Architect Archive
Thread: #1 Architect Problem
My problem is that other proffessions have the same problem. sure guns deteriorate but they can be fixed. They may not last forever but the demand does not come even close to the demand. There are tons of weaponsmiths running around who can't sell anything because they have only reached level 2 or so of the weaponsmith skill trees. They can only make level 2 weapons meanwhile one or two master weaponsmiths can supply all the combat people with all the weapons they need making it impossible for the low levels to generate any money and therefore have to continue to grind, sample their own resources and destroy everything they make to make more room for more stuff no one wants.
So far I have seen this problem with every artisan proffessian except armorsmith who can keep making deflectors. But thats it. This is a major issue that will have to be addressed to keep the artisan proffessions economy alive. And to make room for the people who want to be smiths of some kind.
I agree, the architecture market is going to dry up. With the sheer number of architects its only going to happen sooner.
How about this for a solution. A home/installation/factory/deed has a constitution number just like most weapons and armor do. Make it start at say, 1000 just like most weapons. That number gradually goes down over time and the rate that it goes down is based on the durability experimental value of the deed. Make it last say a week or twofor unexperimented items and maybe twice that or so for something tweaked out or made from quality resources.
This would keep architects building things until player cities go in (and after) and also add in the ability to use higher quality resources.
What do you guys think?
I currently bring in 100k of resources a day, so 200k resources isn't much![]()
Lets focus on possible solutions, instead of trying to rip each little point. I was more throwing out an idea than an exact plan. The point is architect need to have repeat business or they will go out of business.
So many of you are missing the point. Architects are the only people in the game who can BUILD medium harvesters. That means, when people need medium harvesters by definition they will be MUCH cheaper for Architects than they will be for anyone else. If YOUR costs rise because you need to occasionally replace your machinery, that means that everyone elses costs will rise MUCH more because they need to pay you a markup just to catch up to you. You don't need the ability for your one medium harvester to last forever because you have the ability to replace it at minimal cost compared to everyone else in the game. I can't beleive how short sighted some people are. If you have to replace a heavy extractor once a month, yes your cost per unit will go up- but it won't go up as much as someone who has to buy a heavy extractor from you once a month. You are worried about your costs going up as if they would be going up in a vacuum where everyone elses costs stay the same. Thats just not the case. If everyone had to replace their equipment on occasion, not only would there be a demand for high quality structures, but YOU would havea HUGE advantage over everyone else in the game. Letting you builda heavy harvester one time and having it last forever while everyone else needs to buy one every month is rediculous. Understand that anytime you and a competetor need a new building to do the same thing, you are at a huge advantage even without special skills.
Branix wrote:
As a resource supplier to Architects... I'd suggest you guys put on your boots andprepare to supply yourself with the 1000's of resources you need. If you expect me to lose my equipment with each resource switch (1 per week at least) then I'm going to charge you so much money for my resource your nose will bleed.
And that's a fact.
That would be fine, actually. Perhaps then we could begin to charge prices for our houses that are in line with the effort involved and their actual value. If I were to sell a small house for the same profit ratio that weaponsmiths get, I would be asking for 250,000 credits per home. 1.3 million for a medium house.
My short-list of Major Problems:
1. Fix the Structure Assembly bug that goes with Furniture skill advancement. Furniture 4 causes a vast amount of failures on extremely simple components.
2. More building lots, in line with the Construction skill. +1 lot per level, capping at +5 total with Master.
3. Removal of extra power & money from harvesters that need to move, and an e-mail when the resources beneath it shift. This should not be difficult - there are already mechanisms in place that allow us to remove maintenance money from vendors & receive emails from them when something sells.
#1 LONGTERM: We need to have renewable demand for something we do. Perhaps we can have earthquakes or tornadoes or termites added to the game which will then necessitate our services in repairing houses which have been placed?
#1 SHORTTERM: We need to have the Furniture-skill-bug fixed and also have 4 lots added to our allotment thru the constuction skill.