Architect Archive

Thread: Here I am

dacton73
Wed Jul 23, 2003 11:12 pm
#14






pokpro wrote:

#1 Architects need about 4 more lots to take into account the need for house, factory, and huge resouces needs.





I would like to see this happen via the Construction skills. As you progress up the Business & Merchant skill trees you get extra vendors. As we progress up the Construction skill I'd like to see +1 lot per level, with a 5th lot at Master Architect.
pokpro
Wed Jul 23, 2003 11:50 pm
#15

magus albertus,


you do not deserve even one capital letter.


barely a period.


how you ever got to master architect is surely a testament to your ability to grind and do nothing else.


the critical failure rate is indeed tied to the number of furniture levels you have. you were too busy grinding to notice. i went three weeks without a major crit failure, then I get furniture III and have two major crit failures in 30 minutes. many other people have noticed this. you just need to wake up from your dream about everyone having to pay more for resources. in case you didn't realize this, raising resource prices is just the same as lowering all the other prices and costs in the game. it is all relative. so while everyone else is focused upon what they are paying out and spending, you only wish to set an entirely new bar for everyone to adjust to. then we would all have to start our payout and spending adjustments all over again. that might not be exactly helpful.


chocobacca

SacredNemesis
Thu Jul 24, 2003 3:34 am
#16






Zarcath wrote:

Hello Architects,


There seems to be a lot of questions as to weather I know what I am doing, or if I deserve this position or not. A lot of critism is coming towards me for not replying to all your posts, or not even saying Hello in the Correspondent Announcement.


The answer is simple, I'm not here to try and sell myself to you.







With all due respect, Zarcath-- quite frankly, I think you are bearing the brunt of the players' frustrations with many known issues and bugs in the game, not only Architect issues.The devs have decided to place a 'peer' correspondent to act as a middle man between your peers and the 'other side'. This shows a concern that the players be afforded a representative that they have confidence in.At the same time, someone who can ascertain volumnes of opinions and demands and present those issueswith the highest priorities is an asset to the dev team and future of the game. I find your tone "I'm not here to try and sell myself to you" as being condensending to the very group of folks you are supposed to represent.








I COULD start threads asking for your advice, but to do that would only show my incompetence towards the issues at hand.







I don't feel that is an issue here. Asking for advice on how to do your job should be handled directly with the devs. I would assume, (and so would the majority of the readers of this forum agree with) the devs believe in your competence to begin with -- else you would not have been offered this thankless position.Until you show us you are incompetent, we will assume you are.








I have read most of the important, relevant posts, on these forums, and have a fair understanding as to what needs to be addressed first and foremost. I don't see the need to start special threads AFTER I've became a Correspondent when there were plenty of issues BEFORE I was chosen. I would rather you all continue to post normally and not try to tell me how to think







I am assuming your statement, "I don't see the need to start special threads AFTER I've became a Correspondent when there were plenty of issues BEFORE I was chosen", is trying to imply that any thread you would start, would raise more issues.


Would it not be better to post a thread, and ask for a reader's first and foremost top concern they have for the profession, and gather those replies into a concise format to present to the devs rather than have us assume you are completely aware of ALL the issues at hand? I don't presume to tell you how to think. Please don't you presume that we can not offer additional insight into this profession that you may have overlooked.








I have read over almost all the other Profession boards to see how each Correspondent is handling their position, all of them have their own way of handling it. Yes, I have a low post count, but I believe Mara Jade said it best, "How can you hear a whisper if you're always shouting?".







Perhaps what the readers are trying to say to you is this:


"Zarcath, we don't know you. We don't recognize your name. Tell us about yourself. Introduce yourself to us in a way that makes us feel like we want to get to know you better, and share with you our concerns or positive viewpoints regarding a swg profession we both enjoy and play."








I play an Architect on Ahazi. Almost Master, just need to finish up two more Construction boxes. I did not play in the Beta, so any bugs or issues that may be dated "Beta" era, I don't know about.







Then we can assume that your judicious reading of these forums will helpyou become familiar with beta issues and the carry over of bugs into release, because the majority of issues concerning architects and all other professions, are those that were discovered in beta. The comparison of known issues from beta to release is imperative in outlining a laundry list of priorities.








I drafted the State of the Architect about two weeks after release and posted it a week later on the Official Boards. Yes, it does deal mostly with Furniture. No, I am not just going to focus on Furniture during my time as Correspondent.







Glad to hear that, for while I beleive the enhancements of the Furniture lineis a valid vision for the future of the architect, I don't feel that Furniture has many game breaking issues in itas compared to some of the more serious issueslike critical failures that are unduly harsh.








Below is the possible format I am considering for the Weekly Reports.


Issue 1 - Buildings Related


Issue 2 - Installations Related


Issue 3 - Furniture Related


Issue 4 - General


Issue 5 - Wild Card



I already have a general idea of what will be sent this week. If I feel it necessary I will post it the day before I send it off.







I feel it IS necessary to make a summary report to the readers ofthis board which enables aTHREE WAY COMMUNICATION AVENUE between YOU and the DEVS and US. As a correspondent, you have the responsibility of presenting the issues as WE have helped prioritize and may not necessarily represent your personal summation of the issues at hand. Afterall, you are going to be our mouthpiece. I'd like to see what your report has to say, before you submit it.


Good luck to you in the coming month!





v Qabalah v
Nemesis City, Dantoonie, Chilastra
Home to the Rebel's Pride: THE X-WING
Sacred Nemesis PA - WINNERS of the Scavenger Hunt 3.06.04 - www.sacrednemesis.com/SWG
Qabalah PA Leader, Mayor/Master Architect | Nobef, Master Bounty Hunter | Keter, Master Musician

X-EQholic
Thu Jul 24, 2003 6:04 am
#17

Congrats at getting this opportunity. You are a very good writer.


I do hope you take OUR issues and not over emphasize issues that you feel are important. As you pointed out, you talk alot about furniture. I do like what your saying, but most of our business will be houses/harvesters.


We do need to address the fact that our items do not decay in anyway. I am not a member of a PA, so this is just me personally using business deals on the server. I can make 30 small houses a day withouta problem. So if I don't increase production that is1800 in 2 months.I have no clue how many are on the a server, but there seems to be a ton of architects. These houses only go away, if someone forgets to pay maintanence, decides to destroy them because they are so cheap or deletes there account.





Zorph
ex-Master Architect, Bloodfin
MagusAlbertus
Thu Jul 24, 2003 12:10 pm
#18

So you took my critical analysis and counter points to your ideas...


And insulted me...


Man, I’ve been out done!


[Quote]
So while everyone else is focused upon what they are paying out and spending, you only wish to set an entirely new bar for everyone to adjust to.
[/quote]


if it took you a full day to get the resources for a small house, you would think twice about giving it away for dirt cheap, but rather think of your time as an architect NOT as how quick can I get to master, but as how do I make the journy there fun.



Resources are too high, too plentiful; they need to be 1/10th of what they are. People selling at cost should run out of resoures leaving people selling at higher prices to make more money.



Adding resources to the mix, more lots, more out put, is just going to fill whatever server up to quickly with houses and such.



Maybe it's relative, but in this case, time is what needs to be the limiting factor, and it needs to take at least a month of 18 harvesters going full capacity to make it to master architect.


I was there in 2 weeks, this is a bad thing. Your clamorings, if listened to, would have had me at master in one.



as a matter of fact, if i had acess to the resources that are out there now, i would have had master in 1.

pokpro
Thu Jul 24, 2003 12:21 pm
#19

magus,


changing the rates is okay. changing prices thru maintenance does nothing except create inflation, which raises all prices for all things made from the higher-priced resources. so the architect might be able to charge more, but all his costs will go up too. because of the inflation, everyone will have more money and thus many voices will cry out that the money sinks in the game need to be increased; then cloning, maintenance, and everything else under the sun will go up in price. so when everything goes up in price the net effect is nul and void, except to make each credit worth less proportionately.


changing rates would have a totally different effect. resources would be in higher demand, but people would still want to acquire guns and armor more than houses, and would put priority on buying those things first; thus the weaponsmiths would still be the most wealthy players,and we would be left once again at the end of the line, THE FOOD/WELFARE LINE!

MagusAlbertus
Thu Jul 24, 2003 12:37 pm
#20

changing prices thru maintenance does nothing except create inflation, which raises all prices for all things made from the higher-priced resources.


Right, but it also makes minimum wage *running missions* less valuable.


The intent here is to make the commodity of a house more valuable, and less attainable; this is to fix the problem of delivery and destroy missions paying to much.


100hours of crafting should NOT leave you with less money than 100hours of delivering!


As it is, for the hours I’ve put in I should have 4.2 million creds, from running delivery missions alone.


I have 1.8


This means that there is something VERRY wrong with the system, and the real value of missions needs to decrease.


Thus inflation, is needed to make all of crafting more valuable.


And of course the supply of ore needs to decrease to make the value of houses increase even more in comparison.


Critical is that you NOT increase the prices paid by mission terminals, and destroy missions.


[q]
; thus the weaponsmiths would still be the most wealthy players, and we would be left once again at the end of the line, THE FOOD/WELFARE LINE!
[/q]


That’s just a matter of what people want, but if we make houses a deliberate thing to build, then we can name our price, because they will be so rare. They will be a luxury, something that the best of the best try to achieve.


So we won’t sell but one small house a week... we’ll be selling it for 5 million credits.



On the other hand what you propose in increasing ore supply will just increase supply, where there is no demand, which will lead to deflation, which will just make me richer, and give you a harder time to pay for allthe over-producing harvesters.

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