Architect Archive

Thread: Architect Top 5 Issues Open Discussion on Issue #1 Architect Variety / Economy

Dynastar
Thu Mar 25, 2004 3:14 pm
#14






Cafa wrote:

I do not agree that BER increases are bad. I think BER increases are GREAT.




Why?




Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Dynastar
Fri Mar 26, 2004 1:14 am
#15

I can't really see a point to adding a slight variance in the BER of harvesters since the market is going to experience a glut of old equipment when hologrinding is finally over.


The real key is factory experimentation. Find me a WS that wouldn't like a factory that was 30% faster and I'll point you out a liar. Couple this with possible decay, and we actually have a constant market, not a one time shot market.


Varying colors on furniture would be nice, but its just eye candy. The real meat is factory experimentation.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Naufragus
Fri Mar 26, 2004 1:14 am
#16






Kyrien wrote:

Another thought..... Yes I know that that wil total 0.04c but i can't help it....


The bazaar I sell a lot of things on the bazaar, tools, personal harvesters, etc.... None of these thing is an Architect Item other than the small houses I sell from time to time when I desperatly need credits. The going rates on Architect items are definately well over the 6K cap on the bazaar. As I understand it this cap was to make people use PC's vendors. I don't know how many times I have traveled a long way to a vendor to find out that they are out of stock or thay are charging 3 or 4 times the going rate.


This annoys me.... Maybe a better Idea would be to cap prices on individual items that way more expensive Items could be sold on the bazaar.Other ideas, although not entirely Architect related, would be to have a resources commodities market and a central vendor listing so that you could browse their selections but would have to travel to their shop to make / pick up a purchase.


Kyrien

Artisan (4/4/4/4) almost master

Architect (0/2/3/0)

DE (0/0/0/3)

Starsider - Tatooine - in and around Anchorhead







goood idea....


please also post it in the merchant forum...


i keep trying to bring up bazaar issues there but the 4 merchants who use that forum are just too focused on their vendors...


some of the others are trying to suggest this...that the vendors are tied in with the main bazaar..

kastlyn
Fri Mar 26, 2004 2:01 am
#17

I agree that fixes should be our number one issue. Followed by STORAGE and then new items (which technically ties in with the GCW, anyway). I want factory experimentation, and everything going into decent sized crates before seeing new items and new bugs. Sure, I want to see new furniture and colors just as much as the next player, but I'd rather wait until I can make them in a factory that can make things in a timely manner, and have space to put all these new items on display. This should definitely be in the top 5, but I don't agree that it's the number one issue.



-=Lenore=-

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Huntercrom
Fri Mar 26, 2004 12:55 pm
#18

I'm going to expand on the rig idea that was brought up earlier. I think what I'm thinking is possible.


Schematic is awarded based on what structure you are building, so when you are able to build Heavy Mineral Harvesters, it'll have a schematic for a Heavy Mineral Rig.


How to use it: Easy, buy the rig, and drag and drop it on the schematic of the harvester. It's a ONE time use item, and thus, when the harvester is re-deeded, it needs to have a new one added to it. This would be like adding a power up to your weapon, except, it won't work for 100 rounds, it only works 1 time, thus, if you are going to put up on a hill, mountain, rough terrain, guess you better buy them by the crate eh?



This is practicle, and shouldn't require a ton of resources. It shouldn't even have major stat requirements, maybe just OQ. No experimentation needed. The cost of it should be the only cost involved, it should not increase the cost of the harvesters operation. Maybe 100 units of metal (ferrous or non-ferrous), that should keep the cost from being outrageous on them.


This does alot of different things here. It allows for people to harvest in the worst of terrain. It gives us a very viable and renewable source of income. I mean think about it, how many times have you lost 10-20% on a vein to terrain problems?


Instead of an offshore rig, why not just introduce offshore Harvesters? A whole new line of harvesters, rather than adding a part, have a whole new type of Harvester.



Just some additional thoughts on this subject.





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Kyrien
Mon Mar 29, 2004 9:30 am
#19


Here... this was posted under bugs but I beleive it belongs here:




Structure decay, IMHO, will save Architect as a profession for more than 5 people per server. But I'd prefer to see it manifest in a better way that a simple decay-and-its-gone way.


How about giving Architects a schematic for a Repair Kit that can be dropped on the structure Management terminalthat repairs its condition to full value? Then for harvs, remove the re-deed cost and replace it with a Redeed Package that you drop on the harv that allows it to be re-deeded?


This gives Architects a new source of RENEWABLE income. And if they finally make experimentation count for homes, the Maint value for them can be adjusted through experimentation.


This was poster by LonelyGhost, I like the Idea of Repair Kits and Redeed Kits.....


Kyrien


Artisan


Architect (1/4/2/1)


DE (0/0/0/4)








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VelRahn
Tue Mar 30, 2004 6:45 am
#20

Thanks for starting these topics Dvnce!


I'm just getting started as a Novice Architect, and the one thing that I'm seeing is STORAGE issues. I know this has been brought up a million times already, but I think it's better to voice my opinion than let it be silent.


I've been doing a lot of reading on the Archi Profession forum, and I have to agree with several comments that have been made. I'd like to see an increase in container holding sizes. There's no reason thata container of ore couldn't have an extra 0 added to it so that it would hold 1 million units instead of 100,000. Combine that with increasing the size of factory crates to 1000 (for ALL items, not just some) and the database should become easier to handle, since you're decreasing the number of items that are being created.


A second boost to STORAGE....WHAREHOUSES!!! Something that holds X number of items, or maybe 2 or 3 different sizes of wharehouses (with different footprints!!!) so that you can buy the one you want that fits your needs and your lot availability. This will allow crafters to be able to maintain a house for their personal items/business, and gives them some extra storage for all the resources that they inevitably burn through. Just looking at swgcraft.com, this business is going to be a HUGE resource drain, and the storage space needed for all those resources will dicatate that I waste some of my precious lots for harvesting on med. HOUSES for storage. Lets get some storage-specific items in the game.


Thanks for taking the time to make these issue discussion threads.Keep up the good work!







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Vego_Wraith
Thu Apr 01, 2004 5:06 am
#21

it takes more then 3000 something resources to craft a heavy minerial it takes i think 6 walls which is 60 structural moduls that take 250 resources its self. so 60X250=15,000 resource and then it takes more to combine them into walls so your prices are a little off


EnigmaBSc
Thu Apr 01, 2004 5:38 am
#22


Vego_Wraith wrote:
it takes more then 3000 something resources to craft a heavy minerial it takes i think 6 walls which is 60 structural moduls that take 250 resources its self. so 60X250=15,000 resource and then it takes more to combine them into walls so your prices are a little off





Was that in response to my post? I was talking about Mineral Mining Installations, which require three structural modules each, not Heavy Mineral Mining Installations, which require seven walls each. You're quite right that the Heavy Mineral Mining Installation can't be built cheaper than its redeeding cost, but the Mineral Mining Installation can.

EnigmaBSc
Kerico
Thu Apr 01, 2004 2:12 pm
#23

I think we have a good variety of products that are crucial and desired, but none of it is consumable (besides candles).


I'd like to request that harvesters (in addition to the decimal rates) have a very slow decay to the extraction rate introduced. This would eventually lead to repeat business but not at a rate that would harm consumers.
Bondserv
Thu Apr 01, 2004 2:13 pm
#24

I agree with everyone that says we need to be able to build some nice Storage structures....



I have to use other people's factory input hoppers to store my stuff that I am not selling....



Bondserv.


YDI-Inc
Thu Apr 01, 2004 9:28 pm
#25




Variety


Everyone wants more stuff. We want more to make, our customers want more to buy. Storage space is at a premium and people want houses to hold more. Bottom line, we need MORE.


Economy


I think redeedingshould reduce the quality of the deed bya variable1 to5%. This would give the owner of the deed somewhere between20 and 100 "uses" of the deed before it needs to be replaced. If you assume that most harvesters have a life of5 days, this means that every 100 to 500 days the deed would have to be replaced.


Assuming BER 10, 65%, 20 of 24 hours a day, you get 780,000 to3,900,000 units of resources per harvester before it needs to be replaced. This is not unreasonable. People who use harvester for their own products, like Architects, still get a great run for the money, and customers who pay for the product still get a good run for the money.



Mal'Kai Volturr - Guildleader NRA
Master of THIS and THAT, Proficient in THAT OTHER THING
Yahto Dasan - Mayor New Alderra, Dantooine
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VWBugKing
Fri Apr 02, 2004 3:34 pm
#26

Decimal Point BER - Yea, that would be kind of neat, but as mentioned before, it would only cause people to throw out thier 13BER and go for 13.9BER or whatever the max would be. Great surge of money into our pockets, but only temporarily. Beside, I think this would hinder emerging Architects, and not help them. I personally went up the Construction Tree after I got to Installations II, and I was able to make 10BER Mediums pretty easily after Mastering the Construction Tree, so I was able to put products on the market at the same quality as Masters, atleast in the Medium Minerals. So I had that income while I was leveling out the rest of Architect. With this, I might have only been able to do 10.15 or something like that, while Masters could do 10.90.


Factories - Should be able to experiment the speed of production. Makes since to be able to make better factories as your skill level increases. By default (no experimentation), they should be atleast the speed of making them by hand w/o macro assistance. At best they should be 10% faster then by hand.


GCW - I belong to a very large guild on Eclipse, and they are very much involved in the GCW. Me being a pure crafter (only weapon skills I have is Rifles II), I can not help them very much, so I feel left out a lot. We should be able to do something to help them out, like build turrets, or bases, or tons of other things. Even if its just building some components for those items, then the person could give those to the recruiter to purchase a base or turret at a reduced costs. THEN, if you did it that way, even non-factioned Architect could stay neutral and sell to both sides, and have a good source ofrenewable income.



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