Architect Archive

Thread: Architects: Light Possibilities

xKhaziCx
Thu Mar 04, 2004 9:47 am
#53

Build Houses= Construction

Build Harveters= Construction

Build Factories= Construction

Build Candles= Candlemaker?

Build Light bulbs= Electrician?


This folks is your one and only architect proffesion!!!!!!!!!!



Seriously folks...I dont mean to troll here, but the player base has spoken...When are we going to get REAL answers to the REAL problems of our proffesion? This thread is riddled with people cheering forwhat seems to be table scraps.You all have been misguided. Your proffesion/skills as an architect DESERVE more than a light bulb or candlewax!


1) We need a renewable income....but light bulbs? Please.....We are Architects!!!!!!! A light bulb should be somthing that a Novice Artisan should be able to create. Think about it. An artisan can create a personal mineral harvester....But in orderto make a light bulb I need to be an Architect???? How rediculus is that?


2) For all you people cheering for the table scraps that seem to be comming our way, think about this....The answers we have to our renewable income were a light bulb that will sell for a few weeks....then get old and people will really not want to put up with the hassle(for the majority of players I think)...this is a game remember...not a job(I think). OK....so now that there is no lighting in a players house...whats the use of decorating? ill just use this house for storage instead......OK that really solved the problem.


3) Look at it this way folks...just how much would you pay for a light bulb? Lets give it the benifit of the doubt and say that it takes 20-30 units of resources to make 1 light bulb(a very high number for a light bulb if you ask me). so we can charge roughly 50-100 credits per light bulb.....lets for the sake of argument talk about medium naboo houses....there is a total ofprobably 3-4 rooms that people will want to keep lighted. 2 lightbulbs a room@ 100 credits a piece=800 credits. WOOOOHOOO


The point I am trying to make is that a light bulb...for those that are willing to hassle with it, instead of torches, will NOT generate a renewable income that even comes CLOSE to that of any other crafting class...even DE's. Take a look around you MASTERARCHITECT...chefs getting extreemly rich everyday generating 250k or more per crate of thier brandy....lol I cant even charge that for a BER 13 heavy gas....tailors and all the new schematics that they have...as well as clothing that(gasp) decays! I dont want to even mention armorsmith or weaponsmith....DE's have a related issue...but even BH droids will have to attract better income than a light bulb.


But thats ok...fall all over your faces and worship the ground that the devs walk on. In the mean time....the rich get richer, and the Architect gets poorer.


Yay! We have light bulbs and Candles!(sigh)
Meplorium
Thu Mar 04, 2004 10:16 am
#54

Candles and light bulbs is not renewable income. My opperation costs some 1mil per week to run in harvester costs, factory costs, energy and extra resources. A 1k candle is a drop in the bucket. I would need to sell 1000 candles/lights per week, or roughly 15 heavy harvesters. Ahh there you go, it is harvesters that are the real source of income, not furniture of any sort. They are just too low of value. Renewable income for architects needs to come from structures, ie what an actual architect makes. Furniture is nice and fun to play with, but that is all it is. It has no game mechanic need, though lower the light level in homes does make them useful to a point. In the end though they are just neat novalities and nothing more.


I do like the direction you are taking. Lighting is good, renewable income is good. They however don't mix. There just isn't a big enough need in game terms for these new items, especially if they fall apart all the time. I personally won't bother replacing candles all the time. I even have stopped decorating my bike. It is fun the first time, but then upkeep gets annoying and pointless. A better source of renewable income is the actual bike. People need them badly and are more than willing to buy a new one should it need replacing. Same is true for guns or armor. It is something you need so it gets replaced. Now a candle? Umm, no, it is a waste of time after the novelity has worn off.


Renewable income needs to come from objects that people actually need, like harvesters and factories. Something needs to be done in that direction.


Thanks, and btw, the new lights look great,good job to the art department. Just don't have them degrade so their use is enjoyable, not annoying.





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calypsogemeni
Thu Mar 04, 2004 10:31 am
#55

lol - Lights as a renewable income, what a joke! I run 40 hvy harvs pumping resources to make harvs and houses, THESE Are the items that need to generate a renewable income.


TH who came up with the idea of THIS quite frankly crap idea for a renewable income for Architects? They need to be sacked imo. Sure lights is a great thing and something I welcome but honestly you must see how pathetic this seems?



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calypsogemeni
Thu Mar 04, 2004 11:00 am
#56

...additional.


It's not like Architects haven't been screaming that we need a renewable income for months, maybe since beta?


lolthough - lights, muhahahahahahahah!!!! (Actually laughed out loud when I first read it - hehe)



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BoberFett
Thu Mar 04, 2004 11:51 am
#57

I have a number of thoughts here in a big jumble, so bear with me.


First, thank you Pawlin, that was a good post.


While I think everyone agrees that this isn't a business opportunity, but more of a trinket. But that's what some people want. People wanted loot drops from NPCs even if they were useless trinkets that they could drop in their house as a decoration. So apparently people want trinkets and lighting.


And for the people complaining about how nobody is going to put lighting in their house because it takes up valuable space, then why do I seem to remember many, many people complaining about the fact that this is Star Wars, and we should have lamps instead of torches. OK, so they give us lights, and everyone **edit** about it anyway. Some people are never happy.


Is this a long term fix for the profession? No, but I don't think they intended it to be. And for those saying every other profession has renewable income, try asking a tailor about their business sometime.


Also, some of you are very short sighted. You seem to be under the impression that if somebody isn't spending 500K at your shop then they might as well not even be there. People who really know about these things know that consumables are one ticket to big sales. Say a person goes into Target or Wal-Mart to buy milk which is extremely cheap and has a fairly low profit margin. But on the way to the register they see a newcomputer gamefor sale and grab it off the rack. Then while in line they feel hungry and thirsty and pick upa bottle of pop and a candy bar. If Wal-Mart had decided that it wasn't worth it to stock milk because it wasn't worth the 15cents they were going to make off it, that person would never have gone into the store to begin with and purchased the bigger ticket items. I'm looking forward to the extra sales that will occur when the person who comes in for a candle refill and while there buys one of my fusion generators to replace their wind generators.
Scorus
Thu Mar 04, 2004 12:49 pm
#58

You could easily incorporate the architect into the CGW. Have the player pay his faction points and receive not a deed but a non-transferable 'permission letter'. Give the architect a schematic which requires this permission letter as an ingredient for the construction. The only problem then that would have to be considered would be crit fails.



Scorus
Galdara
Thu Mar 04, 2004 12:56 pm
#59

I think these are great changes and plans for future changesfor everyone who likes to live in a house that looks like a home. And I'm very thankful that lamp-life is a month. The vehicle customizations that last only a day have shown how frustrating quick decays are. I'm an artisan and barely bother to customize my own vehicle because it's just pointless since it'll go back to it's old self in very short order. Now, if it lasted a month, you bet I'd do it every time. Even two weeks. Every other day though...forget it.


A quick question for ThunderHeart...I heard that the move up/down won't let you lower things below their drop level. Is this going to be changed before publish? It would make it so much easier to set up some displays...like fireplaces in areas where you don't have stairs going down.


-- Galdara
Pawlin
Thu Mar 04, 2004 12:58 pm
#60

If they are going to give Architects the ability to make faction items using schematics then they could do so by giving us a discount faction point cost.


So you'd have 2 options:

1) pay 40k faction points for a deed (current model)

2) pay 30k for a faction deed schematic that an architect can make for 100k resources


It would have to be done so that it doesn't ruin the smuggler's market for buying FP.





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LadyLeala
Thu Mar 04, 2004 2:11 pm
#61

Thunderheart... one question and/or request that I'm hoping can be gotten in before this goes live...


I know that I often spent a LOT of time placing my furniture. It can take time to get it at the right angle, in that exact spot that you want it. Now, the up/down command is going to help a lot, but it will still take some effort.


Is there anyway we can make these indoor lights RECHARGEABLE in some way? If I have to replace a light once a month, that means I'll have to physically pick it up and replace it with a new one, right? So once again, the placement would have to be gone through...


I, for one, often drop TWO items on top of each other because I like how they look when placed like that.... and so, with a light that dies and must be replaced, I will have to pick up both items...


Anyway, if there's just a way we could simply recharge these, that would be swell. Just make "Droid Batteries" into "Batteries" instead and have it work for droids AND lamps..... heee.





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Tushai
Thu Mar 04, 2004 2:28 pm
#62






BoberFett wrote:


I'm looking forward to the extra sales that will occur when the person who comes in for a candle refill and while there buys one of my fusion generators to replace their wind generators.





NOOOOO! The new lights are MINE!


(Sorry to involve you good people in one of our personal squabbles.)





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Tushai
Thu Mar 04, 2004 3:25 pm
#63

Argh, I hate posting from work! If I may continue my post from above...


I welcome the new lights with open arms! Not only have current lamps been given functionality, we get some new designs to snazz things up as well. The gentle introduction to decay/renewable income is a boon to architects.


Current streetlamp usage in homes can be overly bright--as long as the new lamps were no brighter than this, I would personally find that tolerable.


Oh, and I'm THRILLED that the new lamps do not require subcomponents, w00t!





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ViDMaNiaC
Thu Mar 04, 2004 3:58 pm
#64

Im sorry, I disagree that this can be considered a renewable income.


Why? Because it's nickle and dime for a quarter's effort.


I spend DAYS collecting Ore and Steel to make under 20 deeds. Now I'm going to make 40 unit lamps? What for? To fill up my vendor? To compete with the other 400 Master Architects?


I just don't see lightbulbs as a profitable venture for anyone but the young architect making xp, and not holo-grinding his way thru.



I can't believe a think-tank like SOE comes up with 'lamps and candles' as a viable source of renewable income...


You wanna pay my harvester bill for a week? Or you think lightbulbs will do the job? I'm finding more customers of mine are weaponsmiths... they buy all my resources... I'm sure this patch will fill my shop to the brim with order after order for a candle



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BoberFett
Thu Mar 04, 2004 4:45 pm
#65

It boggles the mind how some people are unable to see things from more than their myopic point of view. No wonder the world is in the state it's in.


So if I'm understanding correctly, people don't like these because A) They're not an expensive item and not worth the time it would take to make them and B) Nobody will use them because they decay so it's not worth their time to buy and place them.


This means that the reason these are bad is because they're cheap and optional. If cheap and optional is bad then you must all seem to think our renewable income should come from something expensive and required, correct? Wow, imagine the hell that would be raised if everybody had to spend money to keep their harvesters and houses going. You'd never put out the flames that would be heaped on architects by every other crafter in the game.

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