Architect Archive
Thread: State of the Architect and October Top 5 issues
I have but a single issue.
The #1 problem with Architects can be summed up in two words.
Guild Halls.
An odd choice for two words? Maybe, but follow me here...
They are the single reason that the Architect economy is in the toilet. It's starting to recover but will never be on par with the other crafters for cr/unit. I realize that we'll probably never see a 10cr/unit across the board pricing scheme, but its way too low and guild halls are the reason why.
When the game launched new players were told "The only way you can have a guild is to build a guild hall". Fair enough... However, the problem is you have to master Architect to build one.
So we now have nearly every guild in the game powercrafting an Architect so they can build a guild hall. In the mean time, they're dumping grind items (small houses) for next to nothing, driving the prices down across the board.
Due to a dev head injury, mediums are no better then a small space wise (150 items/ea), so the market for mediums are vanity or stupidity buyers.To further weaken the market, two smalls hold more then a large and take fewer lots!
My idea to move toward a fix for the problem....
During Beta an idea was floated about different sized guild halls. 4 different levels of them gained starting at Buildings2.
Guild Terminal - Placed in any non-guild hall sturcture. Maximum # of members is 10.
Small Guild Hall - A small structure roughly between a small and medium in size. Maximum # of members is 20.
Medium Guild Hall - Size-wise, roughly between a medium and large house. Maximum # of members is 30.
Large Guild Hall - The guild hall now in game, gained at Master level. Unlimited # of members.
Marduke Akkad
Master Architect
Master Merchant
Obsidian Trading Company, Talus
Marduke, youre totally right on this. But this is only working for new servers. The old ones are broken and will stay so if there arent other changes as well.
But I agree that the whole situation is a product of PA-Halls.
Read ya.
PS:
what do you think will the actual "You have to Master XXX" will do to overall pricing?
When people have to grind up to Master Tailor/WS/AS/Architect or whatever, do you think they dont try to sell their stuff to pay off for the ressources?
Read ya.
I'm 3 boxes for master arch. that being said I'd be happy with 2-5 extra lots. well and the 2 that I am missing and have had a ticket out on for almost a week now and did /bug for the first 2 weeks(my max is only 8 for some reason has been for almost a month now). The 2% slope no house / hravester i m cool with. HERE IS THE FIX. cost more money to place them down, I know the camps rework the landscape for a small time, do the same with a harvester with just a pop up message, "placing the harvester here will cost XXXXX amount, pay it?" SO the more material (soil required to be moved) the more the cost just to place before the maintance it paid.
SO side of the mountain that has a awsome 80% patch of carbinate will cost me 8000 just to place it there before I even pay for the lvl 3 harvester's maintance. IF not then fid a flat spot. I think this could be added to the serveying tool to say % of material and then change in elevation/ slope costs. When placing it it could average all the blocks required to come up with a number. This would mean we could put a harv down anywhere but will the price be worth the location? YOU DECIDE!
1. morale
2. walls in factories
3. Revamp of entire furny section.More furny items, ablility to color them, and more working light sources.
4. Something to get returning customers. All our stuff is one time sales unlike armor, driods, meds, weapons, and pets. All other professions get to craft perisable items that people need to come back for. We do not. Once a player has his house, furny and all his harvesters we never see them again.
5. Something of content. How can an arch get a holo? Where are the arch missions? Where is the fun factor? I have of late spent my time doing anything but my profession. So why should I keep the skill?
I could go on and on but you said only 5.
well aside from my harvesters turning into junk after the patch here are my main issues:
1. movefurniture up 5 / movefurniture down 5
I refuse to decorate anymore until this is added.to hell withthe stairs and all that happy horse sh*t. Isimply won'tdo it anymore, it's a total pain.
2. either take the lamps out of the game or make them do something. they don't light up and they sit on the floor. (see issure 1) what the hell? while we are on the subject, why does a torch need an electronics gp module and no other light source needs a sub component? the torch should be the only one WITHOUT a subcomponent.. its a freakin TORCH! its a stick with fire (but we use metal and electronics modules to make it - go figure)
3. ore should be located at about 90% in several areas per planet. this 50% or less stuff is awful. I'm not here to hunt the galaxy for a 60% spot just so its not a waste of time and money. Just let me put them down in the first hour of looking.. thats enough 'playing miner' I think. Now we can't even just mine thehighest % stuff anymore, we have to pass on that and find thequalityore since we experiment now. We need boatloads of this stuff to make items... hook it up! don't make it such a pain to get our materials. everything else we mine goes up to 99% but the ore is always gimped. fix that!
thats the top 3. gotta go.. have to check my solars again.. the hoppers are only 2k now on some of them. yay!
1. More lots....we seriously need them (outsourcing with other ppls lots is just tiresome) Perhaps adding +1 lots to each of the architect skills...something like that would be nice.
2. Resource stability. Moving a fleet of 40 harvs every week (sometimes every 3 days) is really really really time consuming, it's such a timesink that the casual player can't do it.
3. Harvester naming. Takes too long to type out what you name the harv 40 times every shift (including color codes etc.) If they can be made to remember the power/maint levels...could they also be capable of remembering their names?
Pretty much right now I only havethree requests I haven't read here in this thread and isn't on the other list.
1 - Let us landscape the surrounding area (Footprint)outside our homes. Trees, bushes, lawns, fences, gnomes, etc...
2 - make our survey equipment show us where we can/cannot build. It has a pretty large graphical range with survey IV. Let it have the yellow/black bars included in the terrain as an option. Or heck, even another tool for that specific purpose.
3 - new furniture types - water fountains, pet/creature displays, screenshot paintings, frescoes, etc...
I posted once already with issues I wanted to see, but 5 issues only? Come on. I havecounted over 10 extreamly good and very different issues and all of them highly valid.
However no one seems to grasp the single most important issue with this profession. The lack of returning customers. Nothing we make wears out and needs replaced. Every profession out there has returning customers. Even the tailor gets cloth required by armorsmiths. We are forced to rely on the Artisan and the DE for parts. Once they have harvesters and a house they no longer need us.
And what of the arch after every player town is created, everyone has houses, and all the world has a glut of harvesters? What will be the need for us then?
1. Don't let houses decay to nothing. If they fall behind on maintenance, lock the door, make the sign act as a structure management tool, and change the sign name to 'Click here to regain access'. This is better than just stopping them from accessing the house container, because some people would be willing to have a free house that just acts as a residence.
2. Give architects repeat busines. Idea: Let architects build Structure Power Packs. A customer could apply it to their house to lower maintenance costs, but the power pack would expire after a while. (Kind of like a weapon powerup.) Make it so the money the customer saves is at least 5 times the resource cost needed to make the power pack. Make the pack last a week or so.
Fort, Master Architect, Valcyn
Some of this may have been mentioned, some may not have been, but here goes none the less.
1. Customizable furniture. We should be able to change the color of the couches, chairs, etc. It would be nice.
2. The data terms should be able to do something - otherwise, why have them?
3. Same with the chests/amoires - Why can't we put anything in them? A lot of people would like to store their clothes, rather then have to drop them in their houses. ![]()
4. Lots - We've got to have some more lots. At least just 5, especially when we hit master. The resource requirements are killing us, especially on some servers we can't sell our items what they are worth, and end up having to buy resources to build what we need. There are some architects that are happy being self sufficient. It wouldn't hurt if the factory were only 1 lot instead of 2.
5. Placement of items - Standing on the stairs to move stuff around is not cool. Especially when we can't move things around into other rooms (through doorways).
Optional: Could we get some rugs/pictures to craft, please? and maybe make it so that more than one person can sit on the large couches instead of just one person in the middle of the couch? ![]()
Thank you for your time, and we no return you to your regularly scheduled critical failures. ![]()
My issues in order of importance:
1. Experimentation rate changed to 10 (we are in limbo now)
2. Pulling structure modules from crates in a factory
3. Fixing Artisan vendors maintenance to be reasonable
4. Increasing number of lots given to architects so we can live in large houses too
5. Create non-combatant routes to badges for support classes
6. New furniture schematics & color options
7. Furniture design tool that will allow us to be creative ![]()
Wow! Ya'll are amazing ... everything I'd like to say you've already said with one exception.
I want to be able to build fences around property! I see them around the NPC outpost areas (bandits, raiders, etc) I see landscaping, I see water fountains, they are enclosed with a fence/wall and it's not a city, it's not a town. I see Naboo type structures on Rori built by NPC but all we can sit down is a generic anything that looks like a matchbox suburbia. Our towns are going to be atrocious. There should be multiple schematics for the generic houses which are viewable when you click on the schematic (please ditch the square wooden box). At the very least, allow us to view the floorplan and outside view.