Architect Archive

Thread: Three Reasons Why Architect's Can't Turn a Profit

Arkkanon
Tue Jul 29, 2003 10:26 am
#1

1) Everyone's Architect purchases are for life no wear and tear so once you buy it you never need another. We hear this one alot.


2) Anyone can undercut me. Only takes 1-2people skilling at a loss to make the market plumet. A common concern


3) The underlying reason 1 &2 happen? Ours is the one craft where qualtiy and experimantation currently mean not squat. No skill or selectivity in materials is required. The house that JoeBupkis makes out of rotting wood anddung, is as exactly asgood as the house created by a master of marble and chromed steel. It doesn't matter that my materials are all high quality, that i use the best tools or experiment on the parts. Mymining head with its +43% harvesting efficiency, a turbine with +33% efficiency, a hopper with +50% storage capacity, or a 29% durability. Harvests just as fast, uses the same energy, holds as much and wears out as fast (which is to say not at all) as the guy who used 0 quality materials and has no skill. His house is as good as mine so he sells his skillups for breakeven- whatever he thinks skill increases are, for some people skill is priceless so they sell for significantly below the cost of the material. If these things had any value people would pay more for better items not just look for the lowest price. Look at how much 4-5 damage points do for weapon sales, same for %protection on armor, food and meds for duration or effect. they can produce a quality product and be rewarded for their work we however live in a land were all are truely equal and it is very unfortunate :/

JanixBaak
Tue Jul 29, 2003 1:16 pm
#2

1. You're dead on about this one. Everytime I sell to someone the only way I'll ever sell them a house again is if they want to upgrade. Sure there's the furniture market, but that doesn't decay either.

2. Welcome to a free market. That's just the way it works. Now you know how the mom & pop stores feel when Walmart rolls into town.

3. You're right. Construction line does exactly jack. There's no difference between a small house made by a novice or a master. Tailors unlock new colors. It'd be nice if we got something in return for our time and xp and it could open up a new resale market if we could customize the homes we create.



Aikibo Terak
Commando / Smuggler
Former Master Architect
Anchorhead Irregulars - Chilastra Galaxy
Hatton
Tue Jul 29, 2003 3:20 pm
#3

This is all speculation , no one can know this for a fact that we will die off , there will always be people wanting items from us , be harvestors...factorys...furniture(great area to get into) and PA halls. Im sure we will get new items to craft once player cities come into effect. So dont despair this profession is by far the best...we dont need to worry about quality on our resources or look for a specific type...only only Master Furniture items and almophorous(sp?) gems , i dunno to many complaining....if you dislike it so much this is not for you. Pick another profession that you think will make you money , and stay away from one you think is a dying breed. Common sense really , do what you like....and enjoy it.



Hatton Groghen
Master Architect
Naboo , Theed -5251 , 3235
For all your Housing and Installations needs.(TM)
Droidrick
Tue Jul 29, 2003 3:30 pm
#4

I am with you guys on this one. Hopefully some things will be added at a later date to make the profession worth while so we will always be in some sort of demand.
Zephyr40k
Tue Jul 29, 2003 3:36 pm
#5

I may be wrong, but is it true that higher quality resources reduce your chance for a crit fail? If so, then there IS a good reason for architects to use quality items.



-Z40K


EdOWar
Tue Jul 29, 2003 3:44 pm
#6

1) Consider this: If structures have enforced, irreversible decay then instead of buying new houses from you all the time, people will simply stop buying houses at all. Why spend 10-15K on a small house when it's just going to disappear eventually, especially when you don't really need a house in the first place.


2) The reason power-levelers undersell is because there are too many architects for the economy to support, relative to the demand for things like small houses. If there were either 1) a greater demand for houses or 2) fewer architects then every house sold would cost more, regardless of whether it was made by a power-leveler or not.


3) I agree that experimentation should be implemented for structures. It would be nice to have harvestors that were moreproductive than standard models, or used less power, required less maintenance or had larger storage hoppers. More variability would increase demand and prices for harvestors, just like varibility helps the weapon and armor markets.


Slim Vargo, Corbantis, Mos Eisley

Hatton
Tue Jul 29, 2003 3:54 pm
#7

I have yet to see a differenceor any strong evidence to tell me that quality of resources matters in failures.....i dont fail that much and i use any material i can find to make my items. I have 92% Structure crafting tools and have 78% crafting station. So until there is some thorough testing done and numbers posted on the tests , i will continue to believe materials dont matter on failure rates , this is of course from my experience and i did reach master so i have crafted alot of items.




Hatton Groghen
Master Architect
Naboo , Theed -5251 , 3235
For all your Housing and Installations needs.(TM)
Meplorium
Tue Jul 29, 2003 7:27 pm
#8

I am one of those that sells rather low, and I make a very good living. If you can't sell anything because people can buy cheaper, maybe that should clue you in. If I sale a large house, that is worth 10 sells to a armorsmith/weaponsmith. 1 sale is a lot less work than 10. As long as I can sell 3c/r I make a profit and stay in business. I do have to do all of my own mining and that requires a lot of work. Then I get back from the fields and only need to make one sale to stay going for the next two days.


Really if the making a living issue is a problem for you,become a fighter and run missions all day. Architech as a profession will end when everyone has a PA hall as a house and no need for many harvestors as they all have a stock pile of guns and armor to last them a long time. This is true for all crafting professions. So either get it now or don't get it at all. If that means a price war, so be it. Just make sure you are making a profit and you'll do fine. The arms dealers are having a nice price war on starsider.Soon they will be out of business as everyone will have 5 or 6 guns in reserve and they know it. So they get it while it last like we must.


Decay isn't happening any time soon, and we all will be out of business before they could ever empliment that, so I wouldn't count on it. The best thing they can do is to make all structures not redeedable. Every resource shift we will get a lot of business. Otherwise that is it for us. This would give us a longivity no other profession has. Something to think about.


- Meparch




- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
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Laruther
Tue Jul 29, 2003 9:27 pm
#9

Edowar has it pegged on the head.


Yes our items last forever. This is why you should raise prices if for this alone. Houses are a luxury if they stop being a luxury and start being a pain people will not want them. I can see it now the local pa builds a small house once a week puts four craftingterminals in it and let the decay begin. You all dont realize what you are asking for. If houses decay there will be no player cities. Stop on the decay issue already.


What would actually help more is if another proffesion actually needed our parts for there items.The ones that do decay. Such as a droid eng. needing a strutural module to build a high end droid. If a weapon smith. a armor smith and a architect where all needed to build a battground turret. There are so many thinks possible here. a architect and droid eng. team up to build bot harvesters that move around with the user and have a high power consumtion rate and high maint cost.


And yes experimentation should mean something. If not remove it and add to the construction area recreational buildings. Things such as fountains trees parks things to go into player run cities to liven them up. Be creative i dont care just do something sheesh.




Owner and operater of Laruther Corp Furnishings
Located on the Starsider server just West of Theed on Naboo
To place an order or get a price list and waypoint email Laruther
MADMAN_NS
Tue Jul 29, 2003 9:55 pm
#10

I am an architect and feel that there is hope for us. All professions have a top off point, its how u do it that counts. Plus there are expansion packs on there way that offer the architect the advantage. There are other forms of skill points racking up that are no use to us on this level of the game, but (hint) will allow us to have other advantages that the other skills dont. Let it get saturated. then they will focuson other skills, then when the space expansion comes out we shall be victorious with our star ships and other crafts.



MADMAN


STARSIDER GALAXY

ImLucas
Tue Jul 29, 2003 9:56 pm
#11

Actually... What we need, is a brand new item...

We can call the item an "Integrity Enhancer" or something.

What it can do is this:

1) When applied to a structure(need a new menu option), it will raise the condition of the structure. Up to a maximum of 250%(2.5x normal)

2) It can come in 3 sizes: Minor, Moderate, and Strong.

3) Any condition points higher than 100, but lower than 150 (50 points max), lower the maintenance cost by that percentage.

4) Any condition points higher than 150 (50 points max) will increase the efficiency of the building by that percentage.

5) Every maintenance cycle, the condition is lowered by 1%. But the building will never go below 100%, as long as there is maintenance money in the building account.

6) Architects will get usage exp when these "Integrity Enhancers" are applied to buidings.

7) Any condition beyond 200% is considered as "buffer space", so you can get the max benefeit for 50 cycles.

I figure that the 3 versions could be 25%, 50%, and 75% respectively. With proper experimentation, you can double these values(with high quality materials).

I haven't figured out if more than one should stack or not... probably not... but we would need an option on the building to "remove integrity enhancer" tho, so we can apply a new one, when the current one is getting weak.

So, what do ya think about that?

-Loserwan Ka'newbie
Tarquinas, Talus



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This thread has been tainted by Loserwan Ka'Newbie of Tarquinas.
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Numen
Tue Jul 29, 2003 10:57 pm
#12

Meplorium - 10 sales to a weaponsmith is the easiest thing in the world. My friend easily sells 100+ items a day I would guess. If I put all my harvestors on stuff just for me to make houses I could maybe make 2 larges in a day. That is 20ish mediums. I don't do that many because people like you have made mining much more profitable to me than being an architect. I still make money but life is much easier just collecting the resource and selling it. So now I do about a large house a day.


I've given up on trying to convince people that anything less than 5c/resource is horrible. Your selling yourself short and that is it. It is a pain in the ass to collect all those resources. All a weaponsmith has to do is contract it out and the resources are there sitting on their vendor in the morning. Makeing weapons is just as easy as structures. Factories do all the work.


I have no problem just mining for people right now and creating a house or a PA hall every now and then. When that dries up I'll just switch professions if I can't make a profit. I found out a while ago that 3c/resource is horrible to me. Not even close to worth the effort I need to put into the game for that.



Experimentation is the biggest problem with the architect right now in my opinion. A good weaponsmith gets more for his goods than a bad weaponsmith. There is no difference between a good or bad architect. A 1% house is the exact same as a 99% house. That is a major flaw in the profession. There is no reason to strive for greatness.




Amandil Morier - Tempest - Master Chef
terrorbeat
Tue Jul 29, 2003 11:42 pm
#13

Here's my fourth, sarcastic reason:


4) They can't get creative and figure out how to make money.



I've never charged a ton for anything. I haven't had a massive PA help me with harvesters. I've consistently made OK money and haven't been broke... yet. I'm really enjoying myself. I think we have a lot more serious Architect issues than the economy. I hope we can focus on those.





Kaori [FX]
Master Doctor
Novice Teras Kasi 0142

Location: Arca Effex, Corellia
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