Architect Archive
Thread: Architects max lots should increase....
But the changes I have seen made to game to help other crafting proffessions (insurance decay - helps bring the customer back because eventually their items disappear, special looted ingredients to upgrade weapons and armor, weapon and armor damage with repairs not always fixing the item fully.) and the rules that are set for creature handlers (dividing up creature levels dependng on how far the CH has devoted their skill points.) all of this really resembles my idea for the architects.
An Architect devotes his/her skillpoints towards Architect tree.
Why must he/she be limited to the same amount of lots as other players. Players who have no use of their lots use their lots to place harvesters and sell resources to crafters.
The amount of resources an Architect needs for each item is much higher than any other crafting proffession. The risk an architect takes for each item crafted is also much higher, and because the lot limit is the same for every player, an architect is always left short of resources because of a failure or because of demands.
After each player gets a house and furniture, there is no customer return. On top of things, the value of a house is not as high as a weapon or armor because there is not as much usage for it other than storage or just something to look at, no appreciate for a house is as high as for a gun or armor that may have helped a player in battle.
I think that the max lots per player should be 6 lots, which limit a player to placing only a large house, each crafting proffession should have lot increases according to the amount of resources they need. Architect should have the most because they require and risk the most resources.
Things this will improve, Architect will no longer have to rely on using other players lots - which causes lost of structures, access problems, stealing, problems moving harvesters.
Why arent PA halls done the same way as city halls, instead of using up lots, just have it require novice architect to place. Why are Architect who build the houses be forced to have only a small house, because we need the rest of our lots, and I hope those architect who have a second or third account are not opening their mouth about this, why are you paying for a second or third account just to enjoy some of the luxurys in the game.
I hear so much work getting done with so many other proffessions, some of them unneccesary. I hope something gets done about architect, because it is a very fun to make the things an architect can make, but how much we get paid compared to other crafting proffessions, Architects are recieving much less appreciation for our service to the community.
Dominius
Tatooine/Chilastra
Everyone gets 10 lots. So many classes keep asking for extra lots because it would help them out. How many people do you think would go up the Architect tree just for the extra lots? I read about how there are too many Architects already.
If you look at it from the Dev side: They want interdependency. As an architect you need a few lots for your house and factories. That doesn't leave you with too many lots to get resources with or to setup another shop somewhere. The devs want you to find a merchant to buy resources from or someone to let you setup a vendor in their house. The interdependency of the classes and people on the server is integral to the game.
Now our factory should be less lots
It does irritate me that *anyone* can potentially set up a 9 Heavy + 1 Fusion cluster, and pull in 100K+ resources a day (Not sure on exact numbers here, but you get the idea), casually dump the lot for 3cpu, and then still go off and farm holocrons, GCW, Themeparks, etc....do the whole 'Star Wars' thing.
They don't even need to waste skill points on survey; just drop the lot in a field next to an existing mining site.
Meanwhile, the dedicated crafter is not nearly as capable, time, or skill-wise of engaging in the rougher-side of the game.
Yes, I know I could just throw it all in and become a Creature Handler or Bounty Hunter, but that isn't quite the point. Nerf non-crafter mining!
I hate the fact that our factories take up two lots -.- and they have no advantages over any other type of factory
they could at LEASTdouble input hopper sizeso that we could make more than 9 walls at a time -.-
sil
wheres my house at? oh i dont have one.....all my lots are filled with my harvesters. i've been wanting this from day one. i mean even 2 more lots would make me happy.
Since the last patch we can put crated structural modules into the input hopper now, btw. I made 63 walls yesterday with one factory run.
SilofUSDA wrote:
they could at LEASTdouble input hopper sizeso that we could make more than 9 walls at a time -.-
Zeritel wrote:wheres my house at? oh i dont have one.....all my lots are filled with my harvesters. i've been wanting this from day one. i mean even 2 more lots would make me happy.
So pick up 2 harvesters...and put down a house. If you were running 7 maxed out heavies, 1 maxed fusion, and a house, I'd say you would be doing fine. Why couldn't you pick up 2 harvesters? Jabba going to break your legs if you don't?
Right idea, wrong application.
Only one profession in the game should get more structure lots.......... miner.
Well if it was still in the game that is.
One of the proposed miner profession trees included a branch that included a bonus to lots.
G
the only change I would like to see is for my structural factory to be 1 lot, not 2.
ZenDragonMLS wrote:Since the last patch we can put crated structural modules into the input hopper now, btw. I made 63 walls yesterday with one factory run.
SilofUSDA wrote:they could at LEAST double input hopper size so that we could make more than 9 walls at a time -.-
Yes, in fact as long as the resources for the final combine stay the same you can make walls up to the schematic max of 1000. You just have to keep putting different stacks of structural modules.
The hard limit now is 98 boxes of 100 structural modules + 2 resource stacks (ore + metal) for a total wall production run of 980 walls imposed by the limit of 100 items in the input hopper. Not really a restriction if you ask me.
Total resource count for 980 walls is
2,156,000 Ore
980,000 Metal
Enough for 140 heavy mineral extractors or 65 PA Hall's.