Architect Archive
Thread: Arch vs. Everybody else
Not trying to say that you don't have important issues to be resolved, cause you do, just saying, don't feel to bad!
Least broken profession? Where in the world do you get that idea?
Here... have a bug list:
1. Power Core Manufacturing Schematics are broken. You put in enough identical parts for several power cores, and get a random number back. Example: I put in 5 identical Power Conditioners, 5 identical Energy Distributors, 5 identical Generator Turbines, and the resources from the schematic. I had enough power and maintenance to run the factory for 5 days straight. I got 4 of the 5 Power Cores back, with 1 use left on the schematic.
2. (Affects all crafting professions... but then, our components cost more resources than any other tradeskill item except Droids): Slots that require single components always require "identical" components as a default. This adds complexity (player-wise, not character-wise) to the manufacture of these components. Single component slots should be changed to "similar".
3. At 1/10th experience for factory production, other tradeskill professions lose maybe 100ish experience per item crafting required factory components. Crafting a single heavy harvester loses almost 20,000 experience for an architect due to factory component requirements.
4. Medium and Heavy harvester requirements are not balanced. Some Medium harvesters cost as much, if not slightly more than their heavy counterparts, while others don't even cost half as much. Because the recipies are not standardized, standardized pricing for harvesters is extremely difficult.
5. Architects only recieve 55 Assembly and 55 Experimentation skill. All other tradeskills have (live, or on test) 100 to each.
6. The construction discipline gives only Experimentation skill... no recipies, no abilities, just experimentation.
7. Experimentation does nothing at all for architects. We can raise the little percentages when we craft, but those percentages have no outcome on any measurable stat on the structure. It doesn't make maintenance cheaper, lot usage less, power usage less, harvesting rate higher, or hopper storage room larger... basically, we have an entire discipline, requiring 352,000 experience, which does absolutely nothing except eat skill points and allow us to reach Master.
8. Architect Components do not appear to use Structural Experimentation skill when determining the number of experimentation points, or chance to succeed, when creating those components. They only allow 1 point, with a 43-57% chance of failure.
9. Corellian and Generic houses share many of the exact same floorplans... they basically just copied the generics tothe Corellian housesand said "Hey look, we're giving you more buildings!" (or maybe it was the other way around).
10. The Corellian and Generic houses are so close, in fact, that even the devs cannot tell the difference, which is apparently why we have two "Small Corellian House, Style 2 (floorplan 2)" schematics. One of these is actually a generic (you can tell because it costs about 800 more resources).
11. We have 3 types of plants, all received at Novice Architect, which are listed as being "style one" for that type of plant. We never receive a style 2, much less a 3, 4, or 5, even though they exist elsewhere in the game (NPC structureshave them).
12. The ballot terminal is created with the weapon, droid, and general items crafting tool, rather than the furniture and structure crafting tool.
13. The ballot terminal cannot be picked up once placed.
14. Ballots only last for one hour once started... there isn't even a UI for setting the ballot duration.
15. The bank function on the Ballot terminal does not do anything.
16. We have two data terminals. Neither does anything the other doesn't do.
17. Cannot store items in container furniture.
18. Cannot place items on tables.
19. Cannot sit on the Large Bed
20. Cannot place items in Outdoor areas of the house (courtyards, balconies, etc).
21. Medium Generic and Medium Corellian houses are barely larger than small generic and small corellian houses.
22. The Tattooine guild hall supposedly only takes up 7 lots (right... *only*). All others take up 9 (which is too much).
23. The Small Naboo House, style 2 takes up 1 lot. All other small houses take up 2.
24. The Structure Factory takes up 2 lots. All other factories take up one.
25. Critical fails don't affect other tradeskills like architects do. Armorsmiths, Weaponsmiths, Tailors, and Chefs can run their entire production through a factory, including mass production of finished items. Architects can, but it would take *MONTHS* of gathering resources to do one factory run of PA Halls, large houses, etc. When one of the other tradeskills has a critical failure, they *might* lose 800 resources. When an Architect has a critical failure, they can lose up to 60,000 resources. Because the Architect is forced to manually combine each final combine, or spend months gathering resources for a single factory run, Architects are far more susceptible to resource loss from critical failures. When one of the other tradeskills has a single critical failure, they're out one of 40 or 50 sellable items that they'll make that day. When an architect has a critical failure, they're out 2-3 days worth of resources and income.
26. Only torches provide light. None of the lamps provide any light at all.
27. There are 2 types of desk lamps, but no desks.
28. Droid detection devices do not detect droids... or do anything for that matter.
29. Multi-person seating (couches, loveseats, etc) still only have one place to sit on them.
30. The Dining Room Table is too high for any of the furniture. It needs to be about a foot lower.
That's all I can think of right now, bug wise. Issue wise (wish-list, balancing, etc) the list is about 3 times as long. If we have the least broken profession, someone needs to let my dancer, smuggler, Creature Handler, and Pistoleer friends know, because apparently they're missing out on all the game breaking bugs they're supposed to have.
How about:
Many architects cannot even build a Harvester Mechanism ... which prevents them from building ANY harvesters.
MichelaSundiver wrote:
How about:
Many architects cannot even build a Harvester Mechanism ... which prevents them from building ANY harvesters.
Change "Many" to "No". Change "ANY harvesters" to "automated (medium) and high capacity flora farms".
Oh, and UntoldGlory? Fail on a PA hall and a fusion generator in the same night and *then* come back and tell us not to feel too bad.
Fortunately the pain is fleeting...it's only pixels on a screen.
Crafting stations: Why add optional components when they do nothing.