Architect Archive

Thread: Architect Top 5 Issues Open Discussion on Issue #1 Architect Variety / Economy

Dvnce
Wed Mar 24, 2004 4:38 pm
#1


These are Hot topics that I have noticed open for discussion this is the place to specifically address This issue.. whether you agree or disagree let us know.. Please try to keep your responses as "To The Point" as possible. If you feel I missed something that should fit in this category Now is your chance to plea your case..



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

As was finally proven BER 11 and BER 14 Harvesters are possible. Howeverhaving asmall range of improvement from experimentation on Harvesters makes it so thatthere 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 )




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Pawlin
Wed Mar 24, 2004 6:22 pm
#2

Factory experimentation ... yes.


GCW involvement by building structures that can be destroyed... YES!!


Decimal ratings on harvester BERs... /shrug. Dunno. I think we do run the risk that everyone in the world would just want BER 13.9 insted of BER 13 like they do now. That might hurt the smaller folks more than not.


I'm not totally sure what the end goal of increased variety is and who its meant to benefit.






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Architect, House, Furniture, Harvester FAQ

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Bandola
Thu Mar 25, 2004 4:56 am
#3

max BER - I have the same opinion as Pawlin, my first thought was that everybody would want the top rate whatever that was and that 13.49 just means that a13.0 just doesn't cut the mustard anymore. Give us 2 meaningful lines of experimentation so that we have to make a trade off extraction vs hoppper size. If you make a 13 you have a small hopper size (say 1 day worth of extraction), if you make a 12 the hopper size is greatly increased, but you should never be able to make a 13 with large hopper size. The larger hopper size would maybe suit the static lot miners, the extraction rate for the smaller fields. Maybe combining this with the decimal point is possible to get an optimum solution.


Factories - It is pointless having any experimentation line that does nothing, that is where we are at today.


GCW - It amazes me that we still have to even ask about this, I fail to understand why we were left out of GCW, this surely has to be considered as a major oversight by the devs and IMOthey should be working flat out to correct this before they do ANYTHING else.




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EnigmaBSc
Thu Mar 25, 2004 6:54 am
#4

Decimal point extraction rates: I think this is a good idea. I was going to comment that it would make things more difficult for those who haven't mastered the profession, then I remembered that this is the Architect forum, and Architect is the easiest profession I've ever seen to make a profit while not a master.

Faster factories through experimentation: Full agreement.

GCW: I don't really feel I can comment on this. I've never been involved in or seen any PvP GCW combat, so I don't know how Architects would fit in. Another source of renewable income would definitely be welcome though.

* Warning - controversial idea ahead *
Renewable income: I suspect this is going to prove to be an unpopular viewpoint, but I would say that Architects should already have a form of renewable income through Mineral Mining Installations, and that it could be increased. No, I haven't gone completely mad, allow me to explain my reasoning:
Mineral Mining Installations are the most efficient (resources/credit) mineral extractor around. Personal Mineral Extractors (BER 8) can produce resources at a theoretical maximum rate of 8 resources per credit, requiring 0.105 units of power per resource. Mineral Mining Installations (BER 10, ignoring the BER 11 oddities) have a theoretical maximum of 10 resources per credit and require 0.084 units of power per resource. Heavy Mineral Mining Installations (BER 13, ignoring the BER 14 oddities) have a theoretical maximum of 8.67 resources per credit and require 0.097 units of power per resource.

It is possible to run eight Mineral Mining Installations off of two wind power generators. Assuming that the installations can be kept up 20 hours out of every 24 and are always on a 65% concentration (a conservative estimate in my opinion) this equates to a total cost-per-unit-resource of 0.193 credits. A Mineral Mining Installation requires 3607 resources to craft (assuming the swgcraft statistics are correct). This equates to a cost of 694 credits. A Mineral Mining Installation costs 3000 credits to redeed. At the minimum construction cost it is far cheaper to replace your Mineral Mining Installations with new ones than it is to redeed when you need to move them. However, this does not work for those who cannot mine all their own resources, due to the ridiculous 1500%-10000% markup that is currently put on resources. If (and here is the big if) the resource cost was to fall and the redeeding cost on Mineral Mining Installations (and presumably on Heavy Mineral Mining Installations as well) was to rise, then voila, good renewable income.

As an addendum to this I should state that it is my view that Mineral Mining Installations should be the most prevalent mining installation, used by those who mine resources to sell.
* End of controversial idea *

Hopper sizes: I think it would be a good idea to change the range of hopper sizes. At the moment there is absolutely no point in experimenting on the hopper size of an extractor or mining installation, because at a very minium it'll hold four days of resources comfortably. A minium of 1 day to maximum of 7-10 days would be good, but I don't see how you could introduce this with the existing extractors and mining installations.

EnigmaBSc
EnigmaBSc
Thu Mar 25, 2004 6:56 am
#5

The top BER for a personal mineral extractor should of course be BER 4. Since Sony, in their wisdom, have decided that I should need to spam their boards with posts before I earn the right to edit my own messages I am unable to correct the above post.

EnigmaBSc.
Dex1138
Thu Mar 25, 2004 6:58 am
#6

I'm just an interior designer, but I would like to see the possibility of better factories comes to light.



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Huntercrom
Thu Mar 25, 2004 9:13 am
#7

As for Harvesters, someone came up with the idea of having a one use item for harvesters, kind of like a rig, so that you can attach them to your harvester and be able to set them up on the side of a hill or in bad terrain. I have to agree with this, it doesn't need to take tons of resources to make, the code should be simple enough to do as well. But what about those of us that have or used to live on planets that have tons of water, i.e. seas/oceans/lakes/rivers.., why can't we also build an offshore harvester? Something that you can use out in the middle of the water. I know from my experiences of living on Naboo, there were countless times that I could have gained 10-20% on a vein by being able to plant out in the water, and that 10-20% could have made the difference in what I was wanting to harvest.



Factories are a joke, STILL. Doctors need a Food/Chem factory this is one lot, Tailors need a clothing factory, this too is but one lot, DE's, WS's, AS's need an equiptment factory, this also is but one lot, however, the Architect, he needs a HUGE structure factory, and this takes 2 lots, as well as more power, more money, more time, more space.. blah blah blah. Let's bring the structure factory down to 1 lot and bring it in line with the others.


I also think that a FACTORY should be more efficient vs. doing it all by hand, thus, it should not require so much time to make items in it. I can generally figure that it takes 3-4x more time to make something in a factory than it does to make things by hand, yet, alot of the larger items schematics call for FACTORY CRATED ITEMS. Well, technically, Ore Mining Units shouldn't be allowed to be used then, WHY? Because, they don't CRATE. yeah, yeah, cheap shot, cause they have identical serial numbers, but hey, it's a reason to complain about it isn't it.. hehe. Honestly though, for all the ADDITIONS to this game, they can't even fix the ore mining units not crating? I mean come on now, how hard is that one? They got the new lights to do it, why can't they get the OLD ore mining units to do it now too? Hmmm...


GCW: Well now isn't this funny that this is being brought up again, and again, and again. This is something that is about as old as the OMU's not getting crated. Why can't an Architect build an Imperial or Rebel base? Why can't they build structures and walls for one? Why can't they build the main parts of a turret, add a cannon from a weaponsmith and give out factional turrets, based on Imperial or Rebel faction point purchased schematics? Honestly, I doubt that taking this up with the Dev's again will get us anywhere, but Dvnce, please do try.



In all honesty, I like the fact that you are trying to get us something from the dev's, but I would much rather have the dev's do one thing, before adding anything else. FIX WHAT IS ALREADY BROKEN, before they give us something else that is broken. Fix the OMU's not crating for starters. Asking for new stuff from them, even though getting involved in the GCW and Renewable forms of income are old arguments, is not getting anyone, anywhere. We, as a group, should be asking for fixes first, and new things second. We need to list out what is broken, and push to have that addressed, while all that while, working on what else we'd like to see. I'm so tired of playing a game that is continually broken, and rather than having them focus on fixing the small stuff, they just keep adding new stuff and having that be broken too.


Sorry for the rant here folks, I know that this really is to be constructive, but I think we really need to take a look at our priorities here.










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Naufragus
Thu Mar 25, 2004 10:07 am
#8

Message Edited by Naufragus on 03-25-2004 02:58 PM

Naufragus
Thu Mar 25, 2004 10:08 am
#9


issue #1: We saw in the brief PUB 7 that 11s and 14s are possible....WHY ARE THEY NOT STILL POSSIBLE??? what is preventing us from making them rightg now. is something gated?


ISSUE #2 VARIETY: we where also discussing making harvestors not so cookie cutter.....that is allowing us to effect not only extraction but power usage and maintence costs....if those items could also be experimented on then there would be a variety..not al 13s would be the same and people might have uses for 12s as well... also it might be nice to see some new kinds of harvetsors that take up 2 lots or more....i for one would personally like to deal with 1 haverstors with BER 50 that took up 4 lots as opposed to have to **edit** around with 4 seperate ones...i would really like to get the last idea on the table...once any kind of variety is put into the game, i believe we will see sales increase again


ISSUE #3: FACTORY TIME: there are more issues here than just making things work faster. The entire factory time needs to be looked at....did you know it takes 3X as long to produce a small armor segment than it does generator turbine....i can make harvetsors faster than i can synthetic cloth....most of the current default times need evaluating and adjusting.


ISSUE #4 CONSUMABLES: our profession does not lend itself to consumables, by their nature, homes, furniture and machines dont decay quickly...i mean the house i live in is 100 years old! aside from the GCW the only other things that would help us are things that are single use or limited use...i cant really think of any thing though,well i can but it would just open a can of sarrlacs, we should be the ones making the tents/camps that the grizzly adams crowd uses.
Naufragus
Thu Mar 25, 2004 10:46 am
#10


Message Edited by Naufragus on 03-25-2004 03:02 PM

Naufragus
Thu Mar 25, 2004 10:50 am
#11



Rather than start a NEW thread i will just discuss this here...we need some fresh products


NEW STRUCTURES....


player garage attachments....an actual gararage you can place near your house...while parked there your vehicle doesnt decay...might also be able to store vehicles ther einstead of on your datapad...could also be a "stable" for the people with mounts and what not


Warehouse ---- could be 3 sizes based on storage...basically a simple one or two room structure for the purpose of storage.


Storefront --- a commericial business structure.... tents are ok but we need some actually structuces taht dont look like every one is a bedoquin carpet merchant... could be small 1-3 room structures and they could also be PROFESSION SPECIFIC....bakery, weapon smith, clothing store etc....the store structure should be easily distiquishable from homes.


STAR WARS STYLE HOMES --- i dont really see any styles that reflect the Star Wars style i am used to seeing in the original 3 movies...yet the tat style and naboo work but the other style is missing...i dont know how to describe it...it looks like the city on Bespin and is also seen at the end of ROTJ during the celebrations...the generic/corellian styles dont really say star wars to me


NEW STRUCTURES THAT ARE ALREADY IN THE GAME


These are all based on tattooine so i would love some help on other styles on other planets..


Small Dome .... the small dome that has a door way leading underground....this could lead to any sized house and would give people a variet to choose from


Small 3 Story structure... these are all over tat...they are 2 rooms on each of 3 levels....we should be building these and offering them to our customers as well.


Medium walled house... these appear wilth Jabba spawns and sometimes the nomad....it is a medium sized house house with a gated garden in front..should be added to our our skills as well


Large "Darklighter" Style....maybe i am wrong but it appears that Darklighter has a variation of the large or guild hall...would ne nice to offer our customers a choice
Kyrien
Thu Mar 25, 2004 12:34 pm
#12

Here's my 0.02c....


Issue # 01, It's not really broken, why fix it. Harvesters are working for the most part. I understand the desire to create a little more variety, but in my experience "in the game" people anly seem to buy the highest rated item, wether it be a tool , a weapon or a harvester. There seems to be minimal demand for items that do not have maxed out experimental features. I do agree with Huntercrom's idea of a rig, that allows acces to place harvesters on uneven ground. To make these profitable they should be one time use, there should be a credit cost for their maintenance and they should be destroyed when the harvester they are supporting is redeeded (non-redeedable), and there should not be any time wasted with this destruction..... do you really want to see a mountain covered on smoking rigs? You could also limit the terrain that the rig is placed on (ie light grades, over boulders shallow water, but not on mountain slopes / cliffs or deep water).


Issue # 02, Factories. Factories should be at least as fast as manual production. This should be at least the minimum speed of a factory. There should be an experimetal path to increase this speed.


Issue # 03, the GWC, I'm currently neutral, I don't see this chaging soon due to my lack of Combat abillities (marksman 0/0/3/2 and still getting my ass handed to me by small creatures....). I don't really have an opinion in the crafting faction structures debate, however if regular structures were to become damageable / destroyable by other PC's how am I going to protect my factiries and harvesters from them with my nonexistent combat abilities?


The real Issue, As Huntercrom has already stated, lets address the real Issue and fix what has been broken since day one before adding new content. I'm also a DE and I'm still not sure what publish 07 has done for me other than add some fluff content and move things arround. The older DE problems are still there, lack of droid functionality (eidroids that look after harvesters, etc) and lack of a renewable market (ie no decay). I would hate to see something like this happen to the architect Proffession.


Kyrien

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Cafa
Thu Mar 25, 2004 2:51 pm
#13

I really tired of "Most of Us" statements. Either take a semi-scientific poll or please do not continue to make this statement.


I do not agree that BER increases are bad. I think BER increases are GREAT. And FYI, I did not get any 11's or 14's during the period in question.


Fivo Asia



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