Architect Archive

Thread: Week Two Top 5 List

Zarcath
Thu Jul 31, 2003 11:29 pm
#1

I'm going to send this out Friday afternoon or night. Those of you that get to respond please do so. If a reply warrants changes in the list then the appropriate changes will be made. I have not recieved any word as to what actions have been taken from the first weeks report. These are not listed an any particular order.








Construction Tree - A widely debated topic and well-known concern, Architects feel that the Construction skill tree, or the apparent lack of skills, deserves attention, in the way of bringing the tree up to par with our other trees.


Perhaps if we were given some insight as to what the Developers had actually planned to do with the Construction tree and/or what role experimentation is supposed to play in with structures. With that information we would be able to re-asses the usefulness of the tree to determine whether or not it should be re-balanced.


However, despite which side of the Construction / Experimentation fence an Architect stands on, all Architects agree that our Assembly and Experimentation skill bonuses needs to be raised to be on equal terms with other crafting classes. Currently, the Experimentation and Assembly skill bonuses provided upon reaching Master status only amounts to a +55 bonus, as opposed to other crafting classes that receive a +100 bonus as a Master







Factories and Crates – An annoying occurrence that has yet to be resolved, players often have difficulty with removing items from a crate. The items become “stuck”, attempting to remove the item from the crate will show it tick down, but re-tick up. Other times it refuses to tick at all. The problem does not seem to be related to inventory space. It has also been reported that if a factory uses up it’s maintenance pool while in a crafting session, instead of stopping, the factory will continue to use up the resources but not provide a product, effectively “eating” resources. It is also in the opinions that the Structure Factory uses too many lots, an already precious commodity that Architects are reluctant to spare.







Colorization – Perhaps the most commonly asked question that an Architect receives, currently we are unable to make any color decisions with any of our products. Color options are in great demand, especially in the case of furniture, where more often then not, the default colors are hardly desirable. Lack of color options ruins possible potential sales of furniture. Most people would agree that choice of color, in the real world and in game, is a major factor when making a decision on what to purchase. Item colorization could be implemented in our skill tree through Furniture or Construction trees, in a similar manner like that of the Tailor.







Lots – Some in the community have voiced a concern with the amount of lots allotted to us. A typical Architect would need a house (ranging from 2-6 lots), a power source (1 lot), a structure factory (2 lots), and whatever left goes to harvesters use (1-5 lots). Suggestions have been made such as increased lots for Architects, in the form of lot gains through skills. Others have suggested that the required amount of resources for buildings are simply too high and should be lowered to more reasonable amounts. Is the idea of additional lots being considered? Or will additional lots be strictly reserved for future expansions?







Mixed Bag of Furniture Fixes – A handful of small bugs that we would like to see addressed with in pre-existing furniture, seemingly simple fixes.

Lamps from Furniture II do not provide light sources

Inability to sit on Large Bed from Furniture III

Inability to pick up Ballot Box Terminal from Furniture III

Inability to target couch from Furniture III

Master level Armoire has the same graphic as the Armoire from Furniture II

Chests, Armoires, Toolchests and Bookcases that can be used as containers






Mitsudo - Ahazi

Takenoko - SWGCraft.com
Mayor_Mojo
Thu Jul 31, 2003 11:33 pm
#2

I'd replace Colorization with Critical Failures but otherwise I like it.




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Mojoo
Founder of the CULT
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Numen
Thu Jul 31, 2003 11:39 pm
#3

I know it has probably been said a lot but the use of a crate in the ingredient hopper would be nice. Either make that possible or take the crate out of the possible selection list for ingrediants while crafting. At least then I would believe that it being there might have been the accident instead of being able to actually take an item from the crate in that screen. Loading 60 structure units into a factory for a heavy harvestor takes longer than the factory to actually produce the walls.


Extra lots have to be at high skill lvl. The idea that someone could spend 11 skill points to get 1 extra lot or 4 more to get another and so on down the line might be a bit much. Possibly 1 lot extra on each of the 4 lvl 4 skills and 1 more at Master.


Either something like that or make the lot uses on a Master architect(possibly lower) different than other classes. Like a large house only requiring 3 lots at Master or something and a small using 1. Big thing on the Factory also. I can somewhat see why it is 2 lots. They made the think huge, but then it outputs 10 walls into this little box that is the size of a chest. Totally agree on the 1 lot idea. The 1 profession that really needs the lots they give the factory that needs 2. Go figure.




Amandil Morier - Tempest - Master Chef
Brekanov
Thu Jul 31, 2003 11:51 pm
#4

A very good list and I think that it is a goo drepresentation of the community as a whole...

Let u sknow if you hear back about Construction!!



Brekanov
Tarquinas Server
Master Architect,
Master Weaponsmith
Bestine Tatooine
Visit my shop -2012,-2832
Torch
Novice Smuggler
Nocali
Fri Aug 01, 2003 2:04 am
#5

I'd put in Critical failures beingtoopainfulin there some where as well(maybe make it impossible to crit failon a deed /shrug), but increasing our Experiment & Assembly to +100 should help with that a bit.



Nol
Master Architect
Flurry
Nocali
Fri Aug 01, 2003 2:06 am
#6

Wish I could edit, forgot to add "You're doing a great job Zarcath, keep it up."



Nol
Master Architect
Flurry
Quadork
Fri Aug 01, 2003 2:25 am
#7

This is a great list. I agree that for the most part these are my top five concerns.



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Blenhiem
Fri Aug 01, 2003 2:38 am
#8

Other furniture concerns:



1)scale, The large bed is hideously small as are a few other items (upholstered chair)



2)Functionality could couches be segmented and the segments made seperatly so more than 1 person can sit on a couch?



3)Choice, really not a whole lot there right now especially in the way of art rugs etc etc i am tired of potted plant style 1 and wonder what happened to style 2 etc.



4) Colouring not to hard already exists for clothing why not furniture?



I am also hoping that when player cities are introduced that civil engineering falls under the architect tree maybe replacing the currently worthless experimentation tree.


Still dying to see what a med and large flora farm actually look like .

ImLucas
Fri Aug 01, 2003 2:46 am
#9

If you guys can, please don't complain about Crit failures not being in this list.

After all, Critical Failures were in the week one list, and I think the idea of these lists is to provide NEW fix suggestions each week. Think about it... have you seen ANY of the things from the week 1 list fixed yet?

Just think of this as a "to do" list for the devs... These items are actually items number 6-10.

Seriously tho... Would you think it a good idea to waste a "fix me" slot by mentioning something twice?

Tho, a suggestion for the construction skill... Let us construct cans of paint in that skill line. The paint can then be used to color the walls of 1 room(or the exterior). Higher construction skill gives us better color choices. Paint, being cosmetic, could even have a limited lifespan, of say 1 realtime month, or it could just slowly fade, or peel. This would give us some type of repeat business, as well as give people a chance to make their houses stand out.

Or even better, a higher construction skill would allow the architect to place large structures on not so even terrain. Level 1 construction would let us place a structure even if 1 "terrain block" wasn't quite right. level 2 would give 2, and so forth. Although there would need to be a minimum per structure tho... It wouldn't be right to only need 1 block on say a wind generator. In they past, people had mentioned terraforming, but I don't like the idea... but letting us place on slopes... now that's a good thing, but we'd need some limits.

-Loserwan Ka'newbie
Tarquinas, Talus



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This thread has been tainted by Loserwan Ka'Newbie of Tarquinas.
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theAntipop43
Fri Aug 01, 2003 3:02 am
#10

Mayor Mojo hit it on the head, perfect except for lack of addressing the crit failure rate. Although now that I think about it, it may help if the devs decide to increase Master Architect structure assembly/expirmentation to +100.



E'ev Ireh
Master Artisan/ Architect/ Novice Pistoleer
Coronet, Corellia
Zarcath
Fri Aug 01, 2003 3:03 am
#11

ImLucas - Yeah, I was sort of thinking about Harvesters that could be built on platforms so you could place harvesters on slopes and possibly on water locations. Something like Rupulsorlifts or even good old fashion wooden beams. Maybe increased maint cost to run them on rough terrain like that?

theAntipop43
Fri Aug 01, 2003 3:08 am
#12

Oh, I have one other idea that I figure could be stuck here for future notice. This sorta relates to a more broad range than just architects, but hey I'll see what you all think of it. I think critical failures should give the same amount of experience as successes. My reasoning behind this should be obvious; you learn just as much, if not more by failing at something a couple times than succeeding in the given task. Now the devs may not want to give full experience, but I think a 50% experience reward for failing is fair and makes sense. Not only will that help novice artisans of all professions keep on a steady advancement, it would also remove about 75% of the cursing that follows critically failing an item. I wouldn't be too mad if I crit failed on yet another manufacturing mechanism as long as I got a thousand or more XP for doing it What do you guys think? Good idea or too unbalancing?



E'ev Ireh
Master Artisan/ Architect/ Novice Pistoleer
Coronet, Corellia
theAntipop43
Fri Aug 01, 2003 3:10 am
#13

Bah, wish there was an edit button to keep my post count down. Oh well. Zarcath that sounds like a good implementation of rough terrain harvesters. I was also thinking about off-shore mining as well and could work in just the same way. I think about that idea everytime I see the highest % resources in the middle of a lake or river (which always seems to happen, ever notice that?) But yes, I think wood beams would be a good explanation, it would give artisans a reason to keep around a lot of flora for once.



E'ev Ireh
Master Artisan/ Architect/ Novice Pistoleer
Coronet, Corellia
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