Architect Archive
Thread: i wonder why there is no 100+ replies thread about the planned genocide of our profession
ravingbantha wrote:
The problem for our profession is this. We provide a crazfted item that should not decay, look around as you drive through the countryside, you'll see plenty of old structures that didn't just go "poof", their still there. The problem is this fix is a good fix for 95% of the player base, it only negativlyeffects architect sales. It does prevent people from loosing all sorts of stuff when a structure disapears and I know how bad that is. The Problem is that the profession has been made more realistic, which in away is a good thing. However what we need is somethig that brings repeat buisness and greater profit. Something that does not rely on a disapering structure, but at the same time is necessary for the continual use. Perhaps instead of having maintence sink into oblivion, how about allowing some portion of it to go back into the crafters pocket? Or what about repair kits that act in the place of maintence? This would be simular to going to Home Depot and buying new paint, lumber, and various other items that are needed to keep your house in repair. This would be our source of steady income, Say we can experment on these to allow better repair ratings. You go to your house, and there's a radial menue that allows you to "add resources to structure" and this gives you xx ammount of days of maintence to the structure.
This would give architects back some buisness, we don't need to penalize most of the player population just to increase our profits. By changing the way maintence works it harms no one, provides another layer of realism to the game, and helps out a crafting profession despretly in need of a shot in the arm to bring it back to life.
And the price for some of those- ouch!! 1-8mil each is crazy. I wouldnt even use half that a year on my harvesters lol.
Pawlin wrote:
So how is everyone doing since the genocide of the profession?
Its been about 3 weeks. Any noticable differences in sales in that time?
I've noticed salestrends in the architect profession usually happen very slowly. They tend to spikeright after or before major game changes.Examples include the free holocron give-away a year ago, or returning/new players right before JTL, or the addition of storable crates/cabinets to our crafting abilities,etc.We also seem to get an uptick in sales when a large guildbreaks up or relocates, but that is not the type of business that is healthy for a server overall. We are a support profession whichsupports other supportprofessions which means we tend not to see trends until the other professions start taking on business.
I tend to keep track of my sales and why individuals are purchasing certain items as best I can:
- House Sales: Slightly Up - Several recent guild breakups on my server are always good for house sales
- City Structure Sales:Flat - City structure sales seem to go in waves and now it is flat
- Harvestor Sales: Slightly Up - Indviduals in the armor profession are planning for the CU armor update
- Furniture: Down - No one wants to decorate
- Vehicles: None - New Vehicle sales tend to be for new players which we don't see all that often
I see sales continuing to slope downwards overall in the Architect profession unless some changes happen. Our micro economy seems to be on the downward sales slope as fewer new players join the game, fewer players join the crafting profession, our craftible itemslast longer without decay or improvement, and no new items which players wish to buy are available. We might have an uptick on harvestors for armorsmiths and weaponsmiths for the CU, but it is hard to tell at this moment as the ones I know are well stocked and just got the bonus of extra storage in their current buildings. Here are some basic things which will improve sales:
Temporary Increase:
- Make it possible for us to craft harvestors with +1 BER than they can today
- NewSchematics (houses, furniture, etc)
- Ships have components to work, should not houses?
Regular Sales:
- Decayable item schematics
- GCW Items which decay
Thoughts?
Pawlin wrote:TK421,yep.
For most city structure sales, I would agree and say flat. I wouldn't agree for guild halls and city halls. Especially for city halls. I did a hybrid sale last night on one. I've said it before, but I've sold far more city halls since Jan 1 than I have ever sold in gardens.
Harvesters have been ok.
Crafting station sales have been up for some reason.
Housing sales are up slightly.
TK42I wrote:
I've noticed salestrends in the architect profession usually happen very slowly. They tend to spikeright after or before major game changes.Examples include the free holocron give-away a year ago, or returning/new players right before JTL, or the addition of storable crates/cabinets to our crafting abilities,etc.We also seem to get an uptick in sales when a large guildbreaks up or relocates, but that is not the type of business that is healthy for a server overall. We are a support profession whichsupports other supportprofessions which means we tend not to see trends until the other professions start taking on business.
I tend to keep track of my sales and why individuals are purchasing certain items as best I can:
- House Sales: Slightly Up - Several recent guild breakups on my server are always good for house sales
- City Structure Sales:Flat - City structure sales seem to go in waves and now it is flat
- Harvestor Sales: Slightly Up - Indviduals in the armor profession are planning for the CU armor update
- Furniture: Down - No one wants to decorate
- Vehicles: None - New Vehicle sales tend to be for new players which we don't see all that often
I see sales continuing to slope downwards overall in the Architect profession unless some changes happen. Our micro economy seems to be on the downward sales slope as fewer new players join the game, fewer players join the crafting profession, our craftible itemslast longer without decay or improvement, and no new items which players wish to buy are available. We might have an uptick on harvestors for armorsmiths and weaponsmiths for the CU, but it is hard to tell at this moment as the ones I know are well stocked and just got the bonus of extra storage in their current buildings. Here are some basic things which will improve sales:
Temporary Increase:
- Make it possible for us to craft harvestors with +1 BER than they can today
- NewSchematics (houses, furniture, etc)
- Ships have components to work, should not houses?
Regular Sales:
- Decayable item schematics
- GCW Items which decay
Thoughts?
Nice Post ! i have an additional source for a temporary increase :
- Change of the maintainance system (as recently implemented) ...........
Since there are no-more costs of cash nor care, more (inactivated) harverster farms are placed and a slight increase harvester sales only sounds logical. They can be activated on demand and return to inactive state just by sweeping credits from the account .... Once the lot share guys have maxed this out (and xchanged all medium harvesters with heavy ones), i predict a sharp decline in sales for harvesters
as for permanent increase these are my 2 coins:
- Faction perks should be sold as "limited use schematics" (>1) and are to be crafted by factional Artisans, Weaponsmiths, Armorsmiths and Architects. "limiteduse schematics" in order to promote crafter compliance. At least for HQs and their accessoirs that would mean steady renewal business for architects.
It is so easy to make us all happy. By the way, i remember a statement from a correspondet, that we all would be all very happy, very soon ...... any news on that ? ..... *hopes that the house storage increase was NOT supposed to be the big news*