Architect Archive
Thread: NO HOUSE for architects?
Ok we as a profession use the MOST ingredients so we MUST have harvesters for ORE, Metal and power and quite often multiple of the same type. So if a large house takes up 5 or 6 lots and a structure factory takes up 2 lots what do we do? As architects, in real life they have the best houses,but we as a class are neutered in this aspect.
feedback, please.
Chauncey
I actually agree, there should be 1 HUGE generic house that only an archetect can lay down that only takes up 4 lots.
Not going to happen of course
Well, I would like to see Architects buy resources off of the bazaar...
oh and then sell their finished products to merchants like their supposed to.
Really, an Architect should have
1 structure factory
1 fusion generator
3 low grade ore heavy harvesters
1 steel/iron harvester
1 copper/aluminum harvester
1 chem/gas harvester
1 lot for whatever they chose...
The problem comes in when the Architect wants to be self sufficient... which wasn't the way the profession was designed. You should be "supplimenting" the resources you purchase off the bazaar/miner with your own harvesters.
any thoughts?
However, buying resources off the bazzar (or vendors) for 3+ cr (most ore these days is selling for 5-6cr/unit) when people don't want to even pay 3 cr per unit on the finished product means there is no way to make a profit (and most of the time a huge loss). Even if you don't count in crits you have to count in bugs. Last night I bought 200k of resources to make some extra gen trubines because all my harvesters are mining the greatly needed ore on a 50ish spot (best I could find). I made ended up with 41 gen turbines, took them out of the hopper, made a schematic for manafacturing mechnisims (sp?) and went to put the gen turbines in the ingredient hopper but *POOF* no gen turbines. I've had similar things happen before and sometimes they come back..this time they didn't. I tried logging, waiting, etc.. no luck. Now I'm out 200k, 41 gen turbines + resources to make gen turbine schematic + resources to make manafacturing mech schematic + wasted time (yes time is actually a resource).
I would love to be able to purchase resources and still turn a profit but it just doesn't work.
How about this .... we shouldnt be miners .....
BRING BACK MINING DEVS and restrict extractors to them .... then everybody has to buy thier resources.
I would have to agree that it is not feasible to purchase resources off the bazaar. I've seen them selling anywhere from 3cr - 10cr per unit. With people only wanting to pay a fraction of that for houses or harvesters. I have actually considered setting up harvesters and just mining and selling for 2cr per unit, only issue would be the fact that I don't know if I could keep up with all those orders ![]()
My character is Jherril on the Tempest server for those of you interested.. will take me a day or two to get things setup and I'll start selling resources at that point. I will mainly carry ore since that is what architects use most.
Jherril
Cyberthugg wrote:
How about this .... we shouldnt be miners .....
BRING BACK MINING DEVS and restrict extractors to them .... then everybody has to buy thier resources.
This doesn't work because... most of the resources on the bazaar sell for 3 to 10 credits a resource and people are only willing to pay 3 to 4 creds a resource for our products. Now im for chairity and all but not when it means I can't make a living.
The devs im sure really wanted interdependence but because there are crafters that can pay these prices and make a huge profit its not likely to come down anytime soon even if there was a mining profession.
I'm sorry to say we MUST mine the majority of our products to survive or we have to convince people to pay alot more for what we make... which do you think is more likely to happen?
So, i pay 3000 for 1000 ore and it takes approximately 3000 to make a smalll house. That's just ore. I cannot sell a house for 9k, at least not recently. and guess what? WE ARE NOT INDEPENTdent, we still require s things that can only be made by a master artisan. Who is the Weaponsmith dependent on? Who is the CH dependent on? Who is the baker dependent on? the tailor needs skin and bone, but why give architects the heaviest dependency with something that should be common sense.
How about this for an idea: ALL HOUSES NO MATTER WHAT SIZE SHOULD TAKE ONE LOT!!!
A fusion generator takes one lot, and I'm supposed to believe that there's any good reason for someone's house to take more than one lot, let alone six! Three of the four factories take one lot, and the big Structure factory takes two, and I'm supposed to believe that a lousy house should take six?!? What were the Dev's thinking?
Did they just sit down and say to themselves, "Hmmmm... how can we screw all the Architects and anyone who wants a house? Uh.... we could make houses next to useless and then make players use over half their resource production capacity to place one down.... yeah, that will work."
Houses *are* next to useless. They are basically safe deposit boxes that can only be accessed in one place. We already have a hard time getting people to pay for the resources that go into a house -- and then they find out they have to give up the earning potential of up to six lots! Just to store their crap! I've had customers just walk away time and time again.
There is a simple solution: All harvesters no matter what size take only one lot.Do the same with houses. Then, not only will we sell more houses, but we Architects could actually afford a couple to maybe demo to customers or maybe even one to live in.
I know, it's a crazy idea that an Architect would have a nice house. ;-)
I'm curious, has anyone ever heard how the same game designers who came up with the "one-lot each" scheme for harvesters, which makes perfect sense as we see all ranges of harvesters all over the world, also seem to have taken leave of their senses and have crippled houses? Someone must have heard some lame explanation about why the game needs a massive penalty for anyone wanting an nice house. What is it?
-- Kyer Amon, Lowca
Sterma wrote:
Merchants get more vendors, CH get more pets, so shouldn't Architects get more lots?
Amen.