Architect Archive

Thread: Top Five Architect Issues (3.24.04) ***Open Discussion***

Dvnce
Wed Mar 24, 2004 8:37 pm
#1

Ok this is now open for discussion.. Sorry for some of the links being messed up in how they look they should be functional... still




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Thu Mar 25, 2004 1:42 am
#2



Each Issue has its own link to a thread set up for open discussion about that specific link .. Please debate each specific issues there.. What I want to have open for debate on this thread is the accuracy of this list.. If you feel their is an issue topic that should be in the top 5 this is the place to plea your case.. Please remember the most effective discussion is nice "to the point" discussions..


The Following are a summary of Current Issues that I see repeatedly being addressed When I open this thread for discussion let me know If you disagree..


Issue #1..... Architectural Variety /Economy


It was established that BER 11 and BER 14 Harversters are possible. Howeveras it is there is such a small range of improvement from experimentation there is very little that sets a Master With SEA's and 950 qual+ resources from a Non master with 8 exp points using 850+ qual resources. Most of us agree that increasing BER is a bad thing But If Our Current BER levels could have a decimal It would give room for our products to have variety .. For example instead of just BER 13. Maybe I can get to BER 13.49 This would at least give a little edge to someone that has premium resources and is master but not enough to totally Crush the emerging Architects..


Also We want to be able to exp on Factories to an extent we can improve effectiveness making them faster.. It only makes sense that a well made factory should at least be able to make items faster than a person by hand...


Although lights are a step in the right direction it really isnt a consumable income source that will pay the bills.. We want a role in the GCW what better way to have a renewable source of income than having craftable items that can be destroyed....... (either this or you can tick alot of people off and introduce structure decay )


To participate in open discusion on this specific issue go to this link
Open Discussion for Issue #1 Archetectural Variety and Economy

Issue #2 We Want a Role IN the GCW

There is no reason why any and ALL faction perk cannot be crafted.. We see the need to keep a emphasis on the faction point system, however , Player should go to recruiter and instead of getting finished product from the recruiter they should be able to buy a ONE time Craftable schematic with his faction points... If it is a structure or furniture Player would then get a Architect to craft it. (weapons to a WS, Armor to a AS, Clothes to a Tailor) To make this system more practical you would only have to reduce faction costs a little bit to offset the new resource expense Player will now have..

Also New items would be great Lets start making Watch Towers, Walls, and Gates bases should be a true battle to take these items will help in that respect.

All of these new Craftable Items (major ones at least) can also utilize componants from multi crafts ( for example a faction base can require armored paneling from a AS, weapons Depot ( where else are all these npc's getting their weapons) from a WS, Fabric panels froma tailor for the banners... This would be a huge step in giving crafters a role and strengthening the relationship between crafters..


To Participate in open discussion about this issue go to this link..

Link to Open Discussion for Issue #2 We want a role in the GCW

Issue #3 Things that are not working as they should...

All Crates should Stack to 100 items.. (ESPECIALLY Ore Mining Units) This will just make the whole factory process simpler

Resources should stack to 1 million units.. this alone will solve many architects storage problems

We still cannot expirement on Solar and Fusion Harvesters We want this fixed

We want our Harvester Anime Back

We want to be able to sit on all chairs and be able to lie down on beds

To participate on open discussion about this issue go to this linkLink for Open Discussion Architect Issue #3 Thinks that are not working as they should..

Issue #4 Bugs

System Manufacturing error #7 --- This bug is very annoying and is costing many crafters resources. We have tracked as best as we can to narrow down this bug It needs to get fixed ASAP

To participate in open discussion about this topic go to this link..

Link to Open Discusion for Architect Issue #4 Bugs

Issue #5 Interior Design

Furniture Colorization Poll Had had a result of 75.8% in favor of furniture colorization by crafting process like the tailors currently have. To participate or view this poll go to this link

Furniture Colorization Poll

There are so many npc furniture peices in game already lets start releasing schematics for these for architects to build. (even if these were release as a prize from non-fighting type quests)

To Participate in open discussion about this topic go to this link..Link to Open Discussion about architect issue #5 Interior Design

Message Edited by Dvnce on 03-24-2004 07:35 PM




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Bandola
Thu Mar 25, 2004 7:09 am
#3

I have two issues that I couldn't seem to fit into the categories you have given so I will list them here in the hope that somebody can figure out the logicla place for them.


1. Storage, not just items in crates or increasing stack sizes, but staorage space specifically in houses. Many of us have wanted an increase of this for a long time, I noted a recent post where the valid point was made that with the added up/down feature there are greater possibilities for Home Designers, but these are restricted by the number of items allowed in a house. So let's try again to push for increase house capacity.


2. A bit of a connection to the above, Why on earth do my factories have to take up 2 lots each? Since storage limitations have meant for me that I now have had to build 2 new houses for my resources, and since Architects seem to be the most resource hungry players I find it so irritating that I now cannot place harvesters unless I beg, steal or borrow lots from another player. I have a medium house (2 lots) for my 'store', (vendors, stations, components etc), 2 small round Naboo houses (1 lot each), for storing the rest of my resources (and both are full), and 3 factories (2 lots each) which are running pretty much 24 hrs a day. That is all my 10 lots goneand it means I have to buy all my resources. Why am I penalised so much for being successful?





__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

EnFERn0
Thu Mar 25, 2004 8:41 am
#4

And what about Large structures which is capped on 250 items. Thats not enough to give them a creative decoration!


More for Large houses, PA Halls and City Halls.



-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

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EnFERn0
Thu Mar 25, 2004 8:43 am
#5

Oh! And the thing that bugs me the most...when you redeed, they go back to default name! I hate that.

As a nifty bonus, I would like to have color codes on harvesters.
Would make it SO easy to separate harvesters on my packed vendor, since their names already are long enough



-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

-----------------------------------------------------------------------------------------------

Naufragus
Thu Mar 25, 2004 10:22 am
#6

ISSUE....DEV INVOLVEMENT...


is it possible to get the DEV handling arctitects to get our list directly or to maybe stop in and comment....


not being mean but things filtering thru Thunderheart just isnt working


i would just like to know that someone of some importance have seen our issues and we arent just peeing in the wind by doing these lists over and over and over..


i mean if one of the devs has time to waste on junk dealers, surely someone else has time to fix furniture customization...


Haruspex77
Thu Mar 25, 2004 7:19 pm
#7

I would suggest combining 1 & 5 and 3 & 4 as in both cases they are really the same catagory.


Moreover, into catagory 1, I would put installation depreciation (aka decay). So far, we have been largely saved by upgrades in harvester capacity. Otherwise, people would still be using the first harvesters made. Well maybesome are, when I started a new alt he bought a BER 1 personal that had more power and maint in it than its cost, because it was all he could afford.


Also in 1, House exterior variations would be even better than furniture colors to my mind. Colors or even some exterior design features. Ideal would be if the elaboration on the exterior were a function of experimentation rather than just a selection, make quality houses look the part.


For replacement issues, I would put the storage issue high. It irritates me that I can't afford the wasted lots to have a large house, and the only customers for those are combat characters who don't store much. At least fully support the 75/lot, but better would be if the ratio went UP with house size, so a large house was better than a cluster of tents, That would sell a lot of houses, as well as giving me better quarters.


The other replacement would be the content& name stability of deeds. I have a couple of tents I set up once, and can't figure out which color is which once I re-deeded them. My alt found buying used harvesters off the bazaar a pain, since the creator's name (which may have shown BER) is now gone. But if my ideas above get implemented, examining a deed should show the color and appearance of a house so the customer could choose wisely. The downside, of course, is that used items might sell better.
Dvnce
Fri Mar 26, 2004 1:00 am
#8






Naufragus wrote:

ISSUE....DEV INVOLVEMENT...


is it possible to get the DEV handling arctitects to get our list directly or to maybe stop in and comment....


not being mean but things filtering thru Thunderheart just isnt working


i would just like to know that someone of some importance have seen our issues and we arent just peeing in the wind by doing these lists over and over and over..


i mean if one of the devs has time to waste on junk dealers, surely someone else has time to fix furniture customization...









well TH isnt the only Red name that is in the Correspondent Discussions .. there is a large range from developers .. adminstraters .. producers .. and even csr's .. so just so everyone knows.. It is not like this communicatoin issoley based on TH making a report and putting it in the oppropriate persons box, others do read and respond in the Correspondent discussions .. which is very nice..






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

FruntLWudge
Sun Mar 28, 2004 10:25 am
#9

my i also sugest the coloration of the walls inside a house. These white walls make it hard to see things at times, a house is sopposed to be a personal place for your self but it is so default it makes it very unpersonal.
Lord_Corruption
Sun Mar 28, 2004 12:07 pm
#10

BE enhanced cloths for chairs that sit infront of stations......*ducks*



SkAArgK MaEtL
Grind Monkey
JRT445
Mon Mar 29, 2004 3:50 pm
#11






EnFERn0 wrote:

And what about Large structures which is capped on 250 items. Thats not enough to give them a creative decoration!


More for Large houses, PA Halls and City Halls.









functionally everyone's game experience will fall if the data-base size is increased; no one will be happy with maximum size limits, but they are a fact that are only a minor hindrance, but a major deal for the programmers.



Project A-Kon www.a-kon.com
Bandola
Tue Mar 30, 2004 1:01 pm
#12






JRT445 wrote:





EnFERn0 wrote:

And what about Large structures which is capped on 250 items. Thats not enough to give them a creative decoration!


More for Large houses, PA Halls and City Halls.









functionally everyone's game experience will fall if the data-base size is increased; no one will be happy with maximum size limits, but they are a fact that are only a minor hindrance, but a major deal for the programmers.




But, they can reduce the database size at the same time by increasing sizes of crates and stacks, this would more than compensate for the increase in house capacity.





__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

rzzq
Tue Mar 30, 2004 3:44 pm
#13

hmm



KiLL'eM aLL aNd LeT YoDa SoRt ThEm OuT
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