Architect Archive

Thread: Quality does not matter... Why ?

Batlet
Thu Jul 03, 2003 6:40 am
#1

Greetings


I tried to get this to the Devs in Beta. Unfortunately it has been ignored untill now.


The way it is :


Currently if a novice Arch creates a structure, using the worst raw mats possible, it wont be any different from astructure, that has been built by a Master Arch, using only the finest raw mats possible.


This seems plain and simple wrong to me.


Weapons, Armor, Medicals, Food all are affected by quality. Only structures and artisan tools are not.


(dunno about droids and animals sorry)


Why do we even have structural experimentation if it does not matter anyway ?


There must be a way for a client to judge the deed, hes about to buy.


For harvesters and energy generators, we should be able to affect maint rates, storage and efficience.


For houses and pa hall maintenance.


On Factories efficience and maint rates.


As it stands there is no point to strive for quality being an Arch. !


Maybe some of you dont care about this, but i am acrafter that aim forhighest quality. Thats why my customers returned to me time and time again, when they needed Artisan crafted goods like weapons or bone armor.


What do you guys think about ?


Regards


Batlet

Deoka
Thu Jul 03, 2003 7:36 am
#2

It would be nice to affect harvester rates.


I look at it this way though. It's one thing for other crafts whose top tier items require maybe 100 resources to need quality materials and something quite different for us with our massive consumption of resources.


It's bad enough harvesting 25k ore for a large house. If it had to be a certain quality or the house would be more expensive to maintain (or heaven forbid, you failed that experimentation) I think I would cry





**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
StarRider99
Thu Jul 03, 2003 7:38 am
#3

Err - you CAN effect quality on all these...just need to follow the right steps. All my wind generators for example are 50% more efficient at energy generation that the standard models. That saves on plot slots. Im on tarq. though and as player desnity is lower there my deeds arent moving as fast as I would like. That puts a hit on me with regards to credit generation and what I can support on mining operations etc until sales move a bit. Oh well...first house is out on the open market now at auction...we will see what it brings in...perhaps that will allow me to move a bit faster. Bottom line - SOME - quality is already built in but from what I have seen on smalls so far its low (5% quality improvement?)


StarRider99
Thu Jul 03, 2003 7:42 am
#4

ERP! Maybe I am wrong here...I have done experimentation on all my structures as I built then and got enhanced storage (or so I was told!) on some and enhanced efficiency on others. Are you saying that even when we experiment that once the deed is placed that there is NO difference in resource generation. If so - O U C H - and Ill stop wasting my time with it!
Batlet
Thu Jul 03, 2003 7:57 am
#5

Starrider99 that is exactly my point.


I noticed something strange :


Back in Beta i could experiment on harvesters on :


Storage


Efficience


Durability.


Efficience and Dura are gone now for all but wind harvesters.


However i tried to craft 2 mineral harvs, one with crap rawmat one with premium raw mat and 15 exp points.


Result :


The same once you placed them. (not even the deed is any different in its description)


The storage remains the same, aka wasted effort. (not that the storage would be a big deal)

StarRider99
Thu Jul 03, 2003 8:03 am
#6

Hmm...well I have two 'high efficiency' wind generators running as of yesterday...Ill post their 12 hour or so gains here when everything comes back up. If this is indeed the case then Im wasting time at the experiment station. I will be disappointed bigtime if the running back into town to experiement on structures yields nothing at all in terms of production efficiency. Needs to be fixed if thats the case!
Numen
Thu Jul 03, 2003 8:30 am
#7

The specs on my wind havestors is 5r/hour and all my mineral havestors are 2r/hour. I tried experimenting on one and got no increase. I find it a bit odd that all of mine have a capacity of 25K. Even a 1% change in the output would make a noticeable change in the storage.



Amandil Morier - Tempest - Master Chef
GoCanes
Thu Jul 03, 2003 10:15 am
#8

I had never noticed that. I've always been expereimenting on mine and getting 54% or better on all my harvestors and Wind Gens.After reading this thread I tested and used the worst resources I had and did not experiment, then placed and added enough power to run for an hour and same production and storage space as the others with high efficiency, also same maintenance rate... I'm going to /bug when I get back home later and give my findings and coordinates in bug report. There is no way it should be that way...




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

Hardtale
Fri Jul 04, 2003 11:52 am
#9

Well I cant confirm if resource quality has much to do with it as I used the best I could find. But what I can confirm is that experimentation in durabilty does has some effect.


I created a couple harvesters and experimented with them to get the best I could. However, I had my wife who is far better trained in artisan skill and had like 5-6 more experimentation points than I did create them. We placed them at the same time at the same location and resource. The ones I made degraded faster than hers...as far as output I wasnt really keeping track as I was more interested in durability at the time since I knew this first harvester farm was going to be use and replace deal until we started generating a cash flow.


Another comparison I can add is a friend of ours who put up harvesters in the same location that didnt even use a crafting station degraded quite a bit faster as well.


Overall the difference wasnt as much as I hoped, but when I start paying for maintenance then it will be a major issue for the long run.



I'm curious to see how her upgraded harvesters compare (she is an architect) to the engin 3 run of the mill versions.


Numen
Sat Jul 05, 2003 12:26 am
#10

You talk about degrading havestors. Is this the status of it? like 100% if you have money in the maintenence pool. Or is there some other number that the havestor will just die off after a certain time no matter what you do with it.



If it is the first, did the maintenence fees change? I guess I'm not one to just leave it go down to 0 and then build another one.




Amandil Morier - Tempest - Master Chef
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