Architect Archive
Thread: Aren't you guys worried that you are force to experiment?
If this was done to help us, they should have giving us are 100% experimentation modifier.
However they did not which makes this nothing but a slap to our faces.
But you are forgetting something in your math. That scoutblasters resources might increase in cost 3 times. Which in negligible towards the final 15k cost. But now the smith will only be able to get 1/3 of his normal resources, and will only be able to make 1/3 of his normal number of weapons. Demand will not decrease, but supply will. The cost will increase to 45k. Simple Economics.
Eyugena
Let's think about this. 1 exp meaning something other than wasting my time= good
2 exp to increase pull rate with higher or lower power cost still = good
3 output hopper shrink to hold max 2 days of ore = good, this way people have to get off there asses & go collect it every day. This also means they have to move the ore faster as there is limited storage in a house. thus causing a more steady supply of product instead of nothing for a week or 2 then boom. A flood of goods causing the price of our wears to lower so yes i see it as good. theres nothing wrong with spending a little time every day collecting assuming that you have a rotating collection schedule.
4 Critical fail in experimentation means we loose a house here & there so be it cause then people will start asking for it or not. those who ask for it will pay a higher price than those who don't as it will be more a luxury. So it becomes another tool for us architects who have been getting screwed on the market to have a fair slice of the pie for a change.
So i see it all as good but the devs still need to fix the problem of items never wearing out. If the maint cost increased with the age of a house yes there would be a higher demand for our services.
call me crazy, but it's not going to cost any more, or slow anyone down. I hate this idea, and think Dalyn is committed to looking at the only possible bright side, but all this means is check your harvies more often, right? Where are we getting the concept of "slowing down"? If someone could explain this, great. If not, and really it just means you have to run a bit more, well, maybe they're looking to create more demand for player mounts so those poor souls who are CH can sell us mounts and have useful characters...oh wait...they already kick ass, my fault.
This idea has been very poorly thought out. If efficiencycould be turned intosomething that matters, great. That would be an addition toour exp that the devs couldbrag about. This won't accomplishmuch but to annoy people. People won't come buy new harvesters because of this, they'll send people out to check them more often.
What's next? Output hopper capacity on factories? Yeah! that'd be a good idea too, right? Keep everybody from flooding the market! sheesh.
And: an addendum to the crit fail posts: you guys must be amateurs. i went on a crafting binge last night; I made 4 Heavy Mins, 2 Solars, 2 Fusions, 2 High Cap Flora Farms, 1 High Eff Moisture, 1 Medium Moisture, put together around 70 walls (struct mods were crated, so no risk making the bricks), 3 Medium Mins, 1 Heavy Gas, 2 Med House, 3 Food Fac, 1 Equip fac, and a Partridge in a Pear Tree. You know how much I failed? Once. One wall combine out of all that crafting. So, I still don't feel for you. Hint: Make sure that 14.83 rating on your crafting tool has a "+" in front of it, not a "-".
Acer - Master Arch
How will this slow things down? Simple. Some of the resource suppliers I work with have lots from chars on other servers or even on this one...or possibly other accounts. Anyway, I have one supplier that is operating on well over 100 lots right now. There are two people in the company. If they have to check all 100+ harvs every single day, then it's going to be more of a strain than they can handle. Now, if they need to bring on a few more people or dump some harvs, then something's gonna change. Either I won't be able to get what I need when I need it, hence slowing things down. Or, what used to cost me 3cpu is not gonna be or 6cpu...meaning i can't buy as much as I may need...hence slowing things down.
Right now, as long as one of them is at or near their headquarters, I can just send a tell and say, "I need 50K copper, 50K alum, and 50K Carbonate Ore." And, they can put this ALL together for me in just a matter of mins. When I get there to pick it up, they are ready for me. We just trade, I pay them, get the resources I need, and out I go.
Once harv hopper size drops, this WILL NOT be possible anymore. Even at 2.5 days max capacity, 2 people cannot handle 100+ harvs per day.
This WILL slow the economy...w/out question. It WILL happen.
Anian
"But you are forgetting something in your math. That scoutblasters resources might increase in cost 3 times. Which in negligible towards the final 15k cost. But now the smith will only be able to get 1/3 of his normal resources, and will only be able to make 1/3 of his normal number of weapons. Demand will not decrease, but supply will. The cost will increase to 45k. Simple Economics."
#1) Is that crafter using a harvestor forced to keep the decreased capacity one? Could they just maybe sell 2 or 3 weapons(ones that took all of 500 resources, and have the ability to make 1000 more from one days harvestor runs), or better yet, dig into there millions of credit profit and simply buy a good harvestor?
#2) Why do people seem to conviently forget, when complaining that "my costs will go up so my prices will to", that a simple harvestor upgrade will put the crafters back to where they were before the change? I am sorry, but I do not believe that anyone will sit on poor quality harvestors and not replace them. You talk as if people are forced to keep the nerfed harvestors and use them to run their business from now till they quit the game.
#3) How is anyone getting 1/3 less resources? The extractors still pull out the same amount of resources right? Is the crafter going to let the harvestor sit full and not operating? No. Instead of making one run every week, they have to run every 2 days.
So, to compare what your point of view is against mine...
You said that a scout blaster would go up in price X 3 because the weaponsmith would be getting 1/3 less resources.
This would be 100% true if these following things would happen.
- The weaponsmith did not upgrade the extractors becausethey where either (and/or) broke, they were banned from every architect vendors shop where extractors where sold, their friends where banned from every architect vendors shop where extractors where sold, they were to dumb to buy a better extractor, someone changed the game so that their current extractors where (no drop, no sale) and the game limitted you to x amount and current ones where un deleteable.
- The extractors lost spec rate.. they pull 2/3's lessOR the crafter was too busy/lazy to make a harvestor run every other day. Sorry, but 2/3 capacity loss has nothing to do with the amount of material gathered. Harvestor still pulls the same amount, you just need to empty it more than once a week.
- The anount of material in a product is directly proportional to the amount charged for it. We all know this to be false, because some products you are paying for developement, expertise and so on. That is why a computer.. made with sand, plastic and a little bit of metal is worth more than a bucket of sand, a roll of plastic, and a handful of metal.
Things are not priced in direct proportion to the amount of materials that go into them. Thinking otherwise is flawed and leads you to "my 111 material gun that I sell at 15k took 50 more material so it is worth 45k". If those weapons where sold by material alone, that arguement would hold water.
Anyway.. if the retarded weaponsmith in your example, the one that..
does not want to make 2 extra harvestor runs a week , and would let the full ones sit full and non operable, would do one simple thing...
Buy new harvestors, the problem goes away.
Nowhere, in the patch notes did I see where anyone was forced to keep the old ones, and no where have I ever seen a player dumb enough(I have seen some dumb ones) to not upgrade, fix, replace equipment to the best available in the game. To the contrairy, that is the norm.
Sorry, no one would every be foolish enough to "only be able to get 1/3 of his normal resources, and will only be able to make 1/3 of his normal number of weapons" when all they have to do is buy something to get 100% of his normal resources.
Sorry, but that is not gonna happen.
GMT I agree wtih about 90% of what you said.
However I also believe there are some peope that do check thir harvestors daily or every ohter day that wont bother with higher capasity equipment. I Think there will be a market for the low end equipment as well.
"GMT I agree wtih about 90% of what you said"
Ugh, you are not suposed to agree with me!![]()
At least not in the 90% range. That is too high. My normal score has been around 40% LOL..
jk btw
Dayin, once again, we disagree... its scary...lol
Your idea of a bright side being that people quit the profession is a dubious one at best... is it good for the profession? maybe. Is it good for the people that play the profession? I don't think so.
And I have yet to hear anyone say one word about the fact that in order to create these "highend" items we now have to find high quality resources which means more travel, higher costs and more time spent in game trying to locate them instead of doing other things we enjoy. This is once again more damaging to the independent architect who simply doesn't have the time to do it. And by the way, when I say independent architect, I'm not just referring to non-PA archs. I'm referring to those that don't have partnerships with players to use their lots and get help with all these other things.
What happens here is our costs go up because we must spend more time and travel to find good quality resources.... demand goes up maybe slightly... prices on high end usits don't go up... people will simply expect to get the best ones for the same prices since they are not even as good as the ones now and everything else has lower prices.
Bah, not gonna go on and on even though I could... just a few things to throw out there along with the fact that I still only get 5 experimentation points to use.
Repok,
I was only kidding a little bit, it is really true.
Twothings need to happen to make Architects viable.
#1 There needs to be a re-curring need for architect prodicts
#2 There needs to be fewer Architects.
How would you go about achieving both? Anything you do to make architects better will simply attract more architects. So you have to put a big downside on everything you give architects, I think the expermentation on the test server does exactly that.
The second part can be achieved by something else you dont agree with..... decay.