Architect Archive
Thread: Zercath, Issues and questions for your list please
Yes please put Max's points on your list Zarcath.
In particular the admin issue with sharing houses and the harvester mechanism bug.
Here's a few more that are lower priority but would be good to have investigated:
1) Could you ask why the heavy mineral mining installation requiresidentical wall units whenallof the other "heavies" only requiresimilar wall units (even large houses and PA halls allow similar). I'm hoping the heavy mineral blueprint is just "off" and it's not the other way around especially since factories are now only giving 10% xp and these are the casual Architects bread and butter forxp (fortunately I made Master before the nerf yay!)
2) Considering they plan to revamp the Armosmiths to have a full 100 points for assembly and experimentation, is it "as intended" that Architects only get 55 assembly and experimentation points at Master (unless your a MonCal of course)? Tied to this isanother question: Every other Novice level advanced class gets a bump to assembly and experimentation as soon as they promote as well as the additional skill bumpsfrom their technique lines, why don't Architects get any assembly and experimenation skill mods at the Novice level? Since assembly skill affect failures and failures are crippling for us in particular, this seems like a big oversight.
3) Fusion generators need radioactives. Radioactives disappear from the resource table whereas there's always one source of wind and solar available. As intended?
4) Light sources on our lamps! I'm sure tailors in particular but everyone in general would like a non-torch alternative to lighting up their houses and shops.
Thanks
Bah, I started this thread then saw Max's and meant to append this there.
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=6078