Architect Archive

Thread: Experimentation Fix it or lose it? A poll

Diela
Fri Sep 26, 2003 9:25 am
#27

Fix it...


It might solve the problem of crappy part-time architects who only take the tree to make their own harvesters, then surrender the skills once they've stockpiled.




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Master Scout
WerzothOoD
Fri Sep 26, 2003 10:01 am
#28

Lose it.


Try to explain to a customer that your house is better quality than another, they'll say "I dont care", hell they cant even pay 10k for a small house already.


We're already battling for the huge amount of resources, if we have to track special resources on top of that, we're just gonna doom ourselves.


Weaponsmith can do that because they dont need that much, while architects we need insane amounts. Weaponsmith can afford to switch all his harvesters on a special resource for a switch then he has a big pile and can make guns for a while, architects you simply cant do that at all.




________________________________________________

Who are the add wizards who came up with that one!!!
Ropock
Fri Sep 26, 2003 10:37 am
#29

/lose it


A fewpoints to make here:


1) a lot of people are saying this would help keep out the p/t architects or provide a renewable source of income of sorts. Here's why I don't think thats true. If you make experimentation only make a slight bit of difference... people will still just make their own as their won't be a big enough difference for most people to care. This would mean that perhaps you can charge a little more for a few people to get the better ones, but to be honest there's no gurantee pricing would go up for the better ones, it could just mean pricing goes down on the lower ones. If you make experimentation have a significant impact on final results you will increase demand again for the high end ones, but will have a lot of items that you can't sell at all as people are prone to "only wanting the best" in a game such as this. Just ask all those weapon and armorsmiths with low end items.


2) I've never seen a real good quality of ores pop up... I don't pay real close attention, but in reality its LOW GRADE ORE so its not supposed to be high quality. As it is right now you can spend hours looking for a 55-60% location to drop your harvesters... and if you add on the fact you need the highest quality available it can take even longer. This would almost force people to start purchasing ore rather than mining it themselves... driving costs even higher in markets that have established pricepoints already. Do you think that person that wants the 15k factory really cares what it costs you to build? No, they want the lowest price... PA architects or those with access to additional lots are the only ones who will be able to harvest enough on their own to be able to make enough of something to matter. Making the independent architects life even more difficult.


3) comparing us to other professions is not viable. Armorsmiths and Weaponsmiths are able to make factory runs of final products.... this simply isn't feasible on a 28k resource heavy harvester that may have taken 4 or more tries to get to the point that it was high enough to sell to customers. Just to get that high quality one probly burned 3-4 days worth of resources leavin the ability to factory produce maybe a couple more from a typical resource shift.


just not feasible in its basic form... now, make experimentation matter on subcomponents but not on final combine... and have the subcomponents impact the final number and I think you have something workable. it already works that way with crafting stations so we know it can be done....




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Meplorium
Fri Sep 26, 2003 10:47 am
#30

This is 100% a must fix and here is why. If a given product is the same reguardless of who makes it, then the best product is the cheapest. That means the best architects are those that sell their products for fewest credits possible. This would make Dalyn the best there is.


Actually it makes the fool selling the small house on the bazaar for 3k the best, which is wrong on so many levels. Weaponsmiths become the bestby making the best weapons. They also charge the most. If you are the best architect out there, you should be making the most, not the least.


With that said, experimentation along with decay are the two items that are needed to get the architect economy going. They also should be dependant on each other, therefore the fix would be to both, not one or the other. Better structures last longer.


Please do not sell us short and ruin a promissing profession.




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Finglefinn
Fri Sep 26, 2003 11:32 am
#31

Fix it.


We should be able to manipulate 3 areas on Harvesters;


1) Storage (houses, factoriesand harvesters)


2) Maint / Power efficiency (houses, factories and harvesters)


3) mining efficiency (harvesters)



We shuold be able to experiment on the subcomponents and the final assembly to manipulate these outcomes. The changes should not necessarily be dramatic. Maybe have all of them max at 25% adjustment. Also, they may work against each other. Example, you could increase mining effeciency at a cost of maint and power. The miner gets resources faster bt costs more to maintain.


For existing structures, they should be based at a certain level and not drop below that level.





glibdud
Fri Sep 26, 2003 1:12 pm
#32






SummerDream wrote:

if i have to make 10 attempts for a high quality heavy harvester or more, what am i going to ask the customers ? 1 million each ? dunno how many people would be willing to spend that ..




Why would you have to make 10 attempts to build a harvester? A failed experimentation doesn't destroy the object... as long as they keep the experimentation benefits within reason, you'll still be able to sell everything you make. If you're worried about failing experimentation, then the simple answer is to not do it.

Fidgiter
Fri Sep 26, 2003 1:22 pm
#33

Fix it


But in the implimentation ensure that an unexperimented product is still of some value. Making it so an unexperimented harvester is a useless piece of junk would be a NERF. Making it so the maintenance on an unexperimented small house would cost as much to maintain as a large would be a nightmare.


Add some benefit for going through the trouble of using the better materials and experimenting to give incentive for those of us that care about quality can actualy do something more than hoard anything we can get in huge quantities the slam it together. As useless as itsounds I always get the better experimentation materials and experiment almost everything.


Experimentation on Furniture should give you the ability to choose colors.


Fidg'Ter




Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
Dune Retreat Mall, Tatooine
Ishe
Fri Sep 26, 2003 1:26 pm
#34

I vote to fix it and I vote to add decay as well. Without it, there will come a time where we have *nothing* to sell, everyone will have everything. I do think that they should raise the precentages that ore appears in the game as well, though. Currently, it is difficult just to locate a 50% vein, let alone higher.

KaptainKrude
Fri Sep 26, 2003 1:57 pm
#35

Fix it



BUT,


I'd suggest adding some various bonuses to the branches in the skill treeto give newbie Architects some choices as to which items they'd most like to specialize in at any given time.


For example,Housing 2 might come with a +10 tohouses (decay or whatever)while Installations 2 might come with a + 10 to Harvesting (efficiency or maintenance).


So a new Architect might choose to build better houses because that's what he wants to sell while another might choose better harvesters. That wayneither one steps too much on the other's toes in the marketplace and the depth and variety is good for all concerned.


I don't know if the crafting system is capable of such distinctions, so it may be a moot point technically, but I think it'd give young architects some needed choices and variety if experimentation were in place.





NTyekanik CorrinoN
New Dawn City
Naboo

SummerDream
Fri Sep 26, 2003 1:59 pm
#36

"Why would you have to make 10 attempts to build a harvester? A failed experimentation doesn't destroy the object... "


True, but still - assuming we are already selling items most of the time at a price that can't go lower without becoming masochistic (meaning we better sell raw resources ..) it means the current price or just slight lower will go to the unexperimented/bad experimented harvesters. And all the higher level ones are going to cost quite more, and i wonder who would buy them if they costed 2-3 x now, or even 10x. Or if you mean, just ask the customer if he wants it or no .. you really think we aren't going to have troubles with people saying "sure do it!" "ops critical on experimentation" "well after all i changed my mind" ..


In the other professions, most experimentations are done because then items are mass-producted in factories, so you can afford to make some attempts for a good schematic. But we can't do that, using factory to make a heavy mineral schematic is quite unreal. Simply, with the materials we are using, we can't afford multiple attempts on an item, and i think that leaving the customer the choice of doing it or not and get whatever comes out would just cause many troubles.






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KaptainKrude
Fri Sep 26, 2003 2:02 pm
#37






Sedryn wrote:
LOL

Fix it - Lose it - Fix it - Lose it - Fix it - Lose it - Fix it - Lose it - Fix it - Lose it - Fix it - Lose it -

*looks for hanging chads*





Wait! Did I vote "Fix it"???


I meant Pat Gore!!! No, Al Buchanan! Wait no, Ralph Leiberman!


...or was it Shwarzenegger??






NTyekanik CorrinoN
New Dawn City
Naboo

Kerico
Fri Sep 26, 2003 2:13 pm
#38

Fix it!!


Experimentis crucial to the sub-component / replaceable part / powerup ideas... cut it now and you lose all these possibilities later


Plus it's fun and give us something to work for after we hit master... a fine quality product. Otherwise we're all stamping out identical widgets


http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=25357


Keh'

glibdud
Fri Sep 26, 2003 2:22 pm
#39






SummerDream wrote:

True, but still - assuming we are already selling items most of the time at a price that can't go lower without becoming masochistic (meaning we better sell raw resources ..) it means the current price or just slight lower will go to the unexperimented/bad experimented harvesters.




Well, that's one possibility, but I believe it'll do the opposite. Since a lot of Architects *can't* sell for less, the current prices will become the prices of the low-end products. Then, those who get good experimentations can charge more resonable prices (and yes... there are people who would be willing to pay at least 2-3x the current prices, if for no other reason than to say their harvester is better than someone else's... sad but true, that seems to be the motivations for a lot of my high-end crafting station sales).


As for what you said about the build-to-order business, that's true. That's the way I do business, and I'd have to adapt and be careful about what I promise. But I think that would make it all the more exciting.

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