Architect Archive
Thread: Evil house trick and upcoming developments
Had one of those griefer jerks do something interesting to a friend of mine last night. There were two people in the house, looking at the vendor. The owner of the house ran out the front door but not before dropping a campsite kit right in front of it, effectively locking everyone inside. My friend had to put in a ticket but for once the thing got answered fairly quickly. I currently have a tick that's been open almost a week because there are items I can't retrieve from several vendors. His and the other person's got answered in about 20 minutes. Of course when I was working as EQ CSR, a stuck player was a high priority because that player can't have any fun at all, hopefully that's the same case here. I'd like to see some kind of collision detection set up though so players can escape in the future.
PS: If you haven't already, you should check out the in-development forum. There are alot of neat things hitting the "Testing Center" soon. Here are some highlights that affect us. There wasn'ta section for the architect <grumble>
LOOT:
Added the ability for loot items to have randomized stats. The chance and extent of randomized stats is based on the creature's level.
Added the ability for the loot system to drop functional crafting components.
Added special loot items for a number of creature types. These items can only be found on specific creatures. Many of these items are components which can be used in the crafting process. Start looking. ![]()
Added exceptional and legendary item/component drops. These items are very rare and are found only on high level creatures.
Missions:
New mission terminals added for Artisan (crafting, and surveying missions), Entertainer (musician and dancer gig missions) and Explorer (hunting missions, and recon) mission types.
Gambling: (not really Architect but neat!)
-Added slot machines and roulette to hotels and some cantinas.
-Adding gambling commands: /joinGame, /leaveGame, & /bet
Housing and structures: (not quite everything though)
Fix bug that was preventing characters from getting ejected from ramp edges
Players now get punted from a house when their access fee permission times out.
Structures under construction could get into a state where they weren't able to finish their construction - structures now detect this state, and fix themselves.
The default image on player structure signs has been updated from the bank/credits symbol
Adding banner like signs for over the door style addresses
There were some turret AI updates
Made public crafting stations immovable to regular folks
Crafting
Many fixes to crafting experimentation were made. It should be working much better now.
Made crafting/manf hoppers visible to players.
Creature lairs now have a "Search Lair" option. This option may only be used once per lair.
Searching a creature lair may now yield egg resources or animal samples. The eggs can be used for food crafting
Animal samples may be used in animal particle effects generator craftable by an artisan with Engineering I.
Added messages for when manf stations run out of ingredients. (if only this applied to resource depletion)
Send mail to player when their manf station runs out of power.
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
Bazaar and Bank:
Show original object name for named objects (prevents exploit misrepresenting items)
Scout: (for those of you like me who use camps when surveying)
Bigger camps now grant xp slightly faster than smaller camps.
The rate at which camps accumulate XP to award when they are disbanded has been increased.
You can now place camps in no-build regions (but you still cannot in city regions)
Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
Armorsmith:
Armor should not be properly hueable
Dam, that would be cool if we could tint harvesters, factories, houses etc!!
I hope this helped the lazy people out there, hehe.
[quote]Armor should not be properly hueable[/quote]
hmm what does that mean?
I'm guessing they mean "armor should now be properly hueable".
I'm not sure if "hueable" is really a word, but they mean that you can set their colors.
This may be a dumb question, but how long could you be trapped? Unless the guy wants to stand around near the camp, it will disappear shortly after he gets out of range, won't it?
A mean trick nonetheless.
You could use collidable internal obects, like crafting stations and chests, to block the door and log off, which is far more permanent than a camp... You can make a sort of roach motel by doing this, because item fade means you can walk IN the door before the furniture loads, but once it loads, you can't walk back outside... essentially, you can leave your house this way, and anyone who walks in more than a foot or two will be trapped, until a CSR comes and moves the furniture for you.
... /eject only works on external balconies, I believe.