Architect Archive
Thread: More Architect Issues (those not in the team lead report)
There are still quite a few issues with architect that were not addressed by the team lead, including some which myself and several of my fellow architects on the Ahazi server believe are more critical. These are:
1. Architect Experimentation has absolutely no effect whatsoever on anything we make. I have yet to be able to lower maintenance fees, increase extraction rates, or lower power consumption on anything I make through experimentation, and though furniture has two different experimental stats, it has no stats to actually affect. The entire list of architect schematics needs to be addressed to alter how experimentation works.
1a. Personal harvesters have only Experimental Storage. This determines how much a harvester can hold, yet is still 25,000 units regardless of how many experimentation points you pour into it. This needs to be changed... personal harvesters should hold a base amount of 5000 units which can be increased from there through experimentation.
1b. Medium Harvesters have Experimental Storage and Experimental Durability. As above, experimental storage needs to actually increase the maximum amount the harvester can store, with a base amount of 10,000. Experimental Durability should lower the maintenance rate of the facility. In addition, the light ore mining component and fluidic pump unithave experimental efficiency. This should have a slight effect on the power consumption rate of the harvester.
1c. Heavy Harvesters *should* have Experimental Storage, Experimental Durability, and Experimental Effectiveness. See above for Experimental Storage and Durability. Experimental Effectiveness (which may or may not be on the current heavy harvesters... I'm still 30,000 away from installations 4) should increase the base extraction rate of the harvesters. In addition, the Ore Mining Unitor Fluidic pump unit should be able to decrease the power costs through experimental efficiency.
1d. Factories have Experimental Durability, Experimental Storage, and Experimental Effectiveness. I don't think we really need the experimental storage part... but experimental efficiency would be a nice exchange. Experimental effectiveness is also always zero. This needs to be changed so that you can increase it, as well as increaseing the rate at which a factory produces items (the rate is currently either one per minute, or 4x the base production time of the item... I'm not sure which, I haven't thoroughly tested it yet.)
1e. All other buildings have Experimental Durability. This should decrease the maintenance rate on those buildings. I strongly reccommend adding an experimental stat that decreases the lot usage as well. This is especially critical for PA Halls... they currently require 9 slots, which means if you have a PA hall for your guild, you *cannot* own a house. It's a serious serious pain in the butt.
2. Players have 10 lots, which is significantly less than they had for most of beta. The reason was to limit the number of harvesters a player could own. I think we need to put in specific limits for certain building types, then up the total lot limit either to 20 without the above change listed in 1e, or 15 with the above change listed in 1e. Putting a 10 harvester limit and a 1 PA hall limit per person would keep the same limits in place, but would not penalize them housing-wise, which is a concern not only for Architects, but also for Merchants.
3. There are currently 24 housing schematics. 8 General, which can be used on any buildable planet, 8 Corellian which can be used on Corellia and Talus, 4 Tatooine which can only be used on Tatooine, and 4 Naboo, which can be used on Naboo and Rori. Why only 4 for Naboo and Tatooine? Add more housing schematics for those two planets, with special attention given to making houses that can double as shops (as there are currently NONE that fit that description for Naboo buildings).
4. Consider altering the Construction line to include buildings designed to be public buildings, such as small, medium, and large Cantinas, Shops, and related furniture. The combination of the fact that experimentation does absolutely nothing, and the fact that construction offers nothing else makes this always the last discipline mastered for any architect, and makes it a complete waste of experience.
5. Furniture needs to be made dyable similar to Tailored items. Add an Architect Customization skill to the furniture line and allow us to change both the primary and secondary colors of all our furniture. It makes it hard to sell furniture when none of it is color coordinated.
5a. You can't put anything on tables. This needs to be fixed.
5b. The Free-standing lamp, and all other light sources apart from Torches give off no light. With the dark interiors of most houses, it's important to get this fixed, especially in Naboo houses, since players might not even be able to see your vendor.
5c. Architects should be able to work with Bio Engineers to create new types of house plants, possibly similar to the UO plant system. Bio Engineers would extract plant DNA from dead Herbavore creatures (similar to going through a creature's stomach contents) and attempt to recreate the plant to create a seedling. This would then be given to the Architect as a component to create a potted plant which would have to be cared for and grown over time before it was sellable.
Anyway, that's my list. Other people may have other lists, hehe.
Sounds Good to me , I still want my harvester mech to down load from my **edit** data pad .
Vendo SkullTaker
Master Architect
Corbantis
Forgot to add:
5d. Make furniture functional. What's the point of having chests and armoires if they can't hold anything? What's the point of having a bed if you can't lay down in it?
/agree
It seems to me the Construction line is just another huge XP penalty on the Architects at this point. My last tree, working on it now.
I plan on kind of "specializing" in furniture, which would make a lot more sense if I could color the stuff.
These ideas have come up in a few posts already, a couple of my own even, but somehow they were avoided in the report by our Correspondant.
I hate to say it, but early on it looks like the Correspondant is working for the DEV team, and not for us.
/agree
I think these are actually the big issues. These need to be addressed and soon.
*sigh*
I'm getting close to wasting the money/resources on building a darned Corellia style home and just asking somebody with extra lots to try to place it.
I don't suppose by chance anyone with direct personal experience would care to post here abou this? i.e. if you *have* placed a Corellia style house on Talus, or you have personally *tried* to place one and failed?
I'm almost master architect and I've only failed on one structure... a medium harvester. I've succeeded at every other final combine I've made. Of course... I've failed a few wall components and more structure modules than I can count... but only one actual structure. So I don't think it's such a terrible thing. What I do think is bad is the severe lot limits that architects have to deal with. I talked to a friend of mine who said that from where he is now, it'll take him about 25,000 metal to get the two boxes left to master weaponsmith. It takes twice that to get ONE box of the top tier of Architect. On top of that, many of our items are seen as next to useless... just another "cool" thing to do when you have more money than you know what to do with. Houses aren't seen as useful to anyone except crafters.
We need more housing lay-outs. We need some kind of perks that we can add to houses to make them sought after by combat players as well as crafters. We need the ability to control the colors and stats of what we make through customization and experimentation. And we need a lot reduction for some of the items, or an increase to the number of player lots. Most importantly... we need this stuff soon.