get past the level III mark for even a minute. I have to stand right next to the trainer and buy as soon as I get the message that I qualify for a level I II or III skill. Well now I have one level III left and cannot advance any further. I have been trying to deal with this since Friday of the week before last. Frankly making items and getting nothing for it got old very fast. I have ticketed and posted and bugged and even did live chat about the issue. All I ever get are canned responses and promises to forward my problem to the GM's. I have already lost approximately 150000 structure points. Once I lost 44000 structure pointswhile running to town to get training. Other times I just lose them from simply logging in. Another time I lost 90000 structure points while talking to someone after selling them a deed to a house and a factory. Each time I lose them I am over the 99000 mark. Each time it eats all the points I either got for the day or back to the beginning of the structure points before the last few items I have created. I have gotten no response to the ticket. This is very poor to nonexistent customer service. My other experiences with Customer Service have been just as unfruitful. I have had three other tickets about other issues and every single time I get an answer that has nothing to do with the problem or makes no sense. I dont have other people letting me use their lots to place harvesters and no one gives me ores so all these supplies are hard earned and when I cannot advance my character and get zero response to such a serious issue I frankly find it hard to justify paying another $15 for this account. I understand that they are very busy but on friday it will be two weeks is just too long of a wait for even a response..........
Vocalese6
Wed Aug 20, 2003 8:48 am
#112

I hate to say this, but it appears that crafting professions are being ignored. Look at the dev tracker and the SWG discussion page... Hell, look at the latest patch notes. Over half of the latest patch (8/20) deal with a rifle (T21). On the discussion page you have Holocron talking about balancing when in actuality it's balancing combat professions. Perhaps they are catering to their main player base, but alienating a smaller player base is not helping much either.


And I'm sticking around here for what? To be ignored....? We have suggestiosn in this board, we have contructive critques and we have things that would improve THE GAME (not just our professsion)in this forum. Please read them for the hour you aren't concentrating on nerfing pistoleer or TKA or whatever profession gets the nerf du jour.


I remeber reading that non-combatants could particpate in the story arc (Cries of Alderaan). Has any of you been able to particpate in it WITHOUT looting a disc from an NPC?


Te architect profession has needs that should be addressed as well as many others. Just because I don't choose to be a fighter type does not mean that I will sit patiently with pacifistic responses like "We'll look into it" or insulting repsonses like "sounds like a bug". Many of these bugs have been around since beta. Perhaps the priority of the devs should be to kill the known bugs, address exploits, and address the concerns of your constituents. Not just the gun wielding constituents...


I don't have a T21 and most people I know don't have one... Why is that being fixed when you have a bug stopping two types of harvesters from working affecting 3 professions? (Medic/Doctors/Combat medics, Chefs, and Archtiects). Because none of them a T21 cert right?


I'm not a dev basher at all, but I must say that I'm concerned about the way the game is being handled since release.

AzidarNath
Thu Aug 21, 2003 3:25 pm
#113

Vocalese6,


I think you're right.


Even in Beta they were much more focused on the combat. I remember several instances where a patch severely borked combat along with crafting. The emergency patches implemented immediately afterward for several days were almost exclusively to fix the combat bugs.


At one time, creature aggro got borked on a patch and you could stand there and blast 'em to smithereens and they wouldn't fight back. That got fixed within 24 hours.


Yet we're still waiting for the Harvesting MechanismSchematic to load . . . .




------------------------------------------------------------
Korbyn Daxx
Master Shipwright
Daxx Shipyards, 200m East of Rebel Outpost on Rori, Bria.
------------------------------------------------------------
Shadus
Thu Aug 21, 2003 3:49 pm
#114

Crit fails IMO are the top item right now, my fail rates are just simply insane. I wanna cry when I think about the ammount of wasted ore i've went through in the last week or so.

It was *fine* right up till the big patch, then my fails went nuts.

Im totally afraid to even try a medium house now after all the fails I've gotten.



Shadus
----
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Ghordath
Sun Aug 24, 2003 7:52 am
#115

Here's an idea. What happens if critical failures for architects only destroy resources not prebuilt components? For example a wall module: the 300 units of metal and 200 units of ore disappear but the 10 structural modules stay.
EtherCat
Sun Aug 24, 2003 10:20 am
#116

people have been suggesting that and I firmly agree. I just dont think it's fair that we lose weeks of work with one click. We have already risked a crit on each part we make then we have to risk it again on the big build. In the case ofa PA hall that's 56000 resources lost in one click...
Scouty_McScout
Mon Aug 25, 2003 4:40 am
#117

I do not know if this has been suggested before.....or if this will be noticed... but consider the following



1) to fix the econimic problems for architects....consider allowing upkeep/maintenance on structures to be paid in full....or part to the architect thatmade it. To encourage business for skilled architects maybe experimentation could effect how much maintenance will cost on each structure. This kind of goes in line with weaponsmiths/armorsmiths......the better the smith, the more customer base he/she has....and the more repeat customers.


2) Perhaps there should be mod that gives architects a boost to lots permitted.....increace the number from 10 to 15 or 20?. (im betting this has been suggested before...but i have not seen it)




Enigma - Jedi Padawan
Valeska - Bounty Hunter
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