Architect Archive

Thread: Architects biggest issue from an non-architect prospective

NarfleTheGarthog
Wed Sep 17, 2003 4:42 pm
#14

I posted in another thread this Idea:


Since it takes a very short time to master professions what should be done is to increase the skill list from 16 to 20 or 24, adding 1 or two more tiers for optional skills. Now these additional levels would serve to add bonuses to stats as well as to add rare schematics. They would not be solely XP driven however, but XP/Quest unlocked. They could even be opened differently for each person like the Force slots. The difficulty involved with gaining 4 to 8 more skill slots by questiing would differentiate architects as well as thier products. This could be used for all crafting professions as well. Tailors could get a trasparency skill that would allow items under thier wares to be seen. For us it could be for add on components to deeds for things like Communication arrays (personal bank access) basements that increase storage capacityand offer different designs like finished, wine cellar, rebel railroad (acts like a planetary shuttleport(not starport)).


If there was also a limitation on how many extra master slots you could have (like 1/2) you might see some specialization here. If you include the droid automated refueling of harvs as a master Drod builder slot, you could get unique items that require cooperation from other classes to manufacture. There would still be a market for the normal items because some people just want a house for extra storage space and might not need a droid addon or want to pay the extra cash. But others would pay out the wazoo (technical term) for a custom looking house to show thier status as a credit exploiter, uh... I mean.... sucessful Adventurer....




Why not:
Get rid of professions altogether.
Move all the items, titles, and skills from the profession window to the expertise windows for each professionn.
Add a cap on Expertise points used per tree.
Increase Expertise points gained by 50% to 75%.
Give all characters access to all expertise lines.
Then CH/BE Wont suck when they are added in.
.

Geneticus - Jedi Retard
DarkSpace
Thu Sep 18, 2003 3:35 pm
#15

I don't want experimentation on anything on the Architect skill tree. I would however, like to see that training in Construction I - IV would all but eliminate critical failures during assembly. Losing 5 out of 15 walls as a Master Architect is beyond ridiculous.
MadDragoon
Thu Sep 18, 2003 3:59 pm
#16

I don't mind having the experimentation. Funny thing is.. your crafting tool needs experimentation, your crafting station needs experimentation to lessen the amount of crits. Did anyone think of that. Maybe they did and I missed it. Architects are the only ones who can make Crafting stations.. .If we didn't have experimentation... medics who make stimpacks, armorsmiths, weaponsmiths, tailors, etc would crit more because we make cruddy crafting stations.



Although I don't make them anymore because I don't make a lot of money off them, I tried to experiment with every module I had to make and the final product as well to give the said above mentioned professions the best crafting station I could. So THEY wouldn't crit. Experimentation in houses at the moment I don't do at all since it doesn't do that much good. But I don't think it needs to be a seperate tree. It needs to be incorprated into another tree.


I like the idea of "SLOTS" for customized parts, for appearance of the house. Let's face it.. all of Naboo, Tatooine, etc look like one huge Housing Community! I'm curious who gets my check for my Home-owners Association Fee???



LOL



We need experimentation in the lines of customizaton when it comes to houses and funiture. Let's be allowed to change the color of couches, chairs, etc. But like I said.... the experimentation should be incorporated intoone of the other tree's.. not a seperate one. Then add the tree for customization. Sounds like a fair swap to me.





ggggggggggggggggg e- Mar Koola -e ggggggggggggggggg
"....you re-incarnated the Meanie!" - Kacy
Twisted Bastahds Guild
Ropock
Thu Sep 18, 2003 4:00 pm
#17

couple of points off the posts here.


1) experimenting doesn't change maintenance costs.... if you have evidence it does, you'd be the first person to ever have it.


2) someone mentioned that the guy with a schematic for the 8 kg/hr harvester would be the only one selling. but, you didn't mention that that person will only be able to build so many harvesters off that schematic because of the insane amount of resources that go into each one and the shifting resources of course limiting the quanities you can get without a PA backing you with tons of resources. if thats a plus or a minus to the experimentation theory i'm not sure, but its something different about the arch community vs. other like the weaponsmiths, armorsmiths and DE's.


Truth be told, there is truth to both sides here, making experimentation mean something would be great to giving the Master an advantage over others (if it actually did). but on theother hand, the insane amounts of resources required combined with what is now a 2nd chance to crit fail and create a worthlessstructure does not create a more healthy environment to work in as an architect.


Someone else made the point that in a game like this people will almost never take the second best item when just a little longer will get them the best. This is true from my experience as well, both as a seller and a buyer in games. if all i can dois make the third best items, do you think i will EVER sell anything? its gonna be awfully rare.


1 last thought. so, your customer comes in to get that upgradedheavy harvester that hauls in10 kg/hr. So, you sit down with yourhigh quality materials that you spent all nite looking for and only managed to find a 51% spot that ended 4 days later. so, you managed to pull out 100k using the lowend harvesters you couldn't sell to other people. each heavy is going to use 15kof that precious ore. first one, you crit fail the final assembly... bah... next one... you crit fail the experimentation... bah... 3rd one you succeed, but don't get the customers requested amount... 4th try you finally succeed. so, what do you charge the customer for this item? overall you just used 60k of your best ore and 120k of materials overall (i'm assuming you put together a nice schematic for all the rest of the components so you didn't have any extra resource costs along the way on those). well, if you're on my server the going price for a heavy can be as low as 80k right now... but I sell a few still at 150k. so, i used 120k resources.... to just make a small profit (which will be tough since I now only have 40k in ore left and 3 harvesters which its unlikely i'll sell) i will sell it at 1.5:1 which is 180k. Maybe the customer will pay that.... maybe they won't... my guess is its unlikely.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Ropock
Thu Sep 18, 2003 4:03 pm
#18

Mad dragon, i haven't been on the boards for a while. Did the devs post confirming that crafting station affects crit fails somewhere and I missed it?


Last time I was here there was still no evidence that the efficiency affected anything, but some people felt there was some improvement in the experimentation side of crafting.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
MadDragoon
Fri Sep 19, 2003 10:36 am
#19

Honestly I have no clue Epock.



However if it is still nerfed, that's still temporary. Experimentation on crafting stations is desired. I had a Medic ask me to make them one with the best effeciency I could. Unfortunately I turned them away telling them I don't make them anymore. Regardless if it's nerfed or not, we (and most other ppl) know it will or does make a difference.



I'm not bashing your question, simply stating that even if it's still nerfed (no confirmation that it is) It's prolly the only item us architects make that requires experimentation. I say what a rip.



However, in the real world (there's an oxymoron) cement companies don't spend to much time lookinig for the "right dirt" (for lack of a better expression). Now, I know some ex-construction worker or something is gonna say "yes they do you can't make contrete out of this dirt or that dirt/sand whatever) but I think most people get my point.




ggggggggggggggggg e- Mar Koola -e ggggggggggggggggg
"....you re-incarnated the Meanie!" - Kacy
Twisted Bastahds Guild
Massanas
Tue Oct 07, 2003 12:14 am
#20

totally forgot about this post.



I disagree on what was said with the experiementation. Housing should be harder to get, it should cost more or the world will fill up.



You should have to contract an architect to come back out and fix your house periodically. Experiementation should mean just as much as it does in armorsmithing and weaponsmith. So what if you have to search for good components. You find the good one and go put harvesters down.



Cull the herd. There are too many architects out. Look at it this way you guys get what like 3cpu per house or so and weapons generally start out at like 30cpu for the good quality weapons.



A pa should cost 1million or more credits not 300k or less now adays. Just my opinion. I remember what happened back in the day of UO when there were houses EVERYWHERE. Less houses more cost better for you guys and the world

Shander
Tue Oct 07, 2003 12:59 am
#21

I touched upon this in my post too.. read up if you like.



http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=27834

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