Architect Archive
Thread: Experimentation Fix it or lose it? A poll
the problem continues to be... if I know I can get a better harvester from Architect A... I'm not gonna buy Architect B's low end harvester.... So, architect B will be stuck with the 5 bad ones it took to make a good one. Now, Architect A has some bad ones... and the customer say... oh, Architect B has a better one... I'll go get it over there.
Both architects may have used 5 harvesters worth of materials to create one good harvester and they are both now stuck with 4 bad ones.... unless no one ever makes a better one again.
Yes, thats my opinion, but the player community continues to demand only the best... how often does that low end Lazer carbine sell? The poorly experimented Ubese Armor? sure, sooner or later someone might buy it... but how long will that take? and can you survive building 5 to make 1 for long?
And if you laugh and say it won't take 5, ask your local master weaponsmith how many times they build components before getting a quality one... ask them how many final assemblies they go through to get that one they put in the factory.
I know a weaponsmith who typically goes through a minimum of 10 finals before they get one they'll run in their factory.... does it cost him some resources? yes.... but not 28k a pop like a heavy harvester would for you and me.
Ropock wrote:
the problem continues to be... if I know I can get a better harvester from Architect A... I'm not gonna buy Architect B's low end harvester.... So, architect B will be stuck with the 5 bad ones it took to make a good one. Now, Architect A has some bad ones... and the customer say... oh, Architect B has a better one... I'll go get it over there.
This would be true if there was some big Architect bazaar where everyone could list all their products and prices for the consumers to choose from, but it's not that easy. Some people don't want to go to six different planets to poll Architects about their quality and prices. And what if Architect A is selling his harvester at 6 credits per resource to Architect B's 3 credits per, is the decision still that easy? What if you decide to support the local economy, even if it costs a little more (no, maybe *you* wouldn't, but some do). There are different types of buyers, and so there won't be a problem selling differentqualities of products.
Am I sure experimentationwould be a great boon to all Architects? No. But I really do think it would improve the market in the long run.
I'm going to be the odd one out and say /both.
I don't want experimentation on our current products. As others have pointed out, we can't afford to fail experimentation very often, and we also can't afford to make a schematic of the amazing successes.
IF the devs add some form of "powerup" then THOSE should be experimented on. Those would be low enough in resource cost to waste a few tries experimenting on them and to make factory runs of the good ones.
In other words, it's really too early to ask this question. We need to know what is in store for us decay wise before this can be answered.
I run 5 heavy extractors at normal rates if your not lazy and put heavys over a 60% or higher concentration you are fine therefore DUMP IT I HATE IT IT WAS THE BIGGEST ANNOYANCE ON THE ROAD TO MASTER! ahem Anyways since we are so used to it this way i think we won't notice a HUGE difference.
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fit it!
make it worth somthing so not every architect is selling the same item....not all crafting stations are the same why are houses and factories?![]()
wow, you're comparing crafting stations? not really a good comparison... there's still nothing that says they actually do something.... so yeah... i'm just as likely as a consumer to buy the cheap one because it appears to do the same job as the expensive one.
true, some of the highend weapons that arent as good will sell... but how long will it take? can you afford to make the 5 to begin with to get the 1 good one? and if it takes a month to sell of the poor ones can you afford to wait that long? and what about the next set of 4 you get 3 nights later trying to make another high quality one? now you're at 8 in 3 days, I can absorb that... my guess is there are a lot that can't wait 3-4 weeks to sell off those extras.... yes, this could be high.... it could also be low. there's just no way to know without using the comparisons to other crafters that use it and to be honest... i'm not thrilled with the numbers i see when I do that.
can I guarantee I'm correct in my assumptions? no. but you can't be 100% accurate in forecasting something like this. its all an educated guess.
Lose it.
For this to be fair, would need to apply to all items made by Architects. Last thing I want is to have my PA Hall decay. And what about all the new City stuff? Boy, that be fun to have to rebuild a City all the time.
There are other ways to add to the game ecomony without punishing everyone.
Do thing like Faction Building are schemetics that an architect would us to build one item for that person.
Errr... this discussion is about experimentation, not decay.
Gweyr wrote:
Lose it.
For this to be fair, would need to apply to all items made by Architects. Last thing I want is to have my PA Hall decay. And what about all the new City stuff? Boy, that be fun to have to rebuild a City all the time.
Absolutely. I guess we'll just have to agree to disagree, as we simply have different impressions of what the market will accept. I still say it won't affect the sellability of low-end items, it'll just allow us to get a more reasonable price at the high end.
Ropock wrote:
can I guarantee I'm correct in my assumptions? no. but you can't be 100% accurate in forecasting something like this. its all an educated guess.