Architect Archive
Thread: Some news
Couple of random thoughts on this..
I see that about the only dev posts are from the test center dev..
I also see that when you say something in a TC post, Zarcath, that you are told to keep it relevant to TC testing..
Now if the only developers that are listening to us are in the TC section, the only way to get heard is there, but since they are not developing anything in regards to Architect, you have nothing to test there, and therefore are not allowed to make architect comments in those posts, as they are not relevant.. Seems to me that they pretty much found a way to "officially" ignore you..
I am thinking it is time to "officially" retire the architect line..
Shyoran wrote:
Excelent post. You hit that one outta the park.
Zarcath, you shouldn't let it get to you. This modus operandi is status quo for the beta environment found in TC, and it should become crystal clear to most people that SWG is, and always will be, focused on the standard "hack and slash" combat elements typical in every other MMO out there. After all, it was shortly before the game was actually released that several major, and highly respected, testers who had focused on crafting basically posted that they were throwing the towel in.
We are a support role, and that is what we are seen as. As a support role, we must beg the goodness and kindess of the true cast members in order to be effective. Even worse, we are a secondary support role, because no one but other crafters needs homes or harvesters, and that is all we truly create. So, what value do we truly bring to the game when we support other support roles? We are further down from the 'tip of the spear', and what you are experiencing is the harsh reality that such occupations and professions suffer.
Armorsmiths and Weaponsmiths are the first tier of support, and that is why the reap the benefits of that position. Their goods are seen as more valuable to the central cast of combat-focused characters, and thus they are able to command greater respect and value for what they do.
So, we will continue to mire in relative obscurity until the focus changes, if it ever does. Unless we are raised to directly support the central cast, we will never recieve a priority in considerations because the cost-benefit impact on the actual revenue of the game is too low.
Are there ways that the Architect class could rise to a higher position on the totem pole? Sure. We could insist that any travel to new planets be conducted only through player-built starports in player-built cities. We could urge that vehicles be required to be stored in player-built garages and that repair and maintenance of those vehicles could only occur in such places. We could plead that star craft be required to be built, maintained, and refueled in player-built hangers. However, I wouldn't hold your breath that such interdependencies will be created because of the nature of the game.
The interdepencies that are being crafted revolve around the central cast and the tier 1 support roles. As a tier 2 support role, our interdependencies are primarily one-way, where we depend on the central and tier 1, but they really don't depend on us. Sure the tier 1 supporters need a factory and maybe a home and some of the big harvesters, but those are all one-time transactions which means no real interdependency is generated, at least not a two-way one.
That's just the way the game is designed, and since that plan was never altered in beta, one can only assume that it is one of the underlying foundations of the game. Thus, we must understand our role as the serfs of SWG and relegate ourselves to be happy with it, because there will always be someone else willing to be a serf until they learn better.