Architect Archive

Thread: Architect A re-vamp do we need one?

madmurdoch
Fri Jun 25, 2004 1:09 pm
#1

madmurdoch
Fri Jun 25, 2004 1:14 pm
#2

I thought i would start this thread so it seams to be the main thing thats worrying Architect's at the moment. below are some of the main questions as i see them and some useful ideas i found from other posts.


1) Do we need a re-vamp?

Lecivius
Fri Jun 25, 2004 2:26 pm
#3

No


Bug corrections, yes.


Improvements, Sure!


Revamp, No.



Vendor at 3054 2811 Naboo, East of Keren
Pawlin
Fri Jun 25, 2004 2:29 pm
#4

/agree Lecivius




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
madmurdoch
Fri Jun 25, 2004 2:39 pm
#5


Sorry about the mistakes about.


I thought I would start this thread as it seams to be the main thing that’s worrying Architect's at the moment. Below are some of the main questions as I see them and some useful ideas I found from other posts.

1)Do we need a re-vamp?

Yes. The game is now approaching a year on the live servers. The player base is well established now and the demand for architect is very low.

2)Problems with Architects.

Experimentation is useless at the moment the only things worth experimenting on as far as I can see are components for Harvesters.

The fact that architects do not have a (viable) consumable product is a very pressing issue with our profession. The developers attempt to help remedy it with candles and lights has been a complete failure (and a total joke imo). First of all they are bugged, once they are placed in a house they will be there forever, even once their condition reaches Zero, unless they are picked up. This means that once someone decorates their house with them, they never need buy more again (*cough*, just like everything else we make). Secondly the market for them isn't that great to begin with. It's not a necessity; they take up precious item storage space, etc. Many people simply could not care less about having those items. Sorry to the people who spent hours and hours decorating with them, but FIX THE DECAY? Make them burn out when they are supposed to.

3) Fix suggestions.

Harvesters and factories: They need to decay. Mining equipment, refining facilities, and industrial gear all require replacement in real life. The solution is to add decay to these structures. There have been a number of suggestions for how this could work some of which I think are to involved and will hinder the people who use these structures a couple of which I think would work. Here are a couple of ones that I found in the forum.

a) Sub-components wear out.
There needs to be a menu on each structure that allows you to remove and add these subcomponents (A similar menu has been developed for spaceships and Jedi light sabres so it can be done). So that if your turbo fluid drilling unit goes out you go to an Architect and get a new one to replace it same for a mining unit, turbine generator, power core, etc. The basic structure does not decay only the subcomponents. This will simulate RL wear and tear over a short period of time
b) Building decay
Put a condition rating on them, let us experiment it, let us make repair kits that anyone can use but give architects a repair bonus (ala armorsmith, weapon smith). Now before you freak out, I'm not saying to make them decay after 1 spawn of a resource.... Give them a reasonable lifespan. I don’t know a month or two of use time?

Not sure which would work best but they seam to be about the best ones I found. Each would allow us Architects to generate a steady income which is the problem at the moment.

Experimentation is the other main problem as it has little or no effect on most buildings. The best idea for this is to make more things experimental.

Factory experimentation:
-Hopper size
-Maintenance/Power cost
-Factory production speed

Harvesters:
-BER
-Hopper size
-Maintenance/Power cost

Other buildings:
-Item count
-Maintenance cost

-Hopper experimentation, this will be comparable with harvesters.
-Maintenance/Power experimentation, tweaking this I would suggest that if you critical fail it to 0% the cost should be 10 units higher then it usually is on that building.
-Factory speed, this will be done in %, the better the experimentation the higher the factory speed
-Item count, I would like this to be lot orientated. If a building is 1 lot, 50 is the minimum and 100 is it max
This would give more scope to the buildings that we sell and make my buildings different to another
Architects buildings, Depending on the resources and the experimentation used on them.

4) New buildings

There’s a lot of talk on the forums about buildings that people would like to see. From crafting workshops and warehouses to café’s for chefs and corrals for BE and CH. Most of which are good ideas but would need too much in the way of development to be useful. The best idea I can think of is that we get 5-6 universal schematics and a series of modules that can be placed into the schematics much like a DE does. This would give a player more flexibility in the type of building they can buy and the uses they can be put to.

As I said at the beginning a lot of wot I used I found in other theads so thanks to the people who I pinched bits from.
Terek-
Fri Jun 25, 2004 3:00 pm
#6

We should be able to make bigger halls, senate buildings, and indoor theaters.
ShAdOw_00
Fri Jun 25, 2004 8:18 pm
#7

I believe that when you pay an online game like SOE to develop a game. and they spend like what?, almost 5 years now on it, when you immediately start playing, it should be fun, it's not your fault, I mean the game should be fun from the moment ya play, I have at last found fun, but it was not easy...



____________________________________________________
"Standing between the Darkness and the Light there I stand always, to protect those who cannot protect themselves, and here I stand a "Shadow".......*Bang*

"My icon might be a ST, but that's because I killed a ST and robbed him of his armor, hehehe."
Curxcha
Sat Jun 26, 2004 5:41 am
#8






Lecivius wrote:

No


Bug corrections, yes.


Improvements, Sure!


Revamp, No.






bump for that one



_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
Vocalese6
Sat Jun 26, 2004 7:32 am
#9

/agree with madmurdoch


Something needs to be done for architects. Almost everything a arch makes is permanent. It's a matter of time before there will be no use for archs...


BTW, it's not just archs that need help... THink of DEs and several other profs that need a revamp like the Chefs got...


It would be nice if the devs would stop spending all that time on Jedi/BH and do something for the other professions out there...
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