Architect Archive
Thread: Get a taste of the good life 10c per resource!
Azidar, stop it.... no one is allowed to have fun as an architect in this game!!!!!!
Just kidding... I don't know that I've gone to that extreme, but I do enjoy myself while doing this... yes, the bugs are a pain and i've been lucky enough to not be one of the people getting killed with crit fails lately so i'm sure that helps, but even so, there is enjoyment to be had if you just make a point of having fun.
Adune wrote:
Say I make 3 heavy mineral harvs a day. That takes what, less than 30 mins of factory management/click time to get them out. I get 540k cash for 83k of resources. Those harvesters then sell very easily, and for very little work, I've made a profit of several hundred thousand.
To do the equivalent amount of work, A weaponsmith would have to make AND SELL over 750 scout blasters. Let's be realistic, that's not happening. 75 Scout Blasters a day, maybe, sure. One of the well known weaponsmiths can probably sell over 75 guns a day.
If the weaponsmith is selling at over 100, & doing 75 guns a day to my 3 heavies, he's making about twice as much overall profit as I am. That's hardly anything to get all worked up over.
So you're telling me that a weaponsmith sells scout blasters for 720 credits each? Or are you saying for a weaponsmith to use 83K resources he has to make 750 scout blasters. I'll go with the latter. So let's see priced at a consevative 10K for a good scout blaster, once his factory made all 750 and he sold them over 20 days (we'll say 35 a day) he used 83K resources. Let's say he paid 10 cpu for them that would be 830K credits to make 7.5 million. Let's see you made 3 heavy factories which you could potentiall fail on a final combine and made a whooping 6.5 cpu. Hmmm.... Hope you didn't pay 10 cpu for those resources, oh wait that's right, you wasted your time mining all of them. So it costs you .5 cpu to mine. So you made 500K, not bad, not bad. Let's see the weaponsmith made 91 cpu for each gun, minus the 10 cpu for paying for resources. Well that's 81 cpu, let's just round it to 80. That's 6.6 million profit for the same amount of resources you used with a potential to fail for 500K...
I'll take weaponsmithing.
That's the thing, they aren't making only 2 to 3 times more than architects. They're making 20 times the amount.
Mkappus wrote:
Atoner who ever said everyone was supposed to make the same credits per resource. That just doesn't make sense. Granted I think weapons are over priced, but something small and specialized that takes experimentation on every part should be selling for 2 to 3 times something that has no quality impact and uses any run of the mill resources you can get.
"I almost cried once when I found 62% ore spot. "
i remember when i found an 80% CARB spot in the middle of BFE..I mean 10 minutes worth of running just to get to them, dodging all kinds of heck. I stuck 20 harvesters down that night...edged everyone that wanted any on that spot out, took the day off just to make sure I had every INCH blockaided with my harvesters, even had 10-15 PERSONALS to capture the leaks and holes....I was a crazy woman.....
then...it went away =(( But I pulled close to 800k in ore WHOOWHOO!!
and not just ANY ore
986 OQ ore!!
hehe
anyways
Ok, the problem here lies in the way you're looking at it.
Yes, the weaponsmith makes more credits per resource. No one is going to dispute that.
To use the numbers you came up with Rath, this is what I see:
Weaponsmith: 20 days = 6.7 million in profits (37.5k/day X 20 days)
Architect: 20days = 10 million in profits (500k/day x 20 days)
So, in this scenario, the architect selling at 6.5 cr per resource actually would make more money than the weaponsmith over the same amount of time.
Granted, there are a lot of potential flaws in this argument, but if I understand Adune correctly, and whenI look at the final numbers, seemsthings aren't quite as bad as they seem.
You do have a one time job for the Weaponsmith to make everything vs. the daily task for the architect and yes, this means more resources are used to make the profit, but the architect only needs to make 3 sales vs. the 37 or so that the weaponsmith does.The point is, you can make money doing this and do it quite effectively.
Atoner who ever said everyone was supposed to make the same credits per resource. That just doesn't make sense. Granted I think weapons are over priced, but something small and specialized that takes experimentation on every part should be selling for 2 to 3 times something that has no quality impact and uses any run of the mill resources you can get.
I think the game is working just fine. There are too many architects on servers. It sounds nifty and you have too many people trying to do it. We need more chefs and tailors. You want to make money and have an easy time go find another profession.
That said, I would like the devs to do something to increase demand of our resources. For example
1. Give houses a bonus to healing yourself or your pet. Give combat types a reason to want a house.
2. Require people to have a house/garge/stable before they can get a player mount or vehicle.
Other than that, balancing is up to the players. Too much supply and competition means low prices. If you want high prices for your goods find an undersupplied profession. As more grinders make it to master weaponsmith prices are going to fall for them. I would imagine that in a month gun prices may fall by 1/4 to 1/2.
How would you have the devs balance things? It is a player run economy no one is forcing you to sell anything at low prices. You are not at a disadvantage to other architects. Its apples to oranges. As other people said, at least we can grind with stuff that people will buy. You can grind structural mods or walls and sell to master architects. Weaponsmiths have to grind stuff and destroy it.
If you have an idea on how to fix things, please post it, but I did not see any solutions in your post.
I didn't say everyone was supposed to make the same cr/resource. I could imagine there being SOME discrepency between professions, but Arch is way, wayyy behind the others.
The devs could balance things by giving us items that decay and make our experimentation count for something, like every other crafting profession in the game. Where's the hard fix here?
I could care less about your theories or excuses. Our Experimentation and Decay is broken, we make tons less than most any other profession but chefs, and it's hurting our profession. If you are trying to argue any of those points with me you are wasting your time.
-Atoner-
Mkappus wrote:
Atoner who ever said everyone was supposed to make the same credits per resource. That just doesn't make sense. Granted I think weapons are over priced, but something small and specialized that takes experimentation on every part should be selling for 2 to 3 times something that has no quality impact and uses any run of the mill resources you can get.
I think the game is working just fine. There are too many architects on servers. It sounds nifty and you have too many people trying to do it. We need more chefs and tailors. You want to make money and have an easy time go find another profession.
That said, I would like the devs to do something to increase demand of our resources. For example
1. Give houses a bonus to healing yourself or your pet. Give combat types a reason to want a house.
2. Require people to have a house/garge/stable before they can get a player mount or vehicle.
Other than that, balancing is up to the players. Too much supply and competition means low prices. If you want high prices for your goods find an undersupplied profession. As more grinders make it to master weaponsmith prices are going to fall for them. I would imagine that in a month gun prices may fall by 1/4 to 1/2.
How would you have the devs balance things? It is a player run economy no one is forcing you to sell anything at low prices. You are not at a disadvantage to other architects. Its apples to oranges. As other people said, at least we can grind with stuff that people will buy. You can grind structural mods or walls and sell to master architects. Weaponsmiths have to grind stuff and destroy it.
If you have an idea on how to fix things, please post it, but I did not see any solutions in your post.
we make tons less than most any other profession but chefs
No, we don't. I probably make as much daily as the average weaponsmith, and more than some armorsmiths. I make less / resource, but I got through WAY more resources.
We make less than Weaponsmith & Armorsmith, on average. THAT is a correct statement. I dare you to show me a Droid Engineer making more than I am.
It's not up to the devs to make arch more profitable, simply because too many people picked it. Instead, prices will go down, then archs will pick another profession, and prices will rise again.
So you're telling me that a weaponsmith sells scout blasters for 720 credits each? Or are you saying for a weaponsmith to use 83K resources he has to make 750 scout blasters. I'll go with the latter. So let's see priced at a consevative 10K for a good scout blaster, once his factory made all 750 and he sold them over 20 days (we'll say 35 a day) he used 83K resources. Let's say he paid 10 cpu for them that would be 830K credits to make 7.5 million. Let's see you made 3 heavy factories which you could potentiall fail on a final combine and made a whooping 6.5 cpu. Hmmm.... Hope you didn't pay 10 cpu for those resources, oh wait that's right, you wasted your time mining all of them. So it costs you .5 cpu to mine. So you made 500K, not bad, not bad. Let's see the weaponsmith made 91 cpu for each gun, minus the 10 cpu for paying for resources. Well that's 81 cpu, let's just round it to 80. That's 6.6 million profit for the same amount of resources you used with a potential to fail for 500K...
It comes down to what the WS can sell daily. If it takes him 20 days to sell the guns, that's not 6.6 million profit a day, but 330k a day.
Do you have ANY concept of how much work it would be to run 750 guns? It's not just pop in the schematic & resources & come back in an hour, and DING! Wow! 750 great guns that will sell np! You have to machine each part, checking your resources, using the best ones you can find, experimenting, making the perfect schematic, then running that subcomponent, waiting several hours, coming back, doing the next component, etc.
To run 750 guns, we're talking days of work. I'm making 450k for under an hour's work. I mine my own. I'm arch, why not? I currently have 18 heavies plopped down on 65% ore. I put power/maint in for a week, and come back twice a week. It's easy. I don't have to worry about the quality & crap like that.
As for the potential failures, they're insignificant. When you pump out as many as I do, the 5% or less crit rate isn't a problem.
I'll take weaponsmithing.
By all means, enjoy the change.
Adune wrote:
Adune is among the first people here to jump in and try to find ways to make things better for architects. He comes up with new ideas and has reasonable arguments for things he disagrees with and never flames anyone for their opinions. He may disagree, but he works thru the numbers to come to his conclusions.
I respectfully disagree. I'm among the first to flame someone who I think is shouting their ignorance from the rooftops. That said, I won't flame a disagreeing opinion if it's well thought out. I save that for the dim witted complainers.
Well, by all means, don't let the ignorance I'm shouting from the rooftops here change your mind. If you don't care about the progression of your skillset there's not much I can do to help you.
Am I wrong that our items don't decay? Am I wrong when I say that experimentation for Architects doesn't affect anything? Am I wrong when I say that we're slowly selling ourselves a market where no one ever needs to buy our products? Am I wrong when I say we're the only profession with these issues? How about when I say that not only are we the only one with these problems but also that no one seems to be looking into fixing them.
If I'm the dim-witted one here, how come you can't seem to answer any of these questions? I submit that you don't have answers to this any more than anyone else does, but that you've convinced yourself that the way you do things is clearly the best way it could be for anyone.
Of course, Iguess I could understand your indifference. Why should we care about making Architects better when the devs clearly don't?
-Atoner-