Architect Archive

Thread: Zarcath: Suggestion Thread For Correspondent

Tigrus
Wed Jul 23, 2003 1:15 am
#1

Figuredmaybe we should start a thread to help out Zarcath and list off some of the ideas we would like to be passed on to the devs. Please keep this clean and productive. We are here to provide suggestions to what we would like improved about how the game works: bugs, logical errors, etc.


I for one would like to see:


1) permissions to structures fixed: Administrators of houses being able to pick up stuff in the houses, Admins to factories being able to access hoppers, etc.


2) Corellian House models should not be the generic models! thxu!



This is just a start, if we all chip in I'm sure we can make a good list for Zarcath to report on.

Kriterian
Wed Jul 23, 2003 2:14 am
#2

Here is my attempt to organize most of the thoughts I've seen from the architecture forums here. I may not post very often but I read ALOT, especially during all this server downtime.



Furniture:



  • Hide costs should be looked into for furniture, it just doesn't seem proportional to all other architecture crafting items.

  • Table-top items such as lamps and desklamps etc should actually sit on the table and not the floor.

  • Colors should be adjustable. That red/orange portion of the cushions on most items should be tintable like armor/clothing is currently.

  • Items should either be not collidable, or collidable: Not both. The consensus seems to be, let us walk through everything so we don't have to design our layout around the furniture.

  • Some furniture items have no functionality. The droid detector should actually detect droids. The lamps should actually light up a room.

  • MORE light types beside the torch. Everyone hates the smoke in their house.

  • Furniture should be placable on the balconies.

  • You should be able to sit or lay on beds and sit on all chairs or couches. Alot are currently broken.

Resources + Harvesters:



  • Resources should give some sign that they are going to run out soon. If you have a set amount of time that they last (say 2days) then make the percentage decay accordingly. That way we can tell it's going to run out when the resource gets down to 10% or so.

  • The default amount when you type in power or maintenence should NOT default to the full amount, it should be zero.Let's say you have 5000 credits and you want to put in 600. You slip and type in 6000 then hit enter. This is an invalid amount (since you have 5000) and it defaults to 5000 meaning you just accidentally put all your money into a harvester. The same thing applies to power.

  • There should be some way to regain power/maintenence after a mistake.

  • Some harvester building schematics do not make sense. Most of the medium harvesters require 3 structure modules but the medium chemical requires 3 WALL modules. That's a big difference.

  • If you're placing a harvester (or any installation)and you go LD, you will get stuck with the red tape build picture andlose the lot. The harvester never finishes placing.

  • Harvester deeds need tiny pictures or icons to represent them instead of the tan square. It's way to easy to rip someone off with the current setup.

  • Lost or deleted waypoints can be frustrating. A harvester icon on the map or a way to locate them would be nice.

  • Harvesters should be listed under the Installations section of the bazaar and not Misc: Deeds. Or list them in both so it's more intuitive when customers search.

General Assembly / Crafting:



  • Critical failures should return some of the items. You could even make varying degrees of failures. A small mistake returns 70% of the items. A major flub returns 50%. An industrial accident returns 30% and the very rare critical failure returns 1% or none.

  • Check into critical failure rates and/or the stats that affect your chances of success. Some people have reported exorbiant amounts of failures. Myself included.

  • Schematics should list the skill required to make the item in the details window. This way when you go to build a Super-fusion coil you'll realise ahead of time you need the tailoring skill for some odd reason.

  • Experimentation doesn't seem to affect very many architecture items. We can't double the damage on our couches like weaponsmiths can or increase the resistance of our chemical harvesters like armorsmiths can.

Houses:



  • Everyone of course wants more designs/layouts for houses. Possibly even customizable houses.

  • Administrator rights should allow the admin to do anything the owner can do EXCEPT destroy. Just like on every other installation. They currently can not place items.

  • Sell or provide additional control panels for individual rooms. This would allow people to make certain parts of the house accessible or charge a fee while leaving other's open to the public.

  • Windows for houses.

  • Balconies that allow you to put items on them.

  • Icons for the various types of houses, instead of that little tan square,to prevent scams.

My hands are starting to cramp up, I feel for the Architect correspondant. I hope I helped in some small way.





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

Zane Farstrider
Master Artisan / Master Architect
Zarcath
Wed Jul 23, 2003 3:24 am
#3




Kriterian wrote:

  • Some harvester building schematics do not make sense. Most of the medium harvesters require 3 structure modules but the medium chemical requires 3 WALL modules. That's a big difference.

I think you mean the Medium Gas Harvester needs 3 Wall Modules. The Medium Chemical Harvester needs 6 Wall Modules.








  • If you're placing a harvester (or any installation)and you go LD, you will get stuck with the red tape build picture andlose the lot. The harvester never finishes placing.

Currently all harvesters are being constructed at an accelerated rate, about 2-3 seconds. I am unsure if this was an intentional temp fix for the problem you describe above, or just a bug. I tried to re-create the lost lot bug before, when the build times were normal (going LD before the building finished). But I was never successful, tried maybe 7 times to get it to bug. I got a lot of tells from friends asking me if I was ok, guess I was annoying them with my offline/online messages








  • Harvesters should be listed under the Installations section of the bazaar and not Misc: Deeds. Or list them in both so it's more intuitive when customers search.

I have not seen any Medium or Large Harvesters listed under the Misc -> Deeds section yet, so I can only speculate. The reason why I think the Personal Harvesters are listed under Misc -> Deeds, is because it's not a true "Installation". If we put anything made from the Installations Tree, I'm sure it would show up under the Installations tab. I don't see this as being a big problem. However I do see Droids being listed as Misc -> Items a problem





Thanks.

Mitsudo - Ahazi

Takenoko - SWGCraft.com

Rath
Wed Jul 23, 2003 3:47 am
#4

I would like to see harvester rates adjusted slightly as there really is no reason for a large PA or other groups of players to use medium/large harvesters.


Personal harvesters stay the same.



  • 2 Kg/Hr

  • 720 Maintence/Day

  • 600 Power/Day

Medium Harvesters



  • 5 Kg/Hr

  • 1440 Maintence/Day

  • 1200 Power/Day

Large Harvesters



  • 10 Kg/Hr

  • 2880 Maintence/Day

  • 2400 Power/Day

Basically the change would be mediums get a slight bonus over running two smalls while costing the same as running two smalls. This isa fair trade off considering medium minerals take 3607 resources compared to the 250 of the smalls. Large harvesters, however, will cost more than they do now, but they do 5 times the work of a single small. Considering large minerals take 27770 resources I feel this is a fair trade off.


As others have said the medium harvesters need to be brought in line with each other. Either make them all cost wall modules or make them all cost structural modules. If you still want a resource difference between them, make the medium gas and chemicals take 6 structural modules instead of the 3 structural modules minerals take.


As a side note, we need harvesting mechanisms to work.





Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
jagnac
Wed Jul 23, 2003 4:05 am
#5

It is not possible to make Harvesting Mechanism which is the pert needed to make medium and large flora harvesters. This is a bug which should get a high priority.
GoCanes
Wed Jul 23, 2003 5:51 am
#6






Kriterian wrote:

Furniture:



  • Hide costs should be looked into for furniture, it just doesn't seem proportional to all other architecture crafting items.

I have to disagree with this point - I think the hide costs are fine, no need to raise them... Especially for the high level furniture that is planet and hide type specific...



  • Items should either be not collidable, or collidable: Not both. The consensus seems to be, let us walk through everything so we don't have to design our layout around the furniture.

Totally agree... If you drop two factory crates too close to each other, they overlap and neither is accessible after that... All you can do is EXAMINE from the radial menu...



  • Some furniture items have no functionality. The droid detector should actually detect droids. The lamps should actually light up a room.

  • MORE light types beside the torch. Everyone hates the smoke in their house.

  • Furniture should be placable on the balconies.

  • You should be able to sit or lay on beds and sit on all chairs or couches. Alot are currently broken.

All these are pretty much the same point - furniture should have the "intended" functionality... Beds should be allowed to lay on, torches should be able to be placed outside your house, lamps should be light sources, chests and Armoires should hold items, etc...


Resources + Harvesters:



  • The default amount when you type in power or maintenence should NOT default to the full amount, it should be zero.Let's say you have 5000 credits and you want to put in 600. You slip and type in 6000 then hit enter. This is an invalid amount (since you have 5000) and it defaults to 5000 meaning you just accidentally put all your money into a harvester. The same thing applies to power.

  • There should be some way to regain power/maintenence after a mistake.

Points go hand in hand... Vendors in your house have the ability to remove maintenance... Just add the functionality to other items requiring maintenance...



  • Lost or deleted waypoints can be frustrating. A harvester icon on the map or a way to locate them would be nice.

I agree here too... I think what would be nice is that on the CTRL+C character sheet, they add a tab called "Lots" that would tell you how many lots you have and list each of your strucutres and how many lots they use from the total... Then you can highlight a structure and have an option to "Store Waypoint" which then shows up in your Datapad... Similar to treasure maps functionality...


General Assembly / Crafting:



  • Critical failures should return some of the items. You could even make varying degrees of failures. A small mistake returns 70% of the items. A major flub returns 50%. An industrial accident returns 30% and the very rare critical failure returns 1% or none.

I agree here too.. It doesn't make sense to pour resources into an items and then when a failure occurs you get nothing... At least make an item in your inventory called "Broken such and such" that the user can then destroy if wanted or take to a junk dealer for a little return on their loss...



  • Experimentation doesn't seem to affect very many architecture items. We can't double the damage on our couches like weaponsmiths can or increase the resistance of our chemical harvesters like armorsmiths can.

Please add higher capacity, higher efficiency, or reduced maintenance costs to structures that have been experimented up... I see alot of Architects spamming cheap cost houses when they probably used the cheapest materials and never experimented... A few of us use the best materials and experiment in hopes that something is added later and everyone will look and say "Hmm, this house GoCanes made me costs half the maintenance of Such and Such's house"...


Houses:



  • Icons for the various types of houses, instead of that little tan square,to prevent scams.

Agree here too... Instead of the same icon for all deeds, make a icon that at least looks similar to what you will end up with... Or even an icon that looks like a real deed instead of looking like a foundation of a structure...









GoCanes - Radiant Server - Pikeman
44.3+ Crafting Stations and 15.00 Crafting Tools outside Theed, Naboo at -4760 5332
Resources and Radioactives Vendor located 1k outside Coronet, Corellia at 892 -4844
Starting active duty to Iraq 27 November 2004, so I may not be able to stock afterwards

killbuckner
Wed Jul 23, 2003 5:52 am
#7

I think that its important that the harvesters deteriorate after they have been moved a few times. If they always come back in perfect condition, people have all the medium harvesters they will ever need once the economy matures. If the medium harvesters started to get less efficient every time they were moved it would also open up a marked for used equipment.
GoCanes
Wed Jul 23, 2003 5:57 am
#8






Zarcath wrote:




Kriterian wrote:

  • Some harvester building schematics do not make sense. Most of the medium harvesters require 3 structure modules but the medium chemical requires 3 WALL modules. That's a big difference.

I think you mean the Medium Gas Harvester needs 3 Wall Modules. The Medium Chemical Harvester needs 6 Wall Modules.


No, he means a "Chemical Extractor" listed under Installations II: Medium Harvestors... Both the gas and chemical on that tier require 3 WALL modules instead of STRUCTURAL modules like the Minearl Mining Installation on the same tier... The Chemical Harvesotr that uses 6 WALL modules is the Deep Crust Extractor under Installations III: Medium Harvestors... It's the next higher tier, so we can accept higher reqs from it, but not items on the same tier...








  • Harvesters should be listed under the Installations section of the bazaar and not Misc: Deeds. Or list them in both so it's more intuitive when customers search.

I have not seen any Medium or Large Harvesters listed under the Misc -> Deeds section yet, so I can only speculate. The reason why I think the Personal Harvesters are listed under Misc -> Deeds, is because it's not a true "Installation". If we put anything made from the Installations Tree, I'm sure it would show up under the Installations tab. I don't see this as being a big problem. However I do see Droids being listed as Misc -> Items a problem


I don't want to sound snappy, but the reason you haven't seen any Medium or Large harvestors on the Bazaar is because of the cap on the Bazaar... Do you ever sell anything on the Bazaar? Do you evenrun an Architect character? Go try to place a Medium Harvestor on the Bazaar real fast and you'll see why they are not on there...








GoCanes - Radiant Server - Pikeman
44.3+ Crafting Stations and 15.00 Crafting Tools outside Theed, Naboo at -4760 5332
Resources and Radioactives Vendor located 1k outside Coronet, Corellia at 892 -4844
Starting active duty to Iraq 27 November 2004, so I may not be able to stock afterwards

GoCanes
Wed Jul 23, 2003 5:58 am
#9



GoCanes - Radiant Server - Pikeman
44.3+ Crafting Stations and 15.00 Crafting Tools outside Theed, Naboo at -4760 5332
Resources and Radioactives Vendor located 1k outside Coronet, Corellia at 892 -4844
Starting active duty to Iraq 27 November 2004, so I may not be able to stock afterwards

GoCanes
Wed Jul 23, 2003 6:02 am
#10






killbuckner wrote:
I think that its important that the harvesters deteriorate after they have been moved a few times. If they always come back in perfect condition, people have all the medium harvesters they will ever need once the economy matures. If the medium harvesters started to get less efficient every time they were moved it would also open up a marked for used equipment.





I've seen few structures popping up with factional icons on them based on the owner of the structure... I'm hoping that they will eventually allow opposing factions to attack factional structures and that will allow Architects an opportunity to create more structures in the future.



GoCanes - Radiant Server - Pikeman
44.3+ Crafting Stations and 15.00 Crafting Tools outside Theed, Naboo at -4760 5332
Resources and Radioactives Vendor located 1k outside Coronet, Corellia at 892 -4844
Starting active duty to Iraq 27 November 2004, so I may not be able to stock afterwards

Zarcath
Wed Jul 23, 2003 6:20 am
#11




GoCanes wrote:


No, he means a "Chemical Extractor" listed under Installations II: Medium Harvestors... Both the gas and chemical on that tier require 3 WALL modules instead of STRUCTURAL modules like the Minearl Mining Installation on the same tier... The Chemical Harvesotr that uses 6 WALL modules is the Deep Crust Extractor under Installations III: Medium Harvestors... It's the next higher tier, so we can accept higher reqs from it, but not items on the same tier...

My mistake, I completely forgot about the Chemical Harvester at Tier II. Tier III Installation is still called Medium Harvesters Anyhow, the resources required for Tier II Harvestersshould be re-balanced, however I don't think this is crippling enough to make it into the first weekly report.





Mitsudo - Ahazi
Takenoko - SWGCraft.com

X-EQholic
Wed Jul 23, 2003 6:23 am
#12

1. Change redeeding so you get credits back, if not architect is a dying profession.


2. Add to / commands


a. /addpower


b. /emptyhopper this would work on any harvester or factory



Zorph


Master Architect Bloodfin




Zorph
ex-Master Architect, Bloodfin
killbuckner
Wed Jul 23, 2003 6:47 am
#13

I don't think that its necessary to make people buy a new medium harvester every time. I just think it should lose some effectivness every time it is moved. Say you find an 80% density of steel and put a new medium harvester on it. You would get 3.2 Kg/hour of resources. If you put up a medium harvester that has already been moved 3 times you would get only 2.5 Kg/hour. Eventually the medium harvester would be no more effective than a personal harvestor but would cost more to maintain. I also do think that mediums need to be bumped up so that they collect more than double what a personal harvester can.
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