Architect Archive

Thread: Aren't you guys worried that you are force to experiment?

-TAKEDOWN-
Wed Oct 01, 2003 9:37 pm
#1

Aren't you guys worried thatyou are force to experiment?


Experimentation for doctors and other professions is fun cause if they fail, they only lose 500-1000 credits. Droid engineers loose about 15k when they crit fail.


But when you guys fail, you guys lose about 100k worth of credits. Aren't you guys even remotely worried that if you crit fail on one Heavy Harvester, you will lose a lot of your profits?


Isn't experimentation just increases the chance of you guys getting crit failures?


When I get 2 crit failures back to back, I don't even care. But how about you guys?


This experimentation thing could be nasty.




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-TAKEDOWN-
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SIR'GRYKON NWODEKAT - BH IN TRAINING


Anian
Thu Oct 02, 2003 6:22 am
#2

I think experimentation for Archs is quite possibly the worst thing that will ever happen to this game. Esp in the way they are doing it. They are trying to affect the hopper size versus the pull rate?? The ONLY reason they could be wanting to do this is because if you want to slow the economy, harvesters will do it more than ANYTHING.


I honestly don't think the Devs are at all interested in helping out Archs. I think they are wanting to try to get the economy in check.


Once this hits, it may be fun for a week or two, but it's only gonna hurt us archs and really upset all of our customers.


Resource prices will drastically rise causing structure prices to rise (be it harvesters, factories, power plants, or houses). This will cause the WS, AS, Tailor, BE, and DE professions to start raising prices. So, a Blaster Pistol that used to go for 15K will now go for 45K simply because the resources are now at least three times as hard to come by making them cost 3 times as much.


Harvesters are the heart of the economy. If they are changed in any way, it will affect the ENTIRE economy...not just certain groups like the other money sinks in the game. Like I said, I really don't think the Devs are trying to give Archs experimentation to help them out at all. I think they are trying to slow the economy...and affecing harvesters will do just that.


Anian




------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
silvrhand
Thu Oct 02, 2003 6:31 am
#3

Sorry,

If weaponsmiths raise their prices they'll just keep **edit**ing up the economy, they need to raise the durability of weapons so they don't burn out every week, so that weaponsmiths won't continue to horde money into the millions and millions, and some billions of credits.



=================
Silvrhand
Master Architect
Hjouse of Spjank

Visit my Structure and Furniture shop located SE of the Imperial Outpost on Talus, in Spjankers: The first Imperial Cantina!
Dayln
Thu Oct 02, 2003 6:44 am
#4

I am not woried at all, this will likely be teh best thing for architects in the long run. This is what everyone has has asked for, for experimentation to mean something.

Anian
Thu Oct 02, 2003 7:00 am
#5

silvrhand,


As a Master Arch and a Master WS, I can speak from both sides of the spectrum. First and foremost, this is a free economy and demand for weapons is EXTREMELY high. Archs service, I'd say at max 30% of the SWG population. WS's on the other hand service close to 100% of the population. Almost every one of the players has some kind of weapon. Whether it be a simple, low end Scout Blaster or a high end Krayt T21. Almost every one of the players no matter of profession want guns. So, demand is high. Think about it this way. A company like Nike. How much do u think it takes to make a pair of shoes? Maybe $5...Maybe $10. And they sell them for over $100 a pair. Why? Demand is high, and people are willing to pay that much.


Demand for Arch products isn't as high. And, IMO, it has nothing to do with experimentation or decay. It just has to do with the simple fact that we only service about 30% of the population. We only service the crafters and the resource suppliers and the few combat classes that run small businesses on the side. So, again, that's about 30% of the pop versus 100% of the pop.


Secondly about experimenting on Durability. That would definitely a smart idea. How about experimenting on lowered HAM costs. That way you could use your special attacks OVER AND OVER and probably have a better end result than a high damage weapon. But, unfortunately, the demand for anything other than EXTREME high damage weapons is pretty much nil. Pretty much anything that isn't as high damage as possible just won't sell. And it is a shame. Occassionally, WS's get a request for a low HAM use weapon or a high durability weapon, but not often as I understand it. Though I do make all of my laser carbines with low HAM costs vs. high damage because, from what I heard, they are notorious for sucking your HAM away.


Anian




------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
EliasDemens
Thu Oct 02, 2003 7:01 am
#6

Yes, but the nurse dosen't break your nose before seeing you. Maybe we should have been more specific and said "We want experimentation to mean something through positive reinforcement." ?




Elias Demens
Master Architect, Carbineer, and better looking than you.
Tarquinas
Anian
Thu Oct 02, 2003 7:04 am
#7

Dayln,


Though i do agree with you on most of your agruments, this one I can't. If they had made experimentation count toward pull rate, lowered power costs, and lower maint costs, then I would have applauded the devs. But, shrinking the hoppers...why? What good will this bring the economy in the end at all?


Anian




------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
Dayln
Thu Oct 02, 2003 7:06 am
#8

I bleive this is positive, people jsut like to whine as things get balanced. It was the intent form the begining that experemintation should means something for architects. They pegged at at the high side for release as the preasure to release form the publisher became to great to ignore.


it was only a matter of time before they fixed it, Im gald they are. It will add varity and chalange to a profesion that is already too easy.

Anian
Thu Oct 02, 2003 7:12 am
#9

Dayln,


I can't disagree that, in the end, exp would probably help our profession. But, this kind of experimentation can only hurt us.


Exp to raise the pull rate, lower maint costs, and lower power costs...that would be GREAT. Or even exp to raise pull rate at higher maint costs and higher power costs...that's still a great idea. But, to shrink the size of the output hopper to be able to hold at max about 2.5 days worth of pull. What good does this do for the economy at all?


Seems the devs are about to drop in the BIGGEST economy slower the game could have...and they are doing it as a wolf in sheep's clothing. The wolf...TINY hoppers and a MASSIVE slow in the economy. THe sheep's clothing...putting it in saying that the archs are finally getting exp that works.


I can't guarantee, and I may end up eating these words. But, I say give it two months after that patch and we'll see an economy in ruin...not one in balance.


Anian




------------------------------------------------------------------------------------------------------

Anian Ciavaese (Naritus) - Master Artisan/Master Merchant/Master Architect
Abord Oihi (Naritus) - Master Musician/Master Doctor
** Personal Quote: "Don't play harder...play smarter" **
Dayln
Thu Oct 02, 2003 7:22 am
#10

The long run is the only way to look at any balance change. I don’t see this change as being intended to address the economy. I am not sure that ANYTHING they could do would address the economy.


The economy is open, and player driven, right now there is too much supply for the demand, the only way to fix that is to reduce supply while increasing demand.


The only way to increase demand is decay, which is not what experimentation is about . Experimentation is about fixing the architect tree and putting varity into our finished products.



The way to decrease supply is to have fewer architects. That will work itself out on its own. The last thing I think SOE should do is try to maintain an economy for however many people want to be architects. They sinmply cannot do that and still have an open economy.


Other than decay there is really nothing for them to fix economy wise. Right now there are too many architects and too little demand, they will balance out as prices drop and people refuse to sell for less profit, they quit and supply drops.


Everything that has happened so far is very natural and normal.

EliasDemens
Thu Oct 02, 2003 7:24 am
#11

No sheep's clothing available, Anian. The tailor's hopper was full.




Elias Demens
Master Architect, Carbineer, and better looking than you.
Tarquinas
Scortch
Thu Oct 02, 2003 8:26 am
#12

I totally 100% agree with Anian. This has ABSOLUTELY NOTHING to do with helping Architects. None, nadda, zilch. It has EVERYTHING with the dev team trying to slow down the resources coming in.


They are NOT trying to help the architects, this will hurt us.


They just found a way to accomplish their goals of reducing harvesters and the resources coming in. Plain and simple. The Dev Team doesn't care one bit about helping professions, the only thing they care about is ruining this game and hurting the professions. Look at how many they have ruined already.


This dev team is on serious drugs and out to ruin this game and so far, they are succeeding. I mean they don't even play the game, how can they do anything with any brains? They are simply applying changes based on numbers they see. They don't have a clue how the game itself works.


No, this was NOT done to help the Architects. It was done to help change the numbers they see.


If they make this change, they better reduce the resource amounts used. Especially ore. I can't keep up with demand because even with 10 heavies on a 68% spot, I can't keep enough ore to fill orders.


GrandMufTartkin
Thu Oct 02, 2003 8:38 am
#13

"Resource prices will drastically rise causing structure prices to rise (be it harvesters, factories, power plants, or houses). This will cause the WS, AS, Tailor, BE, and DE professions to start raising prices. So, a Blaster Pistol that used to go for 15K will now go for 45K simply because the resources are now at least three times as hard to come by making them cost 3 times as much."


I disagree with this mostly.


While rising costs of materials that go into a craft often raise the price of the end product, I think this is mostly negligible. By simple math, you can figure that to have the greatest impact on the profession that uses the greatest quantity of resources, and minimal to the profession that uses the lease.


The weaponsmith you mention, uses very few resources in comparison to an architect. You example of a blaster pistol that uses 111 resources going from 15k to 45k is exaggerated. I don't think that even a 50% increase in resource costs(and that is pushing it) would tripple the cost. Say a weaponsmith pays 10 cpu for materials, that comes out to be 1110. Say that harvestor capicities caused a 50% increase in material cost. Now that comes oout to 15 cpu.


I am sorry, but materials that cost 1110 today, and 1165 tommorrow, does not make the price of the weapon by 30k.


This will help the Architect. Now people will need new harvestors, and the ones they want will be high quality ones. The higher up in the Architect tree you go, the better the prices. Those that dabbled and lowball dumped there products when quality of the product didnt matter, will have a limitted role in this new business.


As a whole though, an entire server of people replacing old harvesors with new, higher quality ones is good for the profession, and should pull the pathetic structure out of the gutter.


The only "archs" that will be hurt are the ones with very few skill points in the architect tree that dumped the market with small houses and harvestors for a quick buck. I think the ones to make out on this will be the ones in the construction tree that have devoted a large portion of their skill points into the profession, and rightfully so.


Finally, a line that I have in architect that actually does something. Looks like it will help me sell some extractors for reasonable prices.


Finally, I guess I just got tired of Johnny miner and Joe Low, that had one skill tree be able tomake and sellstructures of the same quality and lowball price as me, someone that has paid for the entire tree. Personally, I hope this either makes people put more into the profession to get more out of it, or makes people drop it alltogether.

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