Architect Archive

Thread: Architect Issue #4 Bugs ***Open Discussion***

Dvnce
Wed Mar 24, 2004 8:06 pm
#1

This is where to add to this list... Is there any other bugs out there that are directly related to our profession?



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





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Bandola
Thu Mar 25, 2004 5:22 am
#2

Add - decay on lights in crates, we KNOW this is not supposed to be happening, even if it is only affecting the last one pulled it is still unacceptable. Also, if they are supposed to decay then don't let them stay lit forever if they are not moved, it should be one thing or the other.




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

GogoDodo
Thu Mar 25, 2004 7:08 am
#3

Ore mining units STILL don't crate. Is it less of a strain on the database to have 1 crate of 25 mining modules versus 25 individual mining modules?



G



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Kdr_Kane
Thu Mar 25, 2004 7:30 am
#4

Right! I only want one thing taken care of right now.


Crate OMUs!


And then, I want single use platforms or derricks to place structures on bad terrain and/or water.

EnFERn0
Thu Mar 25, 2004 7:53 am
#5

Crate OMUs!



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

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Malaiit
Thu Mar 25, 2004 8:19 am
#6

Crate OMU's


Structure factories need more space for components. I am sorry but when even trying to make 20 harvestors you barely have enough room for the components. Now crating OMU's will help but Making harvestors and Houses take more resources than any other profesions. Weaponsmiths can make a squematic for a ton of weapons at a time but us no matter how many resources we have we can barely squeez resources for 20 into the ingreadeant area of the structure factory so a solution would be Eitther to make the Ingrediant area bigger or make it so you can access the ingredient hopper while the strucutre is manufacturing so you can add stuff as the structure uses the resources. At the moment you can only access the output hopper.



Malaiit PerVida
Chief Architect
Dark City Office
Pax Imperius
Scylla Server
"True power lies in the ablilty to create"
Daramek1957
Thu Mar 25, 2004 8:32 am
#7

If we are forced to use 2 lots for our structure factories (all other factories use 1 lot) then we should have double the storage of the single lot factories.
Malaiit
Thu Mar 25, 2004 8:33 am
#8

Harvestor Decay might be an issue also to consider. If you think about it Harvestors having no decay will start acumulating on the servers. Pretty soon so few people will need any because of the abundance of them that we won't get any sales then no sales no money to pay our harves running the resources that we need. vicious cycle that will eventually make us not usefull anymore.


Some people say that this won't happen because people let harvs die all the time. While this may be true for personal harvs people are a lot more carefull with medium and heavy harvestors.


The only solution I see to this is a Harvestor Decay rate. Not as fast as weapons and only when they are in use (as in harvesting not just placed) But this would eventually weed down harvestors so that the market stays fresh.



Malaiit PerVida
Chief Architect
Dark City Office
Pax Imperius
Scylla Server
"True power lies in the ablilty to create"
Kdr_Kane
Thu Mar 25, 2004 10:01 am
#9

Please, give it up on structure/housing/harvester decay.


Decay is already implemented if maintenance is not paid. How can anybody justify decaying somebody's structure when it gets full maintenance?

Naufragus
Thu Mar 25, 2004 10:15 am
#10

1) TORCHES USE MICROCHIPS.....why.....lamps dont....why??????


2) FACTORY EMAILS ----- many of us share factories since there is a lot issue....problem is that admins dont get the emails that the run is finshed or there is no maintence...would be nice if all admins got those messages


3) HOUSING DESCRIPTIONS --- the housing desriptions are very confusing...Style 2 Floorplan 2 etc..plus i think that all the smalls still give you the same description further confusing players...would be nice if the deeds showed PICTURES...i believe this was supposed to happen a year ago then nothing ever did.


aside from the OMUs we are pretty much a bug free profession


Malaiit
Thu Mar 25, 2004 10:23 am
#11

Hmmm practical example? you can bring your car into maintenece every day but eventually its going to go out on you. Its overall wear and tear bud . In game example? You can repair weapons over and over almost the equivalent of maint pay in the concept but guess what weapons over all quality evenutally goes down.


I am not talking about a huge decay rate. Harvestors would decay super slowly Ie Heavy harvestor has 1000 units of "health" it decays 1 point per 24 hours of use (use= harvester is on and mining) That is not a horrible decay at all and it guarantees that eventually people will need more product from you. It is totaly resonable I have a busness that involves 60 + harvestors if they implemented this it would not upset me in the least.


the nay sayers on this are not seeing the long run consequenses on not having decay for harvs. ( I am not talking about other structures) You guys seiously need to consider the long run. Eventually hardly nobody will need harvestors and the ones that do will be able to buy one or two of the hundreds that will be on sale on the bazaar or get handmedowns from guild mates. Harvestors are what architects live off of. Yes you can concentrate on houses and furniture but that will hardly provide an income vs harvs. So what happens in that soon to be future....Don't know about you but Architecture will be dead for me and goodbye swg



Malaiit PerVida
Chief Architect
Dark City Office
Pax Imperius
Scylla Server
"True power lies in the ablilty to create"
Naufragus
Thu Mar 25, 2004 12:30 pm
#12

i completely agree with you that harvetsors should decay slowley...


i have just not seen this team ever get decay right though...


Huntercrom
Thu Mar 25, 2004 4:56 pm
#13

Crating OMU's is a major concern, and one that problem ranges back to the days of BETA Testing.



As for decaying of harvesters, be prepared for the /cry that will come from the populace. It's okay for a weapon to decay (Because I'm a weaponsmith), It's okay for your armor to decay (Because I'm an Armorsmith), but because I'm not an architect, and I rely on those harvesters to keep me in the 10's or 100's of millions of credits, you better not make them decay or I will /delete and /quit for good.


You know that will happen, and you know that's what people will say. If you ask for it, and the dev's give it to you, we'll quit. It's ok for our proffesion to be the most needed, without us, there wouldn't be anything better than Wind Generators and Personal harvesters all over the place, and the prices of items would be OUTRAGEOUS, along with the fact it may take you a year to get what you want, because they can't harvest the resources fast enough to keep up with orders. *Is winded and is stopping to take a breath now*


It's to bad that ALL of the proffesions/players can't help one another out and agree on something that benefits just one proffesion, but hey, I'm apparently looking for a utopian based mmorpg, guess I shouldn't be here then. hehe.


Look, decaying of harvesters would do 3 things.


1: Would put us in line with REALITY: Fact is, everything decays, if it didn't, why all the spare parts? SO.. why is it that the harvesters, which end up working day in and day out for months/years on end, have absolutely no decay, yet, the pistol I use to defend myself with decays on every shot?


2: Would put us in line with other crafters: Decay on weapons, armor, clothing etc etc. etc. Need I say more?


3: Would give us a viable source of renewable income. Oops, maybe I shouldn't say that, we don't want the Architects dipping into the millions/billions of credits that Armorsmiths, Chefs, BE's, DE's, WS's etc. etc. etc. are making on a daily basis, yet, if it wasn't for people upgrading and/or joining the game, we'd be out of customers before summer hits.



Ok, now I may sound a little nasty with some of my comments, but I've been doing this for quite a while, and it seems to me that this whole issue is repatitive, and it's starting to get a little old. This is supposed to be about bugs, not anything else. I don't see much on that part of the discussion, OMU's are it.


______________________



OMU's need to be looked into, everything else seems to crate up, including the NEW lamps, why can't something like the OMU's crate? Why do we even have to discuss this, it should have been automatic.


Resource Vein %: These are NOT inline. I can harvest UNGODLY Duralloy on a 96% vein, yet I can't harvest crappy Carb Ore on anything better than a 50% vein. This was SUPPOSEDLY going to change, or atleast according to a report, TC had a whopping 70% Carb Ore on it, WOW! where is the live servers high % at? This to me is a HUGE bug, and should be addressed as well. I'm not saying that it should always be 99-100%, but to hardly see 60% on a highly needed resource, this should be addressed and looked into, and don't let them go on it, saying it's being addressed, ask for updates on it.


Used Lots: Structure factory is 2 lots vs all other factories being 1 lot. I don't consider this a bug, I consider this a nerf on the Architect proffesion, and WE should be aligned with other proffesions and their needs/factories.


______________________


I know there is more stuff that I need to address, but I'm on a voice com system right now, trying to work out some other things for my player city, and in all honesty, it's more workable to me to focus on that, than on this, because in 7 months of playing, I have yet to see the NEEDED items addressed get fixed, instead, guess what, they add more bugs to the game. Right now, I've sold about 75% of my stuff off to possibly leave the game, but I'm certainly leaving the active proffesion. I'm not necessarily dropping architect, but I'm about fed up with giving the player community the same old thing, and that's where it ends. We have no use in the GCW, we have no use in the Galaxy at all, after people have purchased all the harvesters they need, the house they want, and the few items they want for their house, they are done with us.


Oh well...





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