Architect Archive

Thread: Top 5 Issues (rough Draft) 2.06.04

Dvnce
Fri Feb 06, 2004 6:59 pm
#1









This is just a very rough draft of this final report Review these and take this opportunity to point out if I missed any important factors..


Also Many of these items can be elaborated on quite a bit and Iwill make that known that we are able to elaborate on any of these issues when called on to do this.



I will try to condense this summary a little bit more.. It is easier to draw Dev attention to issues if they can be presented in a short concise and "To The Point" format..




These are the Final issues that are relevant to the Architect Profession




Issue 1). Bugs These are what we have set as bugs, we need them fixed or addressed and clarified at least if this is as intended..


Harvester Anime.. Not working when harvesters reload..


Master Armoire still is not right.


Factories are stopping before the 100 item limit in output hopper is reached.



Issue 2) Interior Design. As a viable role for architects there are many changes that need to occur. The following is a list of what are our priorities in this category..


Up/Down ability on item movement.(yes announced that this is being worked on but this will be an issue until in fact this feature actually makes it in game)


We need colorizing options for furniture especially those that require hide or wood as ingredients.. Either in the same style a tailor chooses colors or using a craft able tool that shares the same platform as the new vehicle customization tool.


Storage type furniture needs to be used for that purpose(in the way that we are using backpacks now for storage.( chests, armoires, cabinets. Etc.)


New Furniture. Even one or two per patch would be nice.


Lights Lights Lights. Can these work please..?



Issue 3). The way things are working and the way they should.. There are a handful of instances that just need a little revamping or tweaking..


Fusion and Solar harvesters are not having an option to experiment on effectiveness on final assembly ..


We should be able to experiment on factory effectiveness. A well set up manufacturing center should produce items on an assembly line faster than we can by hand..


If it’s a chair we should be able to sit on it.. If it’s a bed we should be able to lie down on it.


Factory crates should ALL(especially Ore Mining Units)go to 100 item limit and identical crates of less than 100 items should be able to stack.


Allow resources to stack to 1million units. This will help tremendously on storage issues.


Lights Lights Lights.. Can these work please..?



Issue 4). Renewable Income. With saturation of harvesters on our servers increasing the need for our services are dropping.. This can be addressed in a few ways.


We want a role in the GCW. Building facilities and items that can be destroyed.


If a structure falls below 0 maintenance then it should take a repair kit(craft able) to get that structure operational again. Repair kit should require items like a new power core (generator), lubricating oil, and resources that would restore structural integrity(metals).


New structures always raise new demands.. Especially ones that are Player City specific(would also add benefit of joining a city)


We need to be able to offer a wider variety on some structures. For example Give us experimentation on houses.. It can have a swinging effect like if we increase storage capacity of a house it has higher maintenance costs and visa versa.



Issue 5) Our Role in the GCW. Every profession should have a specific role in the this war. It only makes sense that architects should be able to make any structure involved in bases.


If a person wants to place a base/turret they should have to go to faction recruiter purchase a schematic with their faction points then have an architect build this item. The architect should have to get some items from other Professions Like Weapons Core from a WS for the Turrets, Reinforced Armor Plating from AS for bases, Clothe From Tailor for banners and flags.. These items will also help with our issues on Renewable source of income..


Allow us to also make new items.. Walls .. Gates.. Towers(watch/sniper) that can also be added to fortifying bases(all destroyable)
NJ62
Fri Feb 06, 2004 7:29 pm
#2

If it’s a chair we should be able to sit on it.. If it’s a bed we should be able to lie down on it.


And if it's a couch, 2 people should be able to sit side by side on it, not in each other's laps.


<sneaks out of forum>



n'Jessi
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Griswel
Fri Feb 06, 2004 8:28 pm
#3

Bugs - add ore mining units not being delivered in crates.


On Storage, I don't expect too much change. The Devs probably won't want to mess too much with the power we have in storage by allowing a lot more or making stacks 1m. Good list though.


IMPORTANT!!! If new items in the game serve as storage, make sure stuff doesn't disappear out of them (as it has from so many other things). A game as old as SWG (>6 months) really needs to avoid being 'untrustworthy': when we earn something, bugs stealing stuff from us are very disheartening.


This IMHO ought to be a top priority with any changes in the game, not just architect.
Runninglighter
Fri Feb 06, 2004 10:09 pm
#4

Great job ! Send it.



Axid Runninglighter
Chilastra
Master Artisan / Master Architect / Master Merchant
Automath
Fri Feb 06, 2004 11:39 pm
#5

Not bad at all, however as I feared, all the great ideas that came up around decay



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Automath
Fri Feb 06, 2004 11:46 pm
#6

Ignore last post, fingers got the return key by accident.


As I was saying, not bad at all, however as I feared, all the great ideas around decay and renewable income have had to be watered down to make it more concise. Lets hope the devscan read into these issues, nore than taking them at face value, asnice as new building and repair kits are, I would still like to make the old ones on a regular basis.I think thats why we need, not just the top 5 issue thread, but also a complete list of issues and ideas thread, however we are heading in the right direction.


I believe the issue are just posted as a sticky on the boards as opposed to being sent in, might be wrong, just going by what all the other professions have done with there issues.






Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
Dvnce
Sat Feb 07, 2004 2:15 am
#7






Automath wrote:

Ignore last post, fingers got the return key by accident.


As I was saying, not bad at all, however as I feared, all the great ideas around decay and renewable income have had to be watered down to make it more concise. Lets hope the devscan read into these issues, nore than taking them at face value, asnice as new building and repair kits are, I would still like to make the old ones on a regular basis.I think thats why we need, not just the top 5 issue thread, but also a complete list of issues and ideas thread, however we are heading in the right direction.


I believe the issue are just posted as a sticky on the boards as opposed to being sent in, might be wrong, just going by what all the other professions have done with there issues.









Actually they get sent in too .. and each issue will have alot more detail sent in right after it.. WhatI want is to present a nice concise summary .. Few Words Packing a big Punch.. The game plan is too also do a little organization of our forum here so I can easily direct, what attention we get, to more info if needed.. Plus there is interaction between the powers that be and the correspondents on these issues too.. I was surprised at just how much when I started..


I tried to find the thread about the recipe for these tune up kits.. pretty much they concept I personally liked took about 2k resources:


in way of 1 generator or at least light power core, 300 units of Lub Oil(put this stuff to good use) and about 250 metal..

so they would be a decent chunk of change to sell..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

PhazeDistortion
Sat Feb 07, 2004 8:26 am
#8

Wonderful work. Just a couple of notes:


1)A slight rewording on this one, just to make sure its clear that some items do not crate already: All items produced in a factory should come out in crates(especially Ore Mining Units and Deeds)and go to a 100 item limit.Identical crates of less than 100 items should be able to stack.


2)Structure factories should be changed to a 1 lot requirement. Our items have the highest resource content, and thus we have the greatest need for our lots.



Phaze Distortion
Kauri Architect of the Year nominee
ElBlufer
Sat Feb 07, 2004 9:02 am
#9






PhazeDistortion wrote:

Wonderful work. Just a couple of notes:


1)A slight rewording on this one, just to make sure its clear that some items do not crate already: All items produced in a factory should come out in crates(especially Ore Mining Units and Deeds)and go to a 100 item limit.Identical crates of less than 100 items should be able to stack.


2)Structure factories should be changed to a 1 lot requirement. Our items have the highest resource content, and thus we have the greatest need for our lots.







I agree with this! I am down to 4 lots to mine...and have been going through a mill a week on resources.


Good job on the overall though!




Elliott Blufer

Master Architect of New Acropolis
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PsychoticChipmunk
Sat Feb 07, 2004 12:09 pm
#10

Looks good.



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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
Pawlin
Sat Feb 07, 2004 1:23 pm
#11


Good job.




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LadyLeala
Sat Feb 07, 2004 6:55 pm
#12

I also think they should remove buyable furniture. (i.e. rebel furniture with faction points).


Instead, the person should buy a SCHEMATIC. It can be a limited use schematic just like the Dead Eye schematic (10 uses). But it would still give us more to do, and make us feel like we are able to make the best stuff in the game, as opposed to a faction having the best stuff... (yes, I think the rebel furniture has the nicest look out of any furniture in the game)


There are also a bugs with regards to the inventory of houses that should go under item #1:


1) In house storage containers sometimes open up to an "empty" container. When you pick it up and drop it again, it has the stuff again. But this is quite a problem when your own inventory is full and you can't pick that container up. "I NEED MY ORE AND I NEED IT NOW!"


2) Craft stations within houses seem to have a very strange effect on the reported total number of items in a house at any one time. Anyone can test and verify this on their own: Plop down several backpacks and start moving resources around between them. After a few hours (or maybe days), go to your house management terminal and look at the total number of items listed on the status screen. Then go andPICK UP one of your craft stations. Now go check the status screen again. The number of items in the house suddenly INCREASES. Sometimes by as much as 10 to 20 items. I suspect this bug has something to do with the input hopper on the craft stations. Maybe the original intention was to have the input hoppers be separate from the total # of items in a house? (I personally do NOT use input hoppers... but you know we all would use them if they were a separate inventory )


3) If you drop an item that you are currently wearing (or have equipped) inside a house, other people there will not be able to see the item until the house RELOADS. The immediate solution is to pick the item up again and redrop it, without equipping it first. But that's a pain.


4) (This one maybe needs to go in the Vendor profession, but it does seem related to housing) Since items inside houses do not load until the house is walked in by someone, the vendors inside those houses also do not load. This results in the vendor not being ADVERTISED on the planet map until someone physically walks into the house each day. That's just plain silliness.


Ok, that's all for now.... great post Dvnce. Covered all the major stuff as I see it.



Wayfarer's Designs

Relocating on CHILASTRA

CLOSED UNTIL FURTHER NOTICE


BoberFett
Sun Feb 08, 2004 12:55 am
#13


Good list, but I take issue with a couple things:


Factory crates should ALL(especially Ore Mining Units) go to 100 item limit and identical crates of less than 100 items should be able to stack.


Allow resources to stack to 1million units. This will help tremendously on storage issues.


Yesh, OMUs should stack. But I don't know that allowing things to stack further would help the database. Currently it takes 10 spaces to hold 1,000,000 resources or 150 turbines. You give players larger stacks then they'll store 10,000,000 resources and 1000 turbines. The database problems remain, and the only people that benefit are the ultra-wealthy who run a hundred harvesters and produce things in mass quantities. The little guy still has his puny stacks. (And I say this as someone who is finally moving into the big time and counting resources by the million and not the thousand)


Otherwise I agree with everything else set out here.

Message Edited by BoberFett on 02-08-2004 01:57 AM

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