Architect Archive

Thread: Profession Revamp Idea to improve the economy and Save Architect from itself.

Cyberthugg
Thu Jul 31, 2003 3:15 pm
#14

ImLucas... I don't think there would have to be infinite stats .... I don't know if I would advocate that for the very reasons you state... but being able to create classes of ore such as low quality, medium quality and high quality etc ..... would not be too hard on the system ... as it is as resources die out you are left with surplus quanities that wont stack with newer resources and at any given time there are at least 2 different quality resources of the same type. If they did allow such a fine degree of control there is another work around ..... allow the different stat ores to stack but have the the stack show the average stat based onnumber of units in the stackand the quality of each unit. Spliting the stack will allow split by quality option. Working resources like this would also allow the use of different stat resources in items which really should be allowed but due to lack of programming currently are not.
Cyberthugg
Thu Jul 31, 2003 3:30 pm
#15

it makes plenty of sense slam just not to you apparently.


Right now the only architects who get ahead are the ones who have the time to do everything themselves. If mining were a profession and you had to actually buy your resources there would be plenty of people selling resources ... right now theres not (sans bazaar in small amounts) because architects are mostly mining just to satisfy thier own needs... this screws up the prices for resources. With the professions having to work together there would be plenty of selling and buy and you would not have to "hunt around" Yes I am a casual player by my definition I play 1-2 hours a day except on tuesdays where I can spend more time on playing.


I spend all that time just about running missions to make enough credits to run my harvesters (which today thanx tot he maintenance bug ate all my credits and were in need of serious repair.)(they were destroyed because I couldnt afford to pay 100k credits in needed repairs for 6 personal harvestors and 2 wind generators.) I don't have time to sit and do what an architect is supposed to do which is make and sell houses (dont even get me started about the crappy market)


If im lucky I can make wall modules for master architects on tuesdays after ive run my missions to pay for my harvestors (only if I am not having to replace them due to maintenance bugs or resource shift.)


I'd make houses but nobody wants to buy them at a resonable price


Slamdango
Thu Jul 31, 2003 9:25 pm
#16

"it makes plenty of sense slam just not to you apparently.

Right now the only architects who get ahead are the ones who have the time to do everything themselves. If mining were a profession and you had to actually buy your resources there would be plenty of people selling resources ... "


No there wouldn't be. Because nobody would do it since gathering and selling resources is boring andthere would be little margin in it.Especially if there were in fact plenty of people doing it as you predict --a condition that wouldn't last long. More likelytherewould bejust a few people doing it,then there would be serious supply problems and prices would go through the roof making architects spend even more time running missions than they do now.


For the margins to be attractive given all the problems with harvesting we already face the prices would have to be at least what they are now and likely more. And right now it is cheaper to run your own harvesters than to buy resources. So if you think it's too expensive now because of harvesters... you're right, I guess I am the only one who doesn't get it.


The solution, for the Xtillionth time, is to reduce the net operating cost for casual players by changing harvesting from cost over time to cost per usage. That way casual players aren't billed for idle harvesters due to ore shifts and power depletion.


Cyberthugg
Thu Jul 31, 2003 9:55 pm
#17

I dont know why you think nobody would want to be a miner ... we got tons of them already they call themselves architects.


I didnt think anybody would want to be a dancer, musician or chef ... yet there are quite a few of each .....


mining wasnt taken out because nobody wanted to do it... it was taken out for some other reason relating to lack of diversity in the profession or because of poorly layed out skill tree


if they would bring back the profession it would help alot because having a profession deal directly with the resources takes the burden out of our hands ... the problem is neither the miner nor architect profession are developed enough at this point to be able to function on thier own .... architect is alreayd running off three skill trees as it is.

MagusAlbertus
Fri Aug 01, 2003 6:00 am
#18

the point is that your ideas can't be implemented before the economy goes down.



the only solution is less ore. LESS ORE PLEASE!

Zarcath
Fri Aug 01, 2003 6:06 am
#19

I think mining will make a presence with the space expansion.


Right now, harvesting really plays a small role in the game, it has enough content for about 1/4th of what would be typically required of a regular profession. Can't expect miners to just sit around on a planet all day can you?


Currently there's only one field a miner can work in, on the ground. If you have 100 miners running around on each planet, it's going to muscle the rest of us non-miners out of the picture.


So thereason I say space expansion is because it will add a second enviroment for miners to work in. In the form of oribital installations, mining asteroids or harvesting gas nebulas. Space Expansion will add a whole new level to the game and allow for many more classes to be added, but until then we have to make do.

BedroxX
Fri Aug 01, 2003 6:08 am
#20

mm _I like the refining idea a lot



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