Architect Archive
Thread: Quality does not matter... Why ?
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
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 ![]()
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 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)
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...
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.
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.