Architect Archive
Thread: OK, enough of your bitching, guys... time for a solution ;)
First... the problem: Architects can rarely sell any product for more than 3cr/u.
OK, now we must determine the cause of this problem:
The main reason I see for this is that many novice architects made a character on an alternate server and just macro mine ore/metal/other resources all night and then craft it away in the morning. They then run into a town "Small house of your choice 5k". Now they see this as a 5k profit despite the fact that they are selling at roughly 2cr/u.
Next, we need to determine a way to force costs of production on these novice architects.
SOLUTION TIME:
Input your own solutions, the only one I can possibly think of at 11:00 at night is to not allow ore to be harvested by hand, and add a small type of harvester made by novice artisans that can pull up perhaps 500 units of ore and then fall apart.
Any input, feedback, flames?
(BTW, the topic was just a joke people, I love you all--couldn't do without you
I would have to say, to those who say they can't sell things for a profit...
Most real-life new businesses fail. Those that manage to put in the work, be creative, and (most importantly) get lucky - thrive.
Anyway, back on topic. The simple solution, in my case, is simply not to compete. I don't sell small houses - I know the customer can get a much better price than I will ever charge from some novice architect mostly concerned with grinding up xp rather than getting a fair price, and I'll tell them to seek out a novice for it. What I make my money on is the larger, "big ticket" items anyway.
Sadly, the 'Novice Architect' underselling mentality has seeped into the master ranks. Even a lot ofMaster Architect furniture goes for cheap, which used to be a fine way to make decent credits/unit compared to structures. I have seen some rather low prices on large structures and factories as well. I think many of these architects, novice or master, are heavily backed by PA's and some really do not care for the credits.....they just want to build, build a lot and sell. I do not think there really is a way to fix this. If I find a very low priced structutre, I buy it and resell it for a profit and this helps conserve my own resources.
There is a simple thing you can do to add production cost to these miscreants. Deny them training. I don't train anyone I see selling for miserable prices.
You arent even close to the problem....
The problem is there is no rcuring need for our products, that demand will drop to zero at some point without a recuring need for products.
That is the problem to solve. The rest is chicken feed.
Custom Floorplans?
Battle Structures? Battle structures thatcan placed like a deed. The structure decays in battle but can repaired by an Architect made repair kit (like a pet stimpack), and it only restores the structure partially. Sorta like the droid model. I.e. 100% structures gets damaged, apply repair kit and now it is 80% of it's initial sturdiness, etc, etc, until it can no longer be repaired.
Who could use such structures? Anyone willing to engage in battle. Find an enemy HQ, well plop down a couple of structures and start duking it out
.
Simple, I am sure there are drawbacks. Discuss, shred orotherwise worship the thought? ![]()
The core of this problem is the fact that novice architects make items comparable to master architects. A large mineral harvester made by a novice is no different than one made by a master. They all extract the same, store the same, and the maintenance rate is the same. NOTHING IS DIFFERENT. Until we all get on the bandwagon and scream and yell that both novice and master architects are in the end equal, AND that we need some sort of experimentation WITH an experimental skill of +100, things will not change. Prices will stay low and we will not be able to effectively compete.
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=27834
Prices are going to stay low because supply outweighs demand, there are too many architects and too few customers. Minor changes like you sugguest will make no difference.
I am a low price dealer and I AM a Master Architect.
The changes i brought up are not minor. They are very dynamic. If we are able to effectively experiment on our items, Master Architects harvesters will be in more demand than a novice. We have now given the player the ability to chose which type of experimented harvester to chose from. Should they choose on an experimented harvester with a highly efficient extract rate with a high maintenance fee or should they purchase a harvester that is half the price of the experimented harvester but has a lower extract rate and higher maintenance fees made by the novice.
Supply is going to be high because non-artisan classes have the ability to own their own harvesters to gather resources to sell. Is it right? It shouldnt be.. because I cant effectively use a LLC as an architect, so why is a non-artisan able to use a harvester at full effectiveness.
And supply is very high because 99% of the Architects dont care about OQ on resources because it doesnt effect thier outcome. The item ends up being the same in the end. I bet supply will shrink once we do care about overall quality for experimenting.
I am all for fixing experementation, but without decay it wont help.
You still have a somewhat fixed number of people buying things that last forever.
As long as 20 people are going to be competinig to sell their wares to 1 guy buying, prices are going to stay low. That is how business works.
The only ways to fix that are to do one of two things ( or both )
Reduce supply ( means fewer architects )
Increase demand ( that is spelled D E C A Y )
More products is a very short term fix, as you will get into the same boat we are in now within a month or two. I DO NOT support them working a month or 2 on code that will only fix the problem for a month or 2.
New products is not the answer, recuring need for products is a part of the answer. Once that part is in place then experementation fixes will actually make a positive difference. Then I will be in the boat with you.
Decay is NOT an answer. As an architect, I do not want to deal with replacing a house, factory, or piece of equipment at marked intervals AND be paying the maintenance cost. Decay would just turn people away from this game.
Up the requirements to churn out harvesters, such as having a certain amount of construction skill required for a certain level of installations. The intensive skill point outlay will turn off the casual miner types. How about Making Master Architects the only ones able to make large harvesters of any type?
Getting different house schematics (blue prints) and different furniturethat can have the color manipulated will help. Some thing 'new' will make people want to move or change furntiure - like in RL.