Architect Archive
Thread: Architect... a dead end profession?
Ciwi wrote:
I'm sure that when Jump to Lightspeed comes out some new content will be introduced for us, but how many of us will be changing proff's to become ship builders ? Thats surely where the big money will be when the JTL goes live, and the profession with the most attention from the devs. So our profession could become rather sparsley populated unless the Devs do something to help it out.
Brilyn said:
Nobody to blame but the Architect Community, you guys under priced everything at the beginning of game. Some think its more important to sell in quanity so they sell cheap. For example they think you make more money selling 4 houses at 5k a pop then selling 1 at 20k. maybe your sells will drop 75% but it wouldnt matter because you would still be making the same amount of money and wouldnt have tospend as much time crafting. Or use as many materials.
When I was a Architect I would keep like5 of each house size in the vender, 25k for small house, 125k for medium and 250k for large. I didnt sell stuff everyday but I made a pretty good living and allowed me to go out and do some hunting with friends instead of just sitting for 8 hours straight crafting so i could sell 100's of houses at a fraction of what they should sell for.
I think what happens you get these guys who only want to craft and do nothing else, so they flood the market with merchandise, and in order to sell this amount of merchandise they cut the prices.
It similar to master artisan, they sell bikes so cheap they put Creature Handlers out of bussiness selling mounts. The Dev's should of made the material requirement 3 times what it is to make the different vehicles so mounts would be a option for poor players, but instead you guy poor players crusing bikes becaues they can pick them up for 8k-12k
However, when I need an harvester I have to look all over the galaxy to find one.
And usually don't find what I need.
This a DE speaking, I know the feeling, at least people aren't limited to have only 5 house/harvester/factory.
They have limited lot, but can buy and use 10 harvester of each type if they want.
As I said, I'm a DE.
True, we have some repeat business with BH droid, survey droid (well barely), and BOOM droids (also quite rare), but our main product, the droids, are the same has house/harvester except that each player can have a very limited number of them, and that you actually need to write down a manual for most of the droid you make(skill requirement not written anywhere, bug list, and cryptic stats explanation).
And honestly by making droids only, and keeping a stocked vendor, you can make a pretty good money income.
Not as fast and as big as ArmorSmith, or maybe WeaponSmith, but still more than by doing missions.
Architect Should have more repeat business items, but I don't think changing harvester or houses is the way to go.
Adding new, usefull, consumable items sound like a better idea.
And DEV usually add new stuff more easily than changing what exist.
You can tell that by the way the Droid related publish were done, and the bugs almost completely ignored to only add a few new stuff (and their bugs).
That's just my DE opinion, but we kinda have the same discussion on the DE board, where alot of people want a decay system on droids.
On first sight, I was ok with that, but now more thinking, I'm not realy fond of the idea.
But custom kit is definitively not the way to go either.
I'd be lobbying for more options/innovations in the furniture market if I were you (you= the architect community).
Message Edited by NinjasLovePirates on 06-25-2004 11:27 AM