View Full Version : Feedback: Crafted Building Blocks
NiamiDenMother
03-07-2012, 02:25 AM
<p>A huge huzzah for the building blocks recipes, but ...</p><p>The fuel costs for the new building blocks are 10 of whatever tier fuel is needed. This makes the pricing very inconsistent with the normal fuel costs in the tiers. </p><p>(For reference: normal T1 handcrafted uses 1 fuel, T2 uses 2, T3 uses 3, T4 uses 4, T5 uses 6, T6 uses 8, T7 uses 10, T8 uses 5, T9 uses 5 - these numbers were set long ago to fit some pricing scheme, and while they're confusing to us, they're a now-expected confusing.) To use 10 across the board, when folks are going to be using boatloads of these, seems more than a bit out of kilter because it will skew prices quite a bit when compared to other items (including the original floor tiles and dividers, and such).</p><p>~Mum</p>
NiamiDenMother
03-07-2012, 03:20 AM
<p>Out of curiousity, is there a reason those specific 11 sets of blocks were chosen instead of doing one for every style where we had both a tile and a divider?</p><p>I'm just trying to figure out if it was accidental or intentional that indium was skipped, only 1 of the 2 fulginate sets was included, and the banded sandalwood was skipped.</p><p>I can understand skipping the ones where we have a divider but not a tile, or a tile, but not a divider, but when we've got matching sets, it would make sense to flesh out the building blocks to go with them.</p><p>So you can see what I mean, when you look at the following 2 pages, you can sort through and find 14 matching "sets" amidst the tiles and dividers.</p><p>Crafted Tiles: <a href="http://eq2.eqtraders.com/articles/article_page.php?article=g465&menustr=070184000000" target="_blank" rel="nofollow">http://eq2.eqtraders.com/articles/a...tr=070184000000</a></p><p>Crafted Dividers: <a href="http://eq2.eqtraders.com/articles/article_page.php?article=g262&menustr=070122000000" target="_blank" rel="nofollow">http://eq2.eqtraders.com/articles/a...tr=070122000000</a></p>
NiamiDenMother
03-07-2012, 03:24 AM
<p>BUG: "Stair of Teak" recipe does not recognize ashen root as an ingredient (thanks Cloud!)</p>
NiamiDenMother
03-07-2012, 03:53 AM
<p>APPEARANCE BUGS:</p><p>"tall column of briarwood" does not match the rest of the set, but is, instead a lovely brickwork column</p><p>Whoops! I was asking why the "banded sandalwood" set was skipped, but the "plain sandalwood" set was included ... but the art used for the sandalwood building blocks is the "banded" appearance. The 9-piece "___ of sandalwood" set should be renamed "____ of banded sandalwood" so that crafters/decorators/etc are not confused about which set they're actually getting.</p><p>Ditto with the "fulginate" vs "fancy fulginate" - the "____ of fulginate" pieces actually match the "fancy fulginate", not the "plain fulginate" set, and the naming will be confusing to some.</p><p>The entire adamantine block set <em>except</em> the "rounded tile of adamantine" have an odd mottling to them which does not match the adamantine tile and adamantine room divider.</p><p>If any of this doesn't make sense, please nudge me, and/or see our example skiff on Test, under Miaous in SQeynos ... Cloud and I dumped everything in there, and I'm stealing her idea of making the original tile/dividers to put beside the new stuff so you can more easily see the issues.</p>
Omougi
03-07-2012, 03:09 PM
<p>Excellent feedback here! I'll try to work through it later today.</p>
NiamiDenMother
03-07-2012, 03:53 PM
<p>Thanks Omougi!</p><p>Also note that when they're on max enlarge, the rounded floor tiles are many, many times thicker than normal floor tiles (did I mention many?) That won't be as huge an issue for folks using the layout editor, but it may give others a few fits. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>
Finora
03-07-2012, 04:49 PM
<p>I wanted to pop in and say that I am quite pleased with the scaling of the dividers & such. The blocks actually scaleup ridiculously huge, which I think is fantastic. I think that will allow for some very interesting uses. Going the other way they shrink up very nicely as well.</p><p>My test carpy isn't very high & 90 carp didn't copy apparently =) so I only got to play with things up to t4 but I like them a lot.</p><p>I hope to see more things like this in the future. I rather like having base items to work with. Maybe some triangular tiles for us layout editor impaired folks =)? Matching arches maybe and things like that...</p>
Morgania434
03-07-2012, 05:33 PM
I would love to see floor tiles increase in size WITHOUT increasing in thickness as well. Like having us (stealing your phrase Finors) editor impaired folks a way to do this would be wonderful! I like making some tiles max size but don't due to the thickness issue, so end up using 4 instead of 1. And with limited numbers being placed on the houses, they just take up too much. Also, can we get actual STAIRCASES instead of 1 step?
Absyntheea
03-07-2012, 05:50 PM
<p>Something I noticed.. I think it was the ash set, the railing.. the grain should go longways not shortways. A real plank of wood would have the grain longways.</p>
MrWolfie
03-08-2012, 07:57 AM
<p><cite>NiamiDenMother wrote:</cite></p><blockquote><p>Thanks Omougi!</p><p>Also note that when they're on max enlarge, the rounded floor tiles are many, many times thicker than normal floor tiles (did I mention many?) That won't be as huge an issue for folks using the layout editor, but it may give others a few fits. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>You only really need the layout editor for unusual angles nowadays, as all items can be sunk into their surroundings using the CTRL key. Nevertheless, I can see how an increase in thickness might not necessarily be desirable.</p>
Senya
03-08-2012, 10:32 AM
<p>I kinda like the thickness of the rounded tiles. They'd be great for making a "step-up" area or platform for things. But, I can also see why at times you wouldn't want that.</p>
Omougi
03-08-2012, 05:00 PM
<p>Okay, I sent off the art related bugs and feedback to our art lead for review. I'm stamping out the last few bugs design side. If all goes well (no promises!), we should be on track for a tuesday hotfix.</p><p>And to answer your questions:</p><p>1. The art assets to make these sets were requested before my time. I'm not sure about the thought process behind how they were selected other than they give good variety. If you guys want another set that we did not include here, let me know. I will always need more set ideas for post-63 content releases. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>2. pre-built staircases is a great idea and something we can expand upon in the future.</p><p>Thanks for your help with this! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Whilhelmina
03-08-2012, 05:03 PM
<p>The brick column is pretty nice and matching sets with that one would be great, butbrick is not in our current recipes.</p>
Omougi
03-14-2012, 03:25 PM
<p><cite>NiamiDenMother wrote:</cite></p><blockquote><p>Thanks Omougi!</p><p>Also note that when they're on max enlarge, the rounded floor tiles are many, many times thicker than normal floor tiles (did I mention many?) That won't be as huge an issue for folks using the layout editor, but it may give others a few fits. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>Our fantastic art lead has addressed this thickness disparity, and the round tiles will be the same thickness as the square tiles.</p><p>This, along with the items looking better when scaled up super big, will be going live with gu63.</p>
Jazabelle
03-14-2012, 05:04 PM
<p>Omougi,</p><p>On scale 12, the collision issues with the building blocks become very obvious. When you run across the different objects, it feels like you're going offroading in a car with poor suspension. You bump up and down, repeatedly entering the "falling" graphic. Sometimes your feet are flush with the item's texture, but most of the time you're hovering quite a distance above it.</p><p>I tested every item and every side (that I could manage) of every item using the layout editor. It was the same on all sides. We've all known the floor tiles had this issue, but we've also learned that if you flip the floor tiles 180 degrees, the underside doesn't have the issue quite as bad. That isn't the case with the new blocks. The problem is just as bad on every single side.</p><p>Some examples of what I'm talking about:</p><p>Top of an item:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug16.png" width="650" height="434" /></p><p>Side of an item:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug15.png" width="715" height="411" /></p><p>A painting on one of the dividers. Note the space between the painting and divider:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug13.png" /></p><p>The following two are the same item. All I did was take a single step. I went from hovering to standing flat on the surface. Unfortunately, taking one more step bumped me up to hovering again:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug11.png" width="587" height="351" /></p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug12.png" width="487" height="355" /></p><p>It seems almost like there are holes or spikes in the collision for the items. I'm not sure how to do video, but it's simple enough to take a character and go to the building blocks skiff on Test. Run the character over the scale 12 items, and watch your character bounce up and down. Sometimes you run hovering. Very rarely, you run flat on the texture.</p><p>I was told by Blanchette that the collision issues really become noticeable at about scale 7. I agree. Smaller than scale 7, you hover over things, but don't get the "bumping" when running. 7 is when you start to "bump." Not much, but you do have occasional moments of "falling." It's really <em>really</em> bad at 12.</p><p>Edit to add: I tested a few of the City Fest items as well. They have the same problem. I'm assuming it's safe to say <em>all</em> building blocks do.</p>
Josgar
03-14-2012, 05:14 PM
<p>Deos anyone have screenshots of the various designs?</p>
Memlan
03-16-2012, 09:39 AM
<p><cite>NiamiDenMother wrote:</cite></p><blockquote><p>Thanks Omougi!</p><p>Also note that when they're on max enlarge, the rounded floor tiles are many, many times thicker than normal floor tiles (did I mention many?) That won't be as huge an issue for folks using the layout editor, but it may give others a few fits. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>i hope they keep it thick! with the editor mode in game you can place the item and then use the move up or down tool to move this round tile down so it apper thinner. you don't have to have the extrarnal layout editor for that now, so i don't see any issue as it is. if they make it thinner tho there is no option if you indead would want it thicker. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
lillyofthevally
03-16-2012, 09:55 AM
<p><cite>Jazabelle@Antonia Bayle wrote:</cite></p><blockquote><p>Omougi,</p><p>On scale 12, the collision issues with the building blocks become very obvious. When you run across the different objects, it feels like you're going offroading in a car with poor suspension. You bump up and down, repeatedly entering the "falling" graphic. Sometimes your feet are flush with the item's texture, but most of the time you're hovering quite a distance above it.</p><p>I tested every item and every side (that I could manage) of every item using the layout editor. It was the same on all sides. We've all known the floor tiles had this issue, but we've also learned that if you flip the floor tiles 180 degrees, the underside doesn't have the issue quite as bad. That isn't the case with the new blocks. The problem is just as bad on every single side.</p><p>Some examples of what I'm talking about:</p><p>Top of an item:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug16.png" width="650" height="434" /></p><p>Side of an item:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug15.png" width="715" height="411" /></p><p>A painting on one of the dividers. Note the space between the painting and divider:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug13.png" /></p><p>The following two are the same item. All I did was take a single step. I went from hovering to standing flat on the surface. Unfortunately, taking one more step bumped me up to hovering again:</p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug11.png" width="587" height="351" /></p><p><img src="http://i1086.photobucket.com/albums/j444/Jazabelle_WraEth/Bugs/bug12.png" width="487" height="355" /></p><p>It seems almost like there are holes or spikes in the collision for the items. I'm not sure how to do video, but it's simple enough to take a character and go to the building blocks skiff on Test. Run the character over the scale 12 items, and watch your character bounce up and down. Sometimes you run hovering. Very rarely, you run flat on the texture.</p><p>I was told by Blanchette that the collision issues really become noticeable at about scale 7. I agree. Smaller than scale 7, you hover over things, but don't get the "bumping" when running. 7 is when you start to "bump." Not much, but you do have occasional moments of "falling." It's really <em>really</em> bad at 12.</p><p>Edit to add: I tested a few of the City Fest items as well. They have the same problem. I'm assuming it's safe to say <em>all</em> building blocks do.</p></blockquote><p>^^^^^</p><p>This is REALLY bad, worse then I expected actually. The sizing of the blocks are fantastic, and the blocks are fantastic also....but when you size them up, you dont walk on them....you walk way over them. Hope this can be fixed <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Jazabelle
03-18-2012, 10:13 PM
<p>We know the thickness of the circular tiles and the texture problems on tiles when scaled large will be addressed in the coming update.</p><p>Will the collision issues also be looked at? I'm afraid to really start using the blocks, because all of my plans for them involve large blocks and needing proper collision.</p>
Memlan
03-24-2012, 10:49 AM
<p><cite>Jazabelle@Antonia Bayle wrote:</cite></p><blockquote><p>We know the thickness of the circular tiles and the texture problems on tiles when scaled large will be addressed in the coming update.</p><p>Will the collision issues also be looked at? I'm afraid to really start using the blocks, because all of my plans for them involve large blocks and needing proper collision.</p></blockquote><p>I wrote a PM to Omougi now hoping to see my answer to "circular tile problem" I really hope it isn't made thinner as the "problem" that "NiamiDenMother" refer to don't exist imo as the edit mode that was introduced in dungeon maker and later to houses/guildhalls enable you to with a easy and simple tool <span ><span >raise and lower items easy without using layout editor program. </span></span></p><p>the texture and collision issues still persist (the collision issues especially is frustrating) and i hope they get delt with (while thickness is left as it is) <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Raienya
03-24-2012, 01:50 PM
<p><cite>Omougi wrote:</cite></p><blockquote><p>Okay, I sent off the art related bugs and feedback to our art lead for review. I'm stamping out the last few bugs design side. If all goes well (no promises!), we should be on track for a tuesday hotfix.</p><p>And to answer your questions:</p><p>1. The art assets to make these sets were requested before my time. I'm not sure about the thought process behind how they were selected other than they give good variety. If you guys want another set that we did not include here, let me know. I will always need more set ideas for post-63 content releases. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>2. pre-built staircases is a great idea and something we can expand upon in the future.</p><p>Thanks for your help with this! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Omougi, if you want more ideas, there is a very extensive thread in the tradeskill forum:</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513008">http://forums.station.sony.com/eq2/...topic_id=513008</a></p><p>I can't speak for the community, but I appreciate finally having someone looking at tradeskills after such a long interim.</p>
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