Architect Archive
Thread: Current Most Pressing Issue....
Eufack
Thu Aug 19, 2004 11:29 pm
#14
The abblility to color furniture. Like many have said, this is one that dosn't make sense if tailors can do it why can't we?
And Do away with maintence with houses and factories, slowthe decayrate,but let us make restore kits(sorta like stims and droid repair kits) that will allow them to restore the condition.
Plus fix the bug with candles/lamps and have them burn out at the end of their life time.
Matching furniture would rock, but it is not as urgent as the consumable market ideas.
Aiya1
Fri Aug 20, 2004 12:20 am
#15
#1 Lack of decay on harvestors, housing, factories
#2 Crate OMUs(its been over a year already .. sheeeesh) and deeds
#3Experimentation on Factory Efficiency
#4 Furniture colorization
Aiya
Message Edited by Aiya1 on 08-19-2004 02:21 PM
Lordartex
Fri Aug 20, 2004 9:00 am
#17
The easiest thing to do would be to create a wearhouse or up the storage space on medium and large houses.
I do a good amount of business and need to rent about 5 or 6 small houses just to keep things stored. That's not to mention my large house workshop. A wearhouse to store things would be a great help to business, and cut down on individual crafting needs.
I don't think decay of buildings or harvesters are necessary though. I know that myeself and the architects I talk to are very busy as it is. There is already decay if people don't pay upkeep on buildings or harvesters. I always have repeat business or new customers because they seem to lose theirs often enough. And if I can own a sofa or chair for 20-40 years, why would my chair or sofa need to be replaced after 30-60 days? Doesn't make sense, and in my opinion would take away from gameplay of the majority of people. Who wants to worry about replacing furniture on a regular basis? As it is, I have people wanting to order new stuff because they want a new theme.
The Most Pressing Issue is lack of options in structures and furniture.
Allow architects to color during craftings. Those crafting kits are useless. Also, different types of structures would be great, allowing for people to buy new ones as they crave something different. New types of furniture. These are the things that I hear customers asking for. 
Artex
Master Architect
Manipulative
Fri Aug 20, 2004 10:45 am
#18
Recurring revenue stream.
The architect profession has only 2 consumables: candles and lamps. And they are both quite bugged. On top of that, they aren't even required items(just like color kits for vehicles and droids). I would suggest that a repair kit be created that repairs any structure (harv/house/factory) that ever gets into a state of repair. Instead of credits to repair the structure, the repair kit should be used. I think this consumable wouldn't disgruntle the existing player base, unlike real structure decay would.
(( However, this being said, just adding this one item is not going to revive our profession. The bottom line, is if a repair kit costs 1k, and the heavy harv it's repairing cost 200k, sure it'll be nice to sell the 1k item, but how do we ever get that 200k sale again? ))
generelz
Fri Aug 20, 2004 1:35 pm
#19
Harvester decay would go a long way towards making repeat business happen. Or more consumable items, but it'd probably be easier to add functionality to an existing thing rather than make all new things with new art, etc. b/c I know the art team is very busy with JTLS...
the_redeye_jedi
Fri Aug 20, 2004 2:23 pm
#20
OMU's need to crate.
Deeds need to crate.
Crates need to go to 1000 to save us all space.
-Zito
GhOsT767565634765
Fri Aug 20, 2004 2:30 pm
#21
Weaponsmiths have geo blaster and de-10 schematics, Armorsmiths have RIS schematics, were is my turret schematic, the GCW is our decaying consumable market, if we start cranking out turrets for about 100-200k each which is 400k less then buying from a smuggler -about- or however many hours less of grinding we would have an amazing market. Turrets and bases Imaka they will decay and the customer will rebuy.
Domandred
Sat Aug 21, 2004 12:37 am
#22
1. Furniture Customization - One persons couch looks the same as all the others.
2. No degrading items - lamps don't count since some lighting never actually burns out..torches streetlamps
3. Home customization - Storage size (we can change harvester and factory hopper size why not this), floor, wall coloring.
4. New scematics - Lots of new building ideas out there (CH corral, City Mall, etc), lots of plants we can't make, the list goes on.
5. Consumables - We have 0 consumables in our schematic line, this is not the same as degrading items.
Domandred
Sat Aug 21, 2004 12:52 am
#23
I got my 5, but I think the biggest issue that I have is the fact that architects are generally lucky if they can sell goods for 4-5 CPU each. Best I usually get is 3. I can usually sell the raw resources for more then if I take the same resources and build a product with. But the WS, Chef, BE, AS, that is right next door to me can easily turn products out at 30 to 40 CPU each. Profit margin is exeedingly low for architects due to lack of player demand. In many cases players do not feel the NEED to have our products, they can get by without. But people feel they NEED to have the best spice, best weapons, best armor, etc etc. Our products do not generally produce a quanitifiable effect to the combat player base. Without us sure crafters couldn't survive but the TKM/Rifleman uber class of the month really gets nothing from us that effects his game, except a money sink for a house and cloned furniture he never actually has to go into, or a harvester that he will sell off the resources to the local WS for 10-15 cpu. Some classes (Entertainers) NEVER have to purchase anything from us. They might want a Theater or Cantina to place in a player city but there is a definite finite number for that and that number is currently very very small on each server.
Where is the realNEEDED demand for architect products? Besides the one time harvester purchases there is none.
Lordartex
Sat Aug 21, 2004 4:45 am
#24
GhOsT767565634765 wrote:
Weaponsmiths have geo blaster and de-10 schematics, Armorsmiths have RIS schematics, were is my turret schematic, the GCW is our decaying consumable market, if we start cranking out turrets for about 100-200k each which is 400k less then buying from a smuggler -about- or however many hours less of grinding we would have an amazing market. Turrets and bases Imaka they will decay and the customer will rebuy.
This is a very good point. We need something that the players stumble over each other searching for that Architects can make. Faction buildings would be a great start.
Fneegan
Sat Aug 21, 2004 5:48 am
#25
Well, mine are:
#1. Harvester Repair Mods. This will give Architects a new schematic and an item which is always needed. Harvesters couldtake a 25% decay every 10 days or so and must be repaired by it's owner or something to that affect.
#2. Harvester Terrain Mods. This will permit harvester to be placed on hills or water.
I don't care for COLOR - IMHO that's not gonna be a major contibutor in selling new ormore wares.
Moepple
Sat Aug 21, 2004 8:44 am
#26
Lordartex wrote:
GhOsT767565634765 wrote:
Weaponsmiths have geo blaster and de-10 schematics, Armorsmiths have RIS schematics, were is my turret schematic, the GCW is our decaying consumable market, if we start cranking out turrets for about 100-200k each which is 400k less then buying from a smuggler -about- or however many hours less of grinding we would have an amazing market. Turrets and bases Imaka they will decay and the customer will rebuy.
This is a very good point. We need something that the players stumble over each other searching for that Architects can make. Faction buildings would be a great start.
No.
Faction-Stuff is GCW, not a Professions-Thing. I need something to live from without joining a faction.
Shubashi/Gorath