Architect Archive
Thread: PETITION: Moving all city buildings into Master Architect.
/disagree
Not sure why everyone is getting worked up about player cities. There are only going to be so many player cities allowed per planet. I've heard the number 6-8 mentioned. That means only 6-8 city halls, cloning centers, etc. So most Architects aren't even going to be asked to make one of these structures. Add in the fact that most starting cities will be by PA's and that most of these already have their own Architects. Now you see why the elite-elite Urban Planner profession was canned. It couldn't be sustained.
My personal opinion that the greatest demand from the repeatable type of structures. The fountains, gardens, street lights, etc. Also since experimentation now means something people that want items will naturally seek out Masters since they have the most experimentation points and they know a Master can make anything.
So I don't see why it should be moved to Master Architect. The demand won't be there. I'd rather they let people place the gardens, street lamps, fountains, etc (all the non buildings) even if they aren't in a town. I'd love to have a garden outside my residence and I don't plan on being part of a player city. Maybe give everyone a couple "enhancement lots". These could only be used for these types of structures. Each one costs one lot and you have maybe five lots. These items of course wouldn't use any "enhancement lots" if placed within a player city radius. Of course if you were a declared resident of a player city you would loose your "enhancement lots". The reasoning being that you surrender them to the town so they can use them. This would help us with our need for more business.
Gla1ve, you did miss my point. It wasn't about how useful experimentation is in architecture, but that every crafter proffesion has that line and it has the only purpose of adding experimentation points.
If you'd put same efforts in trying to get devs to fix experimentation instead of talking about how useless it is we'd get it fixed in no time.
Actually I got the point as I have seen it myself when deciding what profession I wanted to pursue. I also, have been posting and recommending changes to experimentation. That wasn't my first "experimentation is useless post", but one of many. And in each of those I also gave my ideas and reinforced other's ideas on how to improve that system. Most of those posts were also made in the list that ArchAngel puts up from time to time. I'm giving it effort and have been for awhile ![]()
Besides, from some of the posts I've read in the other crafter's forums, many of them are asking for similar changes to what we've been asking for. It just seems with player cities we'll be getting ours first. That's a good thing ![]()
I totally agree that the structures that are part of the player city feature should be in the master architect box....after all they are calling it an elite-elite profession so how can the schematics be in any boxes that are under master?
Stry
Master Architect
Sunrunner / Tatooine / Mos Espa
/sign
since it was supposed to be a elite/elite profession, its obviously that it should go all into master at least
Agree for City hall, bank, shuttle port, cantina .. the rest of the stuff can be scattered through the construction tree for all I care.
one thing i'll throw out there for all those saying only 6-8 cities can even be built on a planet....
take a look on TC. there are currently 2 cities just between anchorhead and Bestine. and you could easily fit 2-3 more right in the same area...
thats 5 cities right in that area and you haven't even spread out to other areas yet.
now, will server population support that many cities? thats a different issue, but spacewise its already very clear to me that this 6 cities per planet idea is not even close to the possiblities.
I'll sign the petition... Moving the buildings to master is better than the alternative.
Tillek Rynn (Master Architect)
Tarquinas
Galactic Enterprises
That said. Let me say, I'm really angry about the fact that they scrapped the Urban Designer. Why? Simple. It was our chance to weed out the non-serious. There are too many "retired" architects who built a few homes for their friends and then went off to other professions.
Having the Urban designer would have forced them to drop one of these professions and start grinding. Something they probably would not be likely to do considering that it's probably cheaper to just buy what you need. (I mean, how many of you started off as guild architects and realized when you hit master, you spent 3 times as much training to architect than if you had just made a bounty hunter andBOUGHT everything you ended up making for the guild).
So having it as an elite-elite profession would have limited it to fewer people, who would have been willing to do what it took to get their skill up so they could make these buildings. It would have been only for the serious most likely. It would have allowed them to finally compete on a different level.
Now? The "retired architects" are going to "come out of retirement" and make a few city buildings, taking away business from the serious full time architects. Then like locusts, once the business starts to dry up they'll "retire" again, leaving us to fight for whatever scraps are left like we do now. This is going to be even more of a problem on the smaller population servers (which seems to be most of them, what's up with that? Saturday night, and only a couple servers showing medium loads?) Anyway, I'm sure the Devs won't bother looking at this or considering it. It seems like they gave us this player economy without putting much thought into keeping it viable.
I just wanted to get that off my chest.