Architect Archive
Thread: The Future of Architects
I'm guess that the devs are going to add in some new housing type structures as we go. Possibly larger ones, possibly more interesting or beautiful ones. Maybe ones with special features, or windows, or ... the list goes on. When those come out, the architects will start churning them out to fill the new demand for the "latest and coolest". Also new structures might be put in the game with new functions and abilities. Mayb some that are able to do things that will be required for other professions' needs that aren't even in the game yet.
How about player built cities? How do we know that we won't be getting a ton more schematics for things like road paving, streetlights, outdoor decorations, etc. And it was already said that cities of sufficient size will qualify for shuttleports, starports, cantinas, banks, and things of that nature. Who do you think will be making those? My guess is that we will.
There are concerns, yes. But I don't think the last nail is in our coffin yet.
The market will have the following effects long term based off of current fluxuations:
- Architects (newer ones) may quit after realizing they can't compete with some old timers. This will cause less architects to appear and stabilize the current influx of architects to the servers.
- When cities are implemented, all types of structures will be needed. Furthermore, more types of structures will be implemented over time. These structures will be needed at that time.
- SoE will always look at what we need to continue our profession and implement it. They won't create a dying profession, especially one as needed as an architect, a weaponsmith, and an armorsmith.
If you join the game 6 months for now and want to be an architect, it won't happen unless you choose a "new" server that was just created.
dacton73 wrote:
I price my furniture 4 credits per unit of metal. 10 credits per unit of Hide. 6 credits per unit of Wood. Some of the stuff that's Difficulty 20+ gets a hefty surcharge added on to cover frequent failures.
OMG! No wonder I sell so much furniture and people keep telling me how much they were being charged on the bazaar or in other places! If I tried to charge based on that much per unit, a large couch or circular couch or large bed would go for like 4K or more! LOL! Nobody should be paying *that* much for a silly piece of furniture.
I've calculated what it costs me to mine my resources and use that as an average. I then tack on about 2 more credits per unit of material I mined. For the things I have to buy, I factor in what I paid for the hides and usually mark that up by one credit per hide. On higher level items, I may tack on a couple hundred credits surcharge. I still make a nice, but not gouging, profit and my vendor is empty nearly every day when I log on.
:-)
I charge about the same there... 3-5c/res (depending on if I buy or harvest it) and 8-12.5c per hide (depending on purchase pricing). I also tack on 50-400c for level of complexity (ie 7 = 50, 25 = 200, etc.) The levels of failures and the profit seems to balance out so that I make enough to keep my harvesters going, house maintained, and still canafford to buy another batch of hard-to-find res so I can work on my otherskills. The main problem is having such a wide variety of items to make that it's hard to keep everything in stock... feels like I'm grinding my life away ![]()
-Sco
Interior Design & Architect
Sco's Furniture Palace - West of Bestine - Tatooine - Lowca
[MGA]
Am I the only one who read in the manual "battlefield structures such as bunkers and turrets"? This is the main reason I am trying to become an architect. Wish I had power crafted before they nerfed barrels from 40GCXP to 20 GCXP.
I don't know when they are going to release these things, but I have a feeling if you go overt your stuff is going to be able to be destroyed by other overts. I think there is going to be a big demand for turrets once they are in the game.
Once we get more PVP and PA wars, you will see a large demand for battlefield structures. Without battlefield structures architect is going to be pretty dead profession. Maybe you will need 1 or 2 per planet 10 -20 per server.
With the advent of vehicles I think that may kill the housing market ever more. What are you going to save up for a house that has negligible value or a vehicle that is very useful.
I may decide to just give up architect and just go into the resource business ... ill stockpile resources until I can't hold anymore.
One option I thought of off the top of my head would be to forget upfront cash payments for houses. Items worth more than x amount of credits should go on payment plans. Architects sell deeds and instead of receiving x credits up front the architect recieves a down payment and then part of the fees people pay into thier structure. I mean the game keeps track of who builds what and already provides xp to thecreator based on usage for alot of items. Why not create a payment system for large items that worksthe sameway.
Since the player is already paying thses fees anyway his initial purchase will be much cheaper. And the architect won't have to worry about covering thier resources because once they have made enough sales thedaily income will more than make up for resource cost. Then add a lifetime cap on structures. The structures last say 1 RL year then start breaking down. The costs are incremental. First starts out cheap to repair and maintain then gradually becomes more expensive till the player decides its time to buy a new house. It should be easy for a player since he will only be paying a thousand credits down. the rest comes from payments hes already making and so wont miss.
OMG! No wonder I sell so much furniture and people keep telling me how much they were being charged on the bazaar or in other places! If I tried to charge based on that much per unit, a large couch or circular couch or large bed would go for like 4K or more! LOL! Nobody should be paying *that* much for a silly piece of furniture.
I've calculated what it costs me to mine my resources and use that as an average. I then tack on about 2 more credits per unit of material I mined. For the things I have to buy, I factor in what I paid for the hides and usually mark that up by one credit per hide. On higher level items, I may tack on a couple hundred credits surcharge. I still make a nice, but not gouging, profit and my vendor is empty nearly every day when I log on.
You can charge whatever you like, but my prices are hardly "gouging". Armorsmiths buy Hides for up to 10cr each, I have no qualms charging that. If what you say is true, I wouldn't be selling any furniture. That clearly isn't the case, as I can't fill even half the orders I get at those prices. My vendor is empty every day too.
Stop being used to selling yourself too cheap.
Future of architects: player cities. Cloning centers, shuttle pads, walls, etc.
What to do in the meantime: work on a second master, or learn to fight. If you keep working as an architect you can easily get 240,000 exp over master. That is enough to drop 2 skills and master arch and still have enough exp to get it back immediately if necessary. You can drop master and 2 of the "experementation point" skills and all you lose is the ability to make PA Halls (which I hate to do anyways).
How to get more than 10 lots: have people donate lots for harvesters. I am currently managing just under 40 harvesters. Simply make them a deed, have them place it per your instructions, then make you admin. Piece of pie! Easy as cake! Helps to be in a combat-oriented guild. All you solo-peeps, sorry you'll have to think of another way.
Battlefields: Artisans can do that (build structures on battlefields). Architects, as far as i can tell, aren't required.