Architect Archive

Thread: Dvnce's Assesment.... our current and present situation..

Dvnce
Wed Jul 28, 2004 12:01 am
#27






Crimsonsplat wrote:


I also remain thoroughly cheesed off that our structure factories take TWO lots, and everyone else's takes only one.







i have remarked on this once before and this is not an official statement from thepowers to be but merely what I have read between the lines... Architects are meant to have a problem with lots because we are the gate for every other profession how easily we produce factories and harvesters and make them available regulates the speed at which every other crafter can in return flood the market with their products... So .. Slow us down.. you slow everyone down.. that was the intention... which IMHO didnt work.. and now we need a real .... and effective means to do this without that process just being an annoying step to well.... bystep...




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Crimsonsplat
Wed Jul 28, 2004 12:26 am
#28








Crimsonsplat wrote:


You sir, are fortunate to have steady suppliers on whom you can depend, and reasonable prices. I keep finding grind quality junk at 3-6+cpu prices. And then there was the stack that was 300k.... When I looked at thequantity of the stack: 2000. Yeah, right. My eyes aren't that bad, jerk.


(God,but I would buy Structure Modules or walls in quantity if I could just find a supplier... They tie up my factories for way too long. I keep a third factory to throw down sometimes when I get bottlenecked badly.)


Eventually, I realized I was going to spend as much time hunting suppliers as I would administering the guild's field--and the field was cheaper. (I calculate my break-even on a 2cpu purchase is a BER 13 on 23%concentration with no merchant discount to maintenance, before energy costs are calculated in.) Now, I do buy some things. CD 999 copper on sale? Grab some. And I was on the verge of paying for good steel before a spawn finally appeared. I will freely admit I haven't surveyed multiple planets enough -- I don't like making multi-planet harvester runs, but I will do it when I have to. "WTB Dantooine fungus..."






So of course, having said that, this had to show up on my server trade forum.....


http://forums.station.sony.com/swg/board/message?board.id=starsider_trade&message.id=119435


Although it cuts both ways, buying the bulk GQ is cheap, but a harvester isthe better dealas prices rise.

Crimsonsplat
Wed Jul 28, 2004 10:35 am
#29


Well, the solution that keeps getting tossed out is that we evil cross-server lot traders don't need those lots at all. We should reform ourselves and buy in bulk from vendors. We just play the game "wrong."


The only problem is, where do you think the mass-quantity vendors are getting their products?


Mines set on cross-servertraded lots, of course.


To further amplify this point,on 4/30/04, the economic logs for one server were published as a Friday Feature. What caught my eye was this remark, which I went back and looked up:



When money comes in from the faucet, it's actually being "minted"- it's being created by the game system. The sink is basically the whole game. It's the bank accounts, the player inventories, all the money that is used for trades and transactions among players, etc. When money goes out the bottom, it's deleted from the system, rather than circulating back to a central bank.

(Credits aren't the only thing that is generated, of course - a significant faucet into the game economy actually comes in the form of resource mining. Since the amount of money and the amount of resources coming into the game at a time both vary, you get small fluctuations in the price of resources as the value of both the resources and the currency changes.


In short, a draconian end to cross-server lot trading would wreak havoc with the economy, and they know it. Any solution they factor in must maintain approximatly the same number of harvesters as exist now, and further, must not alienate vast quantities of crafters, who then leave the game--making the situation far worse. Crafters are a vital link in the game--in a worst case scenario, a mass crafter exodus takes place (and those that replace them can't get to master for weeks, due to lack of resources), thenother players get frustrated with inability to buy housing, furniture, or armor, or paying outrageous prices and decide the game isn't worth playing, and it snowballs from there. Total collapse of SWG.


I"m not saying that's going to happen, or that it's likely to happen. But it's a possibility they can't ignore.


So what I'm saying is, if you're going to kill cross server lot trades, just do it, but give Arts and Archs bonus lots. A master of both should have +40 lots, minimum. Then if they triple master Merchant, or another crafting profession, add a few more in.

rofak
Thu Jul 29, 2004 12:04 am
#30

We have mega-inflated economies anyways, its really needed..



nnnnnnnn4Ooco
nnnnnnnn4Sunburst Mining Township
nnnnnnnn4Kettemoor Server
Cafa
Thu Jul 29, 2004 12:22 am
#31






rofak wrote:

We have mega-inflated economies anyways, its really needed..







Come visit Tempest. We don't.


Except when Ic-e gets involved


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Nightflower
Thu Jul 29, 2004 12:49 am
#32


To get back on topic


Looking at other posts and having had a Master Architect/Master Tailor/Master Merchant (no not all at once, I know) I think the top priorities & wish list items should be:


1) Furniture Colorization by Architects - Tailors can do it so its already coded? I think. I don't see why this is difficult to do.


2) Items that we see everywhere but no one can get should be added to schematic list. Hell the graphic is already in the game, why not just give us a schematic for it.


3) Change the Crafters Quests into something that would eventually result in a new or rare random schematic. Maybe once we hit a certain "faction" level or do enough quests, etc. The way they are now, no one will bother with them. I don't know how much time was wasted on putting that in, but I'm sure they didn't waste much THOUGHT on it. I'm guessing the person who did that has NEVER crafted anything and plays Bejeweled all day. Sorry..will ....stop....ranting...now


4) Item decay. This is a subject for much debate but atm people don't need to buy new furniture, and with no new designs coming out, why should they?


5) JTLS ship furniture. Ship only furniture that either does something or just plain looks cool


6) House structural add-ons/mods. If they can modify a spaceship (as per JTLS) to do different things and LOOK different, then why can't we have that on stationary houses?


7) Factional Furniture - Rebel or Imperial faciton required to craft certain newschematics. Would be nice tie-in to the crafter quests since most of us don't have any weapon skills to do normal faction quests.


8) I saw this one somewhere else on this forum. Battlefield structures: Healing tents, bunkers, etc.


9) Make crafters more helpful to eachother. We could have add-on components for Ranger Camps that would improve them, or be able to make things that can be put in a town to offer skill bonuses etc to people in the town/residents, special stoves for Chefs, etc


These are just a few of mine and other's thoughts. I know that crafters aren't a priority since we have been talking about this stuff since last year. We have also been talking about the Combat Balance, SL and Smuggler Revamp, etc since then so I know those aren't priorities either. Just exactly what are the SWG Devs doing? Are they ALL working on JTLS? and if so, why is every aspect other than PvP being pretty well ignored? DO these people even PLAY this game?? sorry I know I promised to stop ranting. and I will.


Thank you for being dedicated enough to be a correspondent. I couldn't do it. My caps lock would get stuck


Waterlily


Dragonne's Lair Architecture - Amber Ridge, Tatooine - Infinity




SmedleyLlama
Thu Jul 29, 2004 12:58 am
#33






Cafa wrote:





rofak wrote:

We have mega-inflated economies anyways, its really needed..







Come visit Tempest. We don't.








A quick visit to the Tempest Trade Board later....



"100 cpu for Avian Meat"


Perhaps a mildly over inflated economy.


.

octobe
Thu Jul 29, 2004 1:49 pm
#34






Cafa wrote:





rofak wrote:

We have mega-inflated economies anyways, its really needed..







Come visit Tempest. We don't.


Except when Ic-e gets involved


Fivo Asia







Grrr!



First the Nazis came for the Communists, I didn't speak up because I wasn't a Communist. Then they came for the Jews, I didn't speak up because I wasn't a Jew. After that they came for the Trade Unionists, I didn't speak up because I wasn't a Trade Unionist. Then they came for the Catholics, I didn't speak up because I was a Protestant. And then they came for me, but there was no one left to speak.

Ic-e Natelu- Avid Forum Reader 8/23/03 - 2/17/05 May be Reincarnated for the CURB

Cafa
Fri Jul 30, 2004 12:41 am
#35






SmedleyLlama wrote:





Cafa wrote:





rofak wrote:

We have mega-inflated economies anyways, its really needed..







Come visit Tempest. We don't.








A quick visit to the Tempest Trade Board later....



"100 cpu for Avian Meat"


Perhaps a mildly over inflated economy.


.






Versus 300-1000 cpu on Bria? I think not.



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Bandola
Fri Jul 30, 2004 12:49 am
#36

Just shows how the economies differ across servers, and across resources, I still pick up grind ore at 2cpu or better, and grind metals at 1.5-2cpu on Bria




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

TK42I
Fri Jul 30, 2004 9:44 am
#37

My two cents:


I agee with individuals above that compared to many professions, architect can be considered relatively stable. However, just about all of the goods we create remain static within the SWG community (houses, harvestors, furniture). If I were to meet the developers face to face, I would ask for the following:


Architect Enhancements:


  • Ability to build housing structures which decay or have components which decay. It might not be feasible for houses to go poof with all the goods in them, but internal power conduit might need to be upgraded to allow for things like crafting machines or lighting to be used.

  • Re-structure the profession a bit like shipwright so that an architect could build Imperial, Rebel, or Hutt military structures

  • Furniture and building coloring

  • Furniture and building customization (long shot)

Player City Enhancements:



  • Ability to build hotel/apartement building

  • Roads & Pavement (If anyone saw the movie Big Fish,I thought of SWGEwan McGregor goes into that town after the woods with no roads, but only grass between buildings)

  • City Walls

  • City Barracks

Wishful Thinking:


/DreamStart


I was playing Civilizations III the other day and they have a neat system of trade routes between cities. I was thinking that architects could build a city structure called "City Market" which would have stalls for rent for vendors. Based on the number of vendors, what they sold, and how much they sold the "City Market" would be considered a certain rank level. I think the city/owner could pick one or two resources or basic goods that the market specializes in and automatically can trade with other "City Markets" across the galaxy.


To makethe GCW more worthwhile, it would be great if factions would have to do certain things to protect the trade routes or blockade the traderoutes. For example, when JTL comes out NPC convoys can go from one "City Market" to another and need to be protected. This would add an exciting element to theGCW and make crafting all the more interesting.


/DreamEnd




Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

wookgunner
Tue Aug 03, 2004 8:26 am
#38

having played an architect for a year now this is what i would like to see implemented


  1. Need to add in the schematics for all the furniture. Make some of the schematics bought from the merchantile guild and some inherent.

  2. Faction bases and turrets need to be craftable by factioned architects. With this implemented architects will be overworked and owning a base will be a realization for many players.

  3. cantinas and hospitals should be allowed to be placed outside a city. Also give smugglers the option to own one.

  4. Need to re evaluate lot size with respect to storage for all structures.

  5. Drop the maintenance costs on parks and city decorations. We want beautiful cities not bland ghost towns.

  6. Add apartments, hotels, and casinos to player cities.

  7. add many types of gambling machines that are craftable.

  8. Add the warehouse. I own 6 houses and 3 factories that I use for storage.

  9. increase stack size of resources and crates

  10. Redesign harvesters and factories so that parts wear out. Harvesters will have a menu option that will allow the owner of the harvester only to access the components screen. The owner can then swap out worn out parts for newly crafted ones. We already have the parts (ore mining unit, fluidic drilling unit, etc.). Lightsabers and spaceships have menus that allow for parts to swapped out, so I am not reinventing the wheel. This will increase the demand for architect services and reduce the number of cross server trades (owners will not want to log in every month to swap out parts).

  11. Finally color customization

i liked the idea of the loot kits, but somehow i feel this ripped off architects. I think the loot should still be dropped but architects should be required to assemble the final item. The schematics should still be bought from the junk dealer. With the current system it is essentially having a player collect a series of weapon upgrade loot and then creating their own weapons.




Nagamitsu: Wookiee Master WS/AS/DE
Triston: Master Swordsman/Rifleman Force sensitive, but will never be a Jedi
Medreka: Master Tailor/architect
Builder of Dar'Xun City, Tatooine and Sierra, Dantooine
Lordartex
Wed Aug 04, 2004 9:49 am
#39

I don't think that decaying harvesters and houses is necessary. I've been an architect for almost a year and have never really lacked for business. Usually I'm busy all the time craftingfor orders or trying to keep my vendors stocked. I think with people neglecting their structures or needing to buy new ones as they try different professions is working just fine.


Having lower city decoration costs, more structures to craft, and wearhouses where we can store large amounts of goods are better ideas to keep us strong and not just busy, but interested too.




Colonel Artex Bluebane
Commander, 312th Imperial Reserves (TCB)
Guildleader of SWOOP
Roadhawg Structure & Resource Vendors, Swoop Territory Naboo -5620, 3000
Voted "Shadowfire Most Honorable 2005" - Thank you!
Page 3 of 4