Architect Archive
Thread: Why no fixes for Architects?
I dont understand why they cant even correct something as small as a schematic not having the right graphic or the bazzillion other small things that they could fix easy.. BUT...
With this "BIG" patch they have time to add
New flourishes for rhythmic dance: Flourishes 3, 4, 5, 6, 7, 8
New flourishes for lyrical dance: Flourishes 4, 5, 6, 7, 8
New flourishes for poplock dance: Flourishes 5, 6, 7, 8
-----Baffled-----
Repost of what Holocron said in another Forum
Hmm, I am sorry to see you go--I thought you were doing a good job of raising concerns for us to address.
I fear that you may have overestimated the speed with which we can address issues, though. Remember that correspondents were selected very shortly before this update was locked down--that's how long it's been in testing internally. So really, most of the stuff you escalated as issues came too late to make it into this update.
Stuff like the much decried baz nitch fix was done as a "hotfix." A hotfix is a fix that is extremely targeted, makes minimal alternations to the code, gets fairly limited testing, and is pushed to the players outside of the normal update cycle. We try to limit hotfixes to critical exploit fixes (as in the baz nitch example), major bugs that damage players somehow (item loss, for example), stability and performance fixes, and things that are top CS calls (so that we can improve the responsiveness of CS). Most of the stuff you've outlined in this and other threads is a bit more wide ranging than that, and we would want to make sure that it underwent more significant testing than a hotfix.
We're committed to listening to the correspondents and making the changes that seem appropriate to everyone (devs and players working together). But if we want the changes to be good ones, we have to make sure we implement them carefully and test them carefully.
As far as testing on TC--yes, it's woefully underpopulated. The folks playing there are trying as hard as they can and doing a good job, but we'd love to see more of you over there so that stuff gets better testing and broader input. It's going to take more players on TC to make that happen.
Check the Dev Tracker and read up on what Holocron has been saying.
it it takes them that long to get a FIX in, god knows how much time they will waste on fluff while we are waiting for bug fixes.
"So that's your answer for "when." Unless it's truly urgent, it's done on a monthly basis."
So we cant expect any architech changes for another month according to this. And if they are adding fluff, lord knows how many months it will be before something actually gets fixed. THIS is why bugs are more important right now than eye candy.
There is no reason people can't put up wishlists most of the time even when there are no major bugs wishlist items never get implemented unless there is almsot total support behind it.... but to say you cant or shouldnt put up a wish list is stupid ... why wait till there no bugs to fix ..... then they would never get posted ... hell EQ has been out for 5 years and its still got bugs up the wazoo..
Keep posting those wish lists
There are 10,000 major things for them to work on and you are conserned aobut something that small? EVERY MMRPG is like this at first, it will get better.
Sorry to say but these problems that zacarth has compiled and sent werent new to live. They have been reported and posted hundreds of times in beta. I have my doubts that in house testing began before those issues where brought up in beta. It is a mere excuse. The nerfing of CH came becuase of LIVE complints and concerns.
I am less and less interested in what devs say everyday as I strongly believe that there are less and less elements of truth in what they say. Sure they will get them and fix them but currently not until PvP (a supposed small element of this game) is taken care of to satisfy the whiners (a small population but highly vocal).
Its almost as bad as the CSR response times ticket limitations and eventual responses. "We are sorry for your inconvinience please consider this matter closed and delete the ticket, thank you for playing SWG"
Not one bone thrown to architects and no real fixes of long term issues for many other proffessions. Look at droid engineer they had an entire skill tree nerfed away but nothing done to replace it.
From what I've heard the harvesting mechanism hasn't ever worked. This isn't a new issue, if it is really that hard to make that piece work, then change the schematic for the med and large flora harvestors. If this is that hard of an issue to fix, I really don't see them fixing anything in the architect profession. Same thing with the graphic for the top tier furnture piece. If they don't have the graphics, they shouldn't have put that piece in the game. If they do have the graphic, this should be a very simple fix.
Like it was said above none of these are really new issues along with most of the issues brought up in the reports. That is complete bull that these issues weren't known before it was possible to put them in this update. Most of these issues were found within the first week by any architect.
several of our problems could be hotfixed...
i guess it is up to us to each start a thread on teh harvesting mechanism everyday and bug it in game oince an hour...in 5 months they have yet to even acknowledge there is a problem...we certainly wont get anything done by going thru a corre[pondent
i am just saddened that we have a correspondent that is really working for us...
at least the commando correspondent had the guts to quit over this constant BS...
i dont believe a word hollow says...
# Many fixes to crafting experimentation were made. It should be working much better now.
# Fixed an exploit where you could duplicate components
# You now only get UXP on components that someone else made.
# Made crafting/manf hoppers visible to players.
# Fixed powerups to work properly when manufactured from a schematic. This means that they should function correctly when built in factories.
# Added messages for when manf stations run out of ingredients.
# Made double clicking factory crates work in craft assembly to extract one object from the crate
# Fixed manf schems & factory crates to display the attributes of their manufactured item
# Don't let users try to activate a harvester without setting a resource first
# Fixed "can't retrieve resources the first time" bug
# Various visual & usability improvements
# Fix default button on harvesters page
# Send mail to player when their manf station runs out of power.
There are like 5 pages of fixes and you choose those couple to pick out.
Some of those are things that people won't stop whining about on this forum. Unfortunately, when the patch goes in I know they won't **edit**. Instead, they will find something else to whine about.
OMG, VizSunrunner posted actual information!!!
RUN EVERYBODY, RUN!!!
:)
I'm disappointed at the lack of architect issues fixed as most of us are.But then, look at all the other professions; they're disappointed too. Check out the other forums.
But that doesn't mean I want Zarcath to fall on his sword for us. Nor does it mean I think the devs(SOE) are neglecting us. It just means it's going to be a slow process before all the fixes we want will get implemented. Want to make it go faster? Play test center. The more people that play there, the faster the fixes get to the live servers.
And Zarcath, don't let the few doomsayers get you down. We all have our "pet peeve bugs" that we think should be given priority overeverything else, including the each and every dev's personal life. And we'll all complain about how horrible and unlivable the world is until "our" bug get's fixed. "You think life in Liberia is bad right now? Just look how I have to live dealing with (such-and-such) bug in SWG!!!" There's one absolute truth about being a public figure;some people will attack you just because you're a public figure. (i.e. easy target)
Anyways, keep up the pressure.
Zax McTau - Valcyn