Architect Archive
Thread: The Problem....?
Dvnce wrote:
Ok.. Lets have this discussion... Lets try to keep your explenations brief and to the point...
answer these questions...
1) what is wrong with Crafting In General?
To many clicks on crafting.
2) what is wrong with Architect Crafting...?
need to get higher crates and more items to place into factories
3) what is wrong with the Economy... ?
nothing
MrMon wrote:
The REAL problem is that we've been discussing the SAME things for almost 2 years and we've got almost NOTHING in response from the Dev team.
Furniture colorization, no decay, broken experimentation lines, lack of dev-player communication, OMUs not crating (ohsorry, we got this fixed 20 months after game lauch)......
And you (not you personally Dvnce; I mean every architect correspondant) still ask the same questions
(sorry for my rant but I'm tired of reading very long posts with great ideas and solutions and not a single word from a dev)
I agree with you 100% it sickens me that almost every patch focuses around Jedi or BH... Especially really it would not take much effort in comparison to fix our issues...
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MrMon wrote:
The REAL problem is that we've been discussing the SAME things for almost 2 years and we've got almost NOTHING in response from the Dev team.
Furniture colorization, no decay, broken experimentation lines, lack of dev-player communication, OMUs not crating (oh sorry, we got this fixed 20 months after game lauch)......
And you (not you personally Dvnce; I mean every architect correspondant) still ask the same questions
(sorry for my rant but I'm tired of reading very long posts with great ideas and solutions and not a single word from a dev) ![]()
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I love that Line!! This is what is really at the heart of this thread... This sums up the WORLD of architects. We have talked and talked.. (well typed and typed)
about the problem that hender the archtiect profession, Dvnce has voiced the concerns of our prof to the Devs.. They do not care ..
There are more Jedi than Architects out there. and they prefer to keep the crybabies (opps I mean jedis) happy. Sorry I just dont really type on these types of discussions anymore. We have talked and talked about wanting Color, getting the fusions fixed, more sturctures, I way to get repeat business. Time for talk about the subject is over. because basically there is nothing that we can do, it just keeps getting shoved to back burner.
I love the architect Prof.. but there is nothing that we can do to fix these things. Im sorry for my rant, I normally keep my comments to myself about these problems, I know thats it's a Futile effort to get anything fixed.
Ok, first post ever so excuse any errors in protocol
1) In my experience in the several crafting proffs I've been playing, difficulty in finding rare resources that spawn only once in a while. Crafting takes forever as it is, WAY too many clicks and grinding needed. Once you get to the plateau of master, several rare resources and crafted components from OTHER proff become neccessary. Drops for unique items are also difficult to get. I'm a straight crafter at the moment, I can't take on high level creatures, and am next to useless in a group, I want to craft, not fight. What goodare a rare schematics and components that I can only get from someone else, only to have the crafting session go bad, and the customer get pissed, let alone I can never get it for myself? Key example for me is the blue rug, I can get started on it via the Junk dealer, but how am I supposed to take on high level Mobs for the other drops?
2) I have no problems with the lack of decay in harvestersin general, but the OVERALL lack of it does cause issues with bulk crafting, if things don't need to be replaced, I wind up with thousands of items in factory crates of "5" or "20" and can't store them because of housing space restraints. The only things people want are new harvesters or buildings, which take forever to craft because of the stupid wall modules, and one crappy critical error screws up the BER,and most players wanting them are either new and/or impatient, they want it right away, and if you agree on a few days delivery time, you end up with a finished product and a missing customer.
3) nothing really, other than the afforementioned lack of repeat business from no decay
Sorry, one thing I forgot.
I feel that crafting in general is an aquired taste, any changes to make it more "challenging" shouldn't add to the difficulty in starting a crafting proffession, since I'm primarily a crafter only, anything combat related is too challenging as it is.
Thanks again
MrMon wrote:
The REAL problem is that we've been discussing the SAME things for almost 2 years and we've got almost NOTHING in response from the Dev team....
:
Dvnce wrote:
Ok.. Lets have this discussion... Lets try to keep your explenations brief and to the point...
answer these questions...
1) what is wrong with Crafting In General?
2) what is wrong with Architect Crafting...?
3) what is wrong with the Economy... ?
I dont want to see what you would do to fix it .. ( not yet )
1) My not so popular opinion. Factories in general can poduce anything in the hundreds if not 1k of goods. I am a SW first but doing Archect for variety. I feel that if all factories could only produce subcomponents in max value of 100. It would change the crafting world by causing those who want to supply the whole galaxy to burn out fast or adapt. Cause more price variety and diferentuating quality. Promotes more people to pick up crafting do to lack of items flowing in and reduces the clone copy of every weapon or armor piece.
Along with whats wrong with crafting. Item decay doesn't fully decay. full decay would make items worth more and there would be more constant business for the more stagnet crafting professions. With full decay, all items that do decay need to be able to be experimented on.
Another thing from SW i love. the fact that you can't max out all the stats. you have to pick and choose. Be nice if all the lines that are experimented on had equal value in the effect in the item produced making it more of a variety in desiger among customer base. i.e. some need low mass, others want more speed, and some want more regeneration. just examples.
2) Architect crafting doesn't have enough ways to distinguish itself from others. Way to easy to make an almost equal item to any other crafter of equal skills. Way to common among several crafting professions. The only way to out do your competition is to out produce and under sale.
There is a great lack of decay or need for after market products. Like home upkeeping tools. Normal homes wear overtime and need general upkeeping to keep their value up. Not sure if it could be implemented but just a idea that could be more fleshed out.
I would love to see homes that could be upgraded in adding rooms, floors, ect.
3) The economy is strong and healthy on the most part. The only thing that ever really hurts it, but never fully in a long term, is exploites. like the solo-groups, credit duping, 15k(or was it 1.5k?) lairs that gave people a quick rich scheme. But they have been taken care of luckly.
But along with the economy is the resource stock piles. They are just like credits in an economic way. miners bring them in the economy but the only real way to affect it in my opinion is what was mentioned in #1. Like i said, if the factory production was reduced, there would be less hoarding in general cause all finished product is produced by hand. The resource merchants will sell it to more crafters since there would be more crafters filling in the gap where either many quit from frustration and the less produced in mass quantities. SW have survived and thrive. But again, it is my opinion.
Side note. Man, the grind to MArchitect is a delight compaired to SW. I might just go fully into this pro. ![]()
Message Edited by Kalano on 07-13-200506:47 PM
Message Edited by Kalano on 07-13-2005 06:47 PM