Architect Archive
Thread: End of the Road for Architects
Convince people that come to you for training that Architect is a really frustrating and unprofitable profession.
Stick to your prices, amass some wealth, and switch crafts altoether before the market totally bottoms out.
We can only pray that in the future, or in expansions, that Architects will have more to do... but I ain't holding my breath. I'm going to finish off master architect, make a few of each deed I may need down the road, and trash it all.
But you are agreeing that this is a doomed profession? It just seems as though alot of this game, however thought out and planned for, didnt consider what would happen in the long run.
I don't believe its doomed, I do however believe it has a glut of architects for 2 reasons. First the PA hall syndrome which is causing the underpriced deed prices making it hard on everyone who is in it for the long haul and second the powerleveler who wants to make it to the top at all costs regardless of how it hurts the true architects that are in it for the satisfaction of building the *durable* goods (read no decay).
There will be alot more for us to build once player cities are in im sure and im betting vehicles and the space expansion will include the wares of the Architect. If you truly want to be an architect you need to hang in there untill the jonnyPA builders and power levelers get tired of it and quit. After all the ones powered for their PA will be pretty usless for anything else unless they drop the architecture line and I doubt most of those want to do nothing but build PA halls since there is a limited need for those.
This is theoretically correct - durable goods should by definition, assuming a moderate inflow of new players, reach a certain point where the number of producers must decrease or the price will decrease.
However, I believe we can expect a few things to be the case:
1.) Player cities will be a big proposition. They will require architects. Lots.
2.) Players will change what they do. Bounty Hunters will become Weaponsmiths. Pikemen will start Artisans. They will need harvesters.
3.) Players will break off from PAs. People are stupid. People fight. People start new PAs, and need new PA Halls.
4.) In the somewhat near future, we may see a viableBattlefield purpose for Architects. This will change the dynamic of the class.
5.) Players will begin to amass money soon. Millions. They will not know what to spend it on. Not knowing what to spend it on, they will purchase many different weapons to try them out. They will purchase different clothes for different occasions, just because they can. And they will purchase random furniture to switch around in their homes. It happened in other games. SWG players are no less vain. ![]()
At any rate, the fears are justifiable, and at the current rate we may see their effects to some extent. But, hopefully the dev timeline will come to our rescue.
Also in reference to the comment about players emassing huge fortunes...I am not sure how well the economy in this game was thought out, correct me if i am wrong, but hear me out. All the money in the game comes from missions and the players who do them, they intern use that money to buy items. The only way for money to leave the game is for players to put money back in harvestors for upkeep, thus destroying the credits. However, many more players are doing missions than are using harvestors[Estimate 2:1], and since it takes 10 minutes top to earn and easy 2k by doing two missions [Low ballpark figure], and well over a day just for a harvestor to use up its upkeep of 1000. So, 2/3 of people are bringing in money at a rate of 2000 every ten minutes who knows how many times a day, and money is only leaving at best 1000 a day, there is going to be enormous inflation in the game. And when that happens, any new player who joins hte game, will have to play for a much longer time before they can even think of purchasing anything because there is well over 100 times the amount of money than what was in hte game upon initial release. My two cents, whats your opinion?
That said, I do think that there will be a couple of pretty massive money sinks coming in soon. First the personal transporters probably shouldn't be crafter made. They should probably cost a ton, have a limited life, but such a timesaver that people will pay it. They should probably be repairable by artisans, but that would just prolong the inevitable replacement.
I also think that there will be some sort of tax on player cities. The city will have to pay some sort of upkeep, and that upkeep will allow you to hold elections and ensure that no creatures will spawn in the middle of town. The bigger the city the larger the maintenance. There would be some sort of taxing mechanism in the game to facilitate the collectign of the maintenance fee.
I don't know if these 2 moneysinks will help, but they probably should help some.
I have to disagree.
First, harvestors. Whenever there is server downtime, people loose harvestors. Either they deteriorate over time, or they come back to find that the harvestors require too much maint and decide to destroy them. Resource shifts will add to this as well.
Second, houses do deteriorate if the maint isn't paid. How many poeple will take a break from SWG and come back to find their house gone.
Third, player cities. This has already been mentioned.
Fourth, As players leave the server for other servers and as they quit the game, SOE will up the limit of char per server or will do a periodic clean up to get rid of accounts that haven't been accesed for a long time.
Fifth, PA halls. As more people get high level, more ofthem will want to start their own PA hall. Also, as already mentioned, some PA's will fall apart and spawn other PA's form th ashes.
Sixth, bigger houses, more furniture, less architects.
Sensi
Installations Designer, Novice Merchant, Novice Entertainer - Ahazi