Architect Archive

Thread: Updated Architect issues First Draft

Dayln
Fri Sep 26, 2003 1:55 pm
#1

You did good
CandaVespin
Fri Sep 26, 2003 1:59 pm
#2

Fix name of the Small Generic Planet House Style 2, Floorplan 2 to be correct. Instead of Corellian.


I'm not sure what the Master Architect Table issue is though. WOuld someone enlighten me? I only know of the Cafe Table (Unless you're talking Dining Table/Cafe Tables)




Danvar Wookiee Master Architect
Rat Whackers Industries, Theed, Coronet & Tsarin
Chilastra
http://www.ratwhackers.net
FelniFosk
Fri Sep 26, 2003 2:24 pm
#3

First off, I'm not an architect, but I would like to see lot size and item capacity changed for the various houses. As I understand it, you can have 75 items per lot up to 250 in a structure. The problem for me is that medium houses get the short end of the deal.It takes 2 lots and can only contain the same number of items as a small house. Mediums, I believe & was told, that they have the same footprint as a small. Other than my personal preference there is no incentive to buy a medium over a small, given the amount of resources & cost. I'm sure that some may say that Larges & PA Halls also get ganked at 250 items for its lot size and resource requirements.


I would like to see something along the lines like this:



  • Small - 2 Lots - 150 items

  • Medium - 3 Lots - 225 items

  • Large - 4 Lots - 300 items

  • PA Hall - 5 Lots - 375 Items

It's simple linear progression.


Would this be fair?





FLURRY: Felni Fosk [FOSK ARMS; Master Munitions Trader;12pt MWS]
Corellia - Renovo Natu [700, -3740]
Naboo - Theed [-5435, 3430]
Dantooine - Mining Outpost [-390, 2910]

KETTEMOOR: Olo Lightseeker [Lightseeker Labs; MBE/MCH Commando]

glibdud
Fri Sep 26, 2003 2:28 pm
#4

Well, the footprint of the two (small and medium house) may be the same, but the actual house size is not. I have a furniture showroom, and there's no way I'd be able to fit all my furniture in a small.


That said, I agree that it seems a medium should take up more lots than a small and hold more items. Unfortunately, that would screw me over, as 2 lots is already a big sacrifice to make for a small-timer like me. Oh well, I'll adapt...

Ropock
Fri Sep 26, 2003 3:42 pm
#5

excellent list and glad someone remembered that misnamed schematic for the generic house


I'll refrain from posting any particular thoughts on items here per your request


One thing not on the list would be to be able to identify which house is which instead of relying on screenshots from websites... a pic of the houseon the deedor even houses when examinedtelling you what style they are... something to make this easier for us to identify one from the other.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
QuiJonOz
Fri Sep 26, 2003 4:48 pm
#6

For the wishlist...


I'm seeing a lot of furniture in the game we can't create. Give us schematics for these, and instead of making them automatic grants make them purchasable via Faction Points or received as Mission Rewards.




No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

ShaddamtheIV
Fri Sep 26, 2003 5:49 pm
#7

Two items:


1. I like the recommendation for house lot sizes. But personally I think 5 lots for a PA hall is rather small. 7 is more in line (and make generic and planet specific the same size, its 7 and 9 right now)


2. Doing away with urban planner in hopes of satisfying a few architects by placing those items in the construction tree is wrong in my view. I see it only as a further nerf by taking away our ultra elite profession while other classes will still get theirs. It will also ruin the economy since anyone who makes architect can make these items and we wont be able to sell them for decent amounts due to the rampant price cutting that will occur.


We as architects have had enough problems with our prices compared to weaponsmiths and armorsmiths as it is. At least with urban planner the master architects who decide to sacrifice the skill points will have new items to sell and the novice architects and masters who decide not to sacrifice the skill points will have less competition when making the architect items and all can then have a legitimate reason to raise their prices (due to increase demand for resources due to the higher resource requirements of urban planner)


The reduced competition should increase the demand on most architects allowing them to raise their prices since the reduced competition will force buyers to buy from fewer architects. Same goes for urban planners, since there will probably be very few (at least masters anyway) there will be higher demand for their products which will raise the price in comparison.


For example. Lets say there are50 architects on Bloodfin. 15 decide to go urban planner. That leaves 35 making the regular architect items on a regular basis. Out of those 15 urban planners only 5 go for master which means the lower tier items will probably have plenty of competition but the higher tier items will still draw in a hefty sum similar to when the server was new and there were only a handful of master architects making PA halls and receiving 500,000 to 1,000,000 credits for their time. As compared to now where you are lucky to sell one for 250,000 credits without getting a whine story about how you are gouging the customer for doing so.




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
_-ArchAngel-_
Fri Sep 26, 2003 7:10 pm
#8

Unfortunately that was Greenmarine's call, not mine. (The urban planner issue that is). You bring up a good point, but it looks like this one is SOE's call and not an issue of public opinion at this point. (don't forget no other classes have any elite-elites guaranteed).



Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Aendre
Fri Sep 26, 2003 8:03 pm
#9

Oh great, now there won't be Urban Planner... this is getting worse by the minute. Player Cities in general are going to get nerfed as it is probably. They are talking about not even allowing acity to get people to move structures and a variety of other limitations...


Not much of a city without emminent domain. "Forget your town square... some idiot placed a small house and wind generator there..." Supposedly because of possible 'griefer mayors'. Someone brought a point up in another forum though, If they are so worried about griefer mayors, they should just scrap militia and city-wide ban commands to. Getting killed and looted can be worse than being asked to move your house.





Aendre Palladio
Moenian Craftsman
Bloodfin
Didlo Silver
Bestinian Warrior
Bria

_-ArchAngel-_
Fri Sep 26, 2003 8:08 pm
#10

This was quoted from the Dev Chat on thursday. Don't take it as guarantee.. They emphasized so many times that it guarantees dont exist anywhere in this game =)




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Aendre
Fri Sep 26, 2003 11:12 pm
#11

I posted that after reading all the negativereplies from the developer response thread, my post may have been colored by that. I had a whole set of character development plans that did not include Urban planner as I did not know of the possible future existence of elite-elite professions until a few days ago-and I am already lamenting their possible demise, lol.


Which planet/city do you play in mostly on Bloodfin?





Aendre Palladio
Moenian Craftsman
Bloodfin
Didlo Silver
Bestinian Warrior
Bria

_-ArchAngel-_
Sat Sep 27, 2003 12:04 am
#12

Here is a list of issues that has been submitted by everyone in the "top issue" forum. I'll run it through you all one more time before submitting it as official


Bugs:
~~~~~
- Structure Assembly at +55 (we want it upped to +100) to assist with critical fails
Request sent to devs


- Structure Experimentation is useless
Determining if we want to keep it or remove it all together


- Structure Experimentation at +55 (we want it upped to +100)
See above


- Construction Tree useless
Report from Urban Planner Chat with SOE - UP Structures MAY be included in this tree


- Furniture artwork fixes (ex: Master Armoir same as Armoir II)
Anything else other than those Armoires and the Tables at master?


- Lights need to light


- Crafting stationsshould use Structure Experimentationpoints instead of Artisan
Fixing this immediately might not be such a good idea considering the Structure Experimentation is broken for now


- Factories can't get certain components out of crates when producing certain objects
The devs seem to be aware that this issue is fixed, but might not know about the brick/wall issue


Wishlist:
~~~~~~~~~
- Structure and furniture decay (?)
We'll vote soon


- Participating in the GCW
- Increase furniture types/styles
- Customize Furniture and Structures with colors/styles
- A "/movefurniture up & down" command
- Boredom (need something to move away from the grind and make things fun from start to end)
- More light sources aside from torches
- Adjust number of lots used on large houses and PA halls
- Adjust item cap in structures, specificly large ones
- Furniture as containers
- See maintenance and power status on /examine (if you have admin?)
- See floorplans on all structures
- Corellian houses resemble generic


--- END LIST---


Please, do not post saying "such and suchshould not bea priority". This is just an overall list.All controversial issues like "Decay" and such will be voted upon and then submitted with the vote attached, so that SOE can make their decisions based on the feedback. I will not say "Well we have a 12/10 vote so we should implement it". The devs will draw their own conclusions and probably not listen to what I personally have to say anyways, and that's how it should be. If there is something missing, please post it. I would also request that you not place an opinion on wether an issue suchdecay is or isnt important in this thread. I just need to know what is an issue for some or all of you out there (that I might have missed on the above list).


Thanks again.




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

glibdud
Sat Sep 27, 2003 12:10 am
#13

How about the fact that some items (plants and ore mining units, for example) aren't crated when manufactured, or are those working as intended?


(I'm aware of the Master Armoire art issue, but what's wrong with the tables?)

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