Architect Archive
Thread: Dvnce's Assesment.... our current and present situation..
Crimsonsplat wrote:
I also remain thoroughly cheesed off that our structure factories take TWO lots, and everyone else's takes only one.
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..."
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.
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
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
Cafa wrote:
rofak wrote:
We have mega-inflated economies anyways, its really needed..
Come visit Tempest. We don't.
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!
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.
- 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
- Need to add in the schematics for all the furniture. Make some of the schematics bought from the merchantile guild and some inherent.
- 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. - cantinas and hospitals should be allowed to be placed outside a city. Also give smugglers the option to own one.
- Need to re evaluate lot size with respect to storage for all structures.
- Drop the maintenance costs on parks and city decorations. We want beautiful cities not bland ghost towns.
- Add apartments, hotels, and casinos to player cities.
- add many types of gambling machines that are craftable.
- Add the warehouse. I own 6 houses and 3 factories that I use for storage.
- increase stack size of resources and crates
- 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).
- 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.