Architect Archive
Thread: Architects biggest issue from an non-architect prospective
I'm not sure if this has been said but I dont see anything by the Architect correspondent.
Your biggest weakness/flaw, besides having too many architects in the world, is that your all the **edit** same -minus price.
No experimenttation at all. Why dont resources matter to an architect? Because they cant experiment awaycosts ofopperation, fuel consumption,rate of mining or even the size of the devices.
If they would even put half of those in yourclass would become so much better. It would forceeveryone to actually give a **edit**. Imagine being able to experiment the rate of miningup to 20kgh or the cost ofoperation in half? Or heck even making a large harvester a bit smaller so you could get 3 in the spot of 2.
The possibilities are endless.
Yeah, and imagine ....
Instead of finding 50,000 low-grade ore, you 'have' to find 50,000 good low-grade ore. What fun that would be.
In MMOG's, it's quite clear that players have a (IMO) completely unreasonable intolerance for 'second-best' items. Having 'good' and 'bad' structures would most likely be quite detrimental to the fun of a huge percentage of architects, in my opinion. You think it's tough selling structures now? Wait until you try to unload that 25-maint-rate harvester when Joe Blow is selling 23-maint-rate harvesters.
Not to mention the fact that anything that reduces the 'cost' of playing will probably not be implemented for quite a while, so any implementation of structure experimentation would most likely not include a reduction of maintenance fees.
While building experimentation looks good on paper, be careful what you wish for.
Experimenting on buildings does make a slight difference in the mantainence costs, but not much from my experience. If buildings are ever made to decay in some fashion, it would be possible to at least change the decay rate. I like the harvester idea size idea, and I think it would be great if buildings could have reduced lot costs or increased storage. They could even implement a decimal system for lots. A medium house could take anywhere from 1.2 to 3 lots depending on it's quality. Ora house could store more or less items. That would really help eliminate all the people who made houses just for XP and brought down the value of the market, because not as many people would want the low quality houses, and higher level architects could sell their goods for a decent profit.
"That would really help eliminate all the people who made houses just for XP and brought down the value of the market, because not as many people would want the low quality houses, and higher level architects could sell their goods for a decent profit."
Agree and that's how it is in RL. Those that can afford high quality items will pay for them yetthere willstill always be amarket for cheap stuff too.
Odyssey on Ket - Kaadara and Coronet
OdysseyArchitect wrote:
Agree and that's how it is in RL. Those that can afford high quality items will pay for them yetthere willstill always be amarket for cheap stuff too.
Odyssey on Ket - Kaadara and Coronet
'fraid not Odyssey. Nothing decays in this game UNLIKE the real world. There will NOT be a contant influx of new players to feed the architects on our respective servers. The servers WILL fill up...and then what?
I don't see why archs should have experimentation on anything...at all. Of course it would be fun. But, imagine running and experiment on a heavy harvester that gets a critical failure on experimentation? Then, you'd still have your heavy, but NO ONE would want to buy it. So, that would literally probably double our crit-fail and non-sale percentage of structures.
Architecture is perfect the way it is right now. If we only used like 1000 resources to sell a 20,000 credit item (like DE's for example), then experimentation wouldn't be a big deal at all. And do you think people are going to pay more for better extractors? Nope, they will still pay the same for the best extractors and only pay less for the others.
If you add experimentation into architecture, it may make it more fun for some, but it would double our crit-fail non-sale percentage for 33K resource structure. I don't think so. I think that's the worst possible Idea ever. Seriously. If you had an extractor that could pull 7KG/h which is what heavies do right now. Then, if another person was able to make one that pulled 8KG/h, do u think any of your extractors would EVER sell??? They never would. This wouldn't make archs better, it'd make ALL of us poor...every last one of us except for those few elites that happen to have access to 200K ore a day to burn through to get one good factory schematic to make extractors that can pull 8KG/h.
Anian
Also, if you're not backed by a PA or backed bya small PA, searching for HIGH QUALITY ore would be a nightmare. You'd spend your entire night each night surveying for ore and putting your extractors out there...unless of course you are willing to pay 6cpu for high quality ore from suppliers.
No...don't change architect. It's great the way it is. Any change on experimentation would not help us...only hurt us...absolutely no question about that.
Anian
Though it sounds good on paper I agree with the fears here. There needs to be something done though that will allow us to either differentiate ourselves from competitors or that will give us a continuous market.
The architects have made all kinds of recommendations to the developers from gcw items to decay to experimentation. Lets hope they are at least listening and looking into it...though Ill believe it when I see it.
It appears we might not get anything until player cities come out even though many have pointed out this will not be a viable career path for more than a small percentage of the architects in each galaxy.
'fraid not Odyssey. Nothing decays in this game UNLIKE the real world. There will NOT be a contant influx of new players to feed the architects on our respective servers. The servers WILL fill up...and then what?
With all due respect Knocky, lack of decay on architect itemsis a separate issue. The subject was benefits or disadvantages of experimentation.
Massanas wrote:
Your biggest weakness/flaw, besides having too many architects in the world, is that your all the **edit** same -minus price.
Well, isn't that a surprise. It's the same thing we've beencomplaining about forever. Any weaponsmith can grab the architect tree at 0/0/3/1 and make medium harvesters for anyone that are just as good as anything we can make.
Here's my much longer and very much ignored post on the same subject. No doubt it is being ignored by architects and combatants alike (because so very many architects are also weaponsmiths and are making good money with their harvesters being part-timers):
Sorry, it's been another "omg you're gouging me asking 2.9cpu for that 13,550 resources (if i don't crit) factory day" and so my bitterness quotient is even higher than normal.