Architect Archive

Thread: NO HOUSE for architects?

Rath
Sat Sep 06, 2003 7:31 pm
#27








Knocky wrote:


You show me another crafting profession that uses 1/4 of the resources in a single day than we do. When a weapon/armor/droid/stim/food/drug start taking 40,000 units of resources to make, then and ONLY then, will I stop screaming for more lots.





I still don't think the fact that we use more resources justifies the fact that we deserve more lots. If we actually could buy resources and still make a profit this would be a non-issue.



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Tammerlane
Sat Sep 06, 2003 7:53 pm
#28

Don't give more lots out to people, things will get too crowded. I agree that artitechs and many other crafting classes could use more space. Instead, allow players to sell unused lots. Maybe even put a property tax on the extra lots. All those commandos and creature handlers out there have little use for their lots, let them sell the rights if they want to.



Tammerlane, Master Artisan of Gorath




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Shavriik
Sun Sep 07, 2003 12:02 am
#29

Good point and that all i have to say.
Sunakk
Sun Sep 07, 2003 12:55 am
#30

I understand the frustration that architects cannot continue their professions while living in a nice home of their own with the current lot restrictions. However, I do not think that increasing lots for anyone is going to solve the problem. Being able to harvest more resources than any other profession would be way unbalanced. There is a reason every player can have only ten lots--it's so that everyone has a chance to place their home and other structures. If the limit weren't in place, eventually some players wouldn't have room or good places to put down their structures.


It has been said that architects aren't comparable to other crafting professions because houses and harvesters take so much more resources than items of other professions. If you think about it, though, this is very realistic and ought to be that way. It DOES take huge amounts of material to make just one small house. It should take many times more than the best gun or the tastiest dinner. The problem is not that architects need more lots for harvesting, it is that they lose so many in order to have a nice house to live in. For non-crafting professions, the only thing they would use lots for (right now) are houses. So they can spend the money and lots to get a grand one. Non-architect crafters can buy resources from bazzars or vendors, or use their own harvesters, but generally don't need too many to get the resources they need--so that they too will have enough lots for a nice house, if they so choose.


Architects are the only profession that needs nearly all of their lots to harvest a decent amount of resources to build houses and installations. We don't have enough left-over lots for anything but a small house. While it may be nice for me, it doesn't quite fit the profession. We should be able to enjoy our fine work.


The problem is that there is only a problem for architects. If we change house lots across the board, then unbalance would still remain, so that Bounty Hunters could have 5 large houses (just an exagerated example), which would cause more problems, most notably with database issues. Make all residences cost 1 or 0 lots would net the same problem, possibly even worse.


What architects need is a way to make their residence cost less lots. It could be 1 lot reduction for each skill box up the contruction discipline, or a bonus for Master Architect, or something else. But it should be earned by becoming a good architect. Because it would only apply to the residence, architects won't be able to harvest more resources than if they had no residence. If you can find a better way to solve the problem, speak up!




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Jeff001
Sun Sep 07, 2003 5:21 am
#31

I say do away with lot limits all together. Change it so that the more lots you use, the more maintanence you have to pay per lot. So if you had only 1 lot used maint would be alot less than current costs, but once you cross over the 10 lot mark you start to feel the maintanence burden. This would create a soft cap, at some point the maintanence costs would outweigh any gains from using additional lots and players would cut themselfs off from placing further structures on there own. Somewhat mirrors real life and buisnesses, some are better organized and can manage more structures, but one thing is maintanece percents always rise with an expanding buisness. Much easier to track one maintanence man than track 20 of them, so productivity begins to fall off as you grow larger. Start with a low base maint number, then for every lot used increase costs by 5%(or something like that), and you would have exponential growth of maint costs and a great deterant to placing to many structures.
Jeff001
Sun Sep 07, 2003 5:27 am
#32

Btw in my above proposed scaling of lot costs add in administative rights as a lot being used for maintanence costs. That is a loophole that would need to be filled. Administration rights is still a structure that needs to be watched over by the player, and would be used as a way to escape the rising maint costs. While it wouldnt effect the true maint cost of that one harvester, having administation rights to 30 harvesters should effect the costs to maintain the 10 slots the player owns himself.
Telsat
Sun Sep 07, 2003 6:21 am
#33

Take a look at a post I just submitted. Its along the same lines as I feel you are right in many ways,, the Architect has been hosed.. To me the guild hall should be the Architects pride and joy and would seem to me be the corner stone of any player run town. Yet the owner is punished for putting up such a structure.. Seems to me instead of promoting player interaction they are in fact NOT supporting it with reguards to this issue... Architects need item storage especially when thier factory dumps out items NOT in crates.. Also the huge amounts of resources used and the frequent ore shifts create problems.. are we supposed to toss out 2k ore becuase we need 5k of the same exact ore? geez even make it so similar ore types could infact be stacked with values being a simple math calculation when combined. Such as OK I stack 100 units 900 OQ steel with 100 units of 700 OQ steel the end would be 200 units of 800 OQ steel. With all other attributes doing the same.. might alow for some fun experiamention for other trades as well.. might add different ore types to booost conductivity or along those lines.. LOL just a thought and off topic but I guess im grabbing at straws trying to find a way to help us all out...
QuiJonOz
Sun Sep 07, 2003 7:48 am
#34

I favor the suggestion that small houses = 1 lot, mediums = 2 lots, and larges = 3 lots for its simplicity (in other words, very easy to code).


A more elaborate idea would to have each level of construction reduce the number of lots structures take by 1, with a minimum cost of 1. So this wouldn't affect harvesters at all (still 1 lot), but structure factories would go to 1 lot at Construction I and higher, and houses would come down.


I also think that the PA Hall of any PA woth 10+ members should require 0 lots.




No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

MickeyWS
Sun Sep 07, 2003 12:52 pm
#35

actually what they need to do is give say 2 lots xtra to master architects. This way its earned by them. Having it come from the construction section would only have people taking architect for those xtra lots and not actually build anything.



architects need revamped. I would be happy if they just cut the resources in half. And whoever said that having xtra lots would only make architects rich is stupid. WE are the only crafting profession that are significantly poorer then the others. WE need something to help us make money, because it sure isnt profitable as it stands now.

Sterma
Sun Sep 07, 2003 7:59 pm
#36

Excellent Idea! Pa should cost 0 IF IT IS A VALID PA.


What are they gonna do with City Planner? I mean are gonna be stretched even FURTHER on our lots? Or are they just gonna lump in say an extra 10 lots for everybody, cause if a house costs 2 than a hotel will be a 10 slot item.



Sunakk
Sun Sep 07, 2003 8:51 pm
#37

I think with player cities those who go all the way to get skills in the urban planner profession will have to sacrifice being able to place the buildings they can make, at least until they retire from making them. If you're going to run a business making structures for player cities, you won't have the lots to have any yourself. I think that's the way the game system is designed. You can master two professions and dabble in a third. Dabbling doesn't include owning your own theater or hospital....



_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
GROZOMERO, Wookiee, Valcyn -- Master Doctor, Combat Medic
Contributor to SWG Wiki -- a great SWG Information Source
_________________________________________________________________
AdamR1
Sun Sep 07, 2003 9:17 pm
#38

I gotta laugh, Miners are a big part of the problem. Too many guys going around and trying to sell resources at these way out prices. The value of the resources are out of line with the value of items being used to make them, especially for Architects that have problems making money.



BigPurpleTarget
Sun Sep 07, 2003 11:16 pm
#39






Nester_of_Yavin4 wrote:

Well, I would like to see Architects buy resources off of the bazaar...


oh and then sell their finished products to merchants like their supposed to.



Really, an Architect should have


1 structure factory


1 fusion generator


3 low grade ore heavy harvesters


1 steel/iron harvester


1 copper/aluminum harvester


1 chem/gas harvester


1 lot for whatever they chose...



The problem comes in when the Architect wants to be self sufficient... which wasn't the way the profession was designed. You should be "supplimenting" the resources you purchase off the bazaar/miner with your own harvesters.


any thoughts?








So no house is what you are saying.....houses take two lots min...

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