Architect Archive

Thread: They killed us....

Stl2aNgE
Sun Feb 06, 2005 1:44 pm
#53

So, what do you want these guys to do for us? Any changes they make to the decay rate is gonna affect us too, dont forget that. If they put a higher decay rate on the harvesters, we are gonna be hit harder on our pocketbooks also trying to keep up with the maint. Then if they follow some suggestions on when the stucture is moved 3 times it is has to be replaced. Come on epople wake up here. If they do that then prices are gonna drop, and yeah we might sell more, but are people really gonna pay 125k for a heavy harvester that once they move it 3 times they have to buy some more?


Yes, I know about the static spawns, but i seriously doubt, you can scream all you want that its true, but I dont think you are on a static spawn of anything higher than 45% and thats on a good week, especially on ore. Just be real here folks. No one is twisting your arm to stay in the business. I know that we arent the only ones hurting here. The only money making profs are armorsmith and chef, in my opinion. That leaves how many professions that are in the same boat as us? At least with the new influx of players, we are seeing business on our larger structures, due to everyone wanting their own city, and you surely make enough off of them to pay your way.


I have seen you guys with more than one crafting profession in your signature, so you are screaming about not making cash, and prolly got a ton of it. sheesh! One guy on here is an armorsmith and an architect, and sells krayt pearls!!!!!!!!!!! If that isnt just a bunch of whining, I dont know what is.


I knew I shouldnt have replies to any of this. You people come in here saying that the devs are doing this, the devs are doing that to us, but yet you come back here, sometimes 20 times a day to post and gripe about whats wrong with the game, but it seems like you are still PLAYING it! If you hate it that much, quit playing, already. Instead of sitting here griping about the game, maybe you ought to be trying to go learn how to write the codes, make 500 billion dollars, and go make your own game,if you guys KNOW so much about what is right and wrong in a game. I am sorry if this pisses people off, I dont really care, but it is just insane for new people to come around and see all this whining about what wrong, and not a thing about what is RIGHT.



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linusboarder
Sun Feb 06, 2005 10:32 pm
#54



KRONOS1974 wrote:

I have made more than 100million from this profession. Then again ive been doing this a long time. And if you cant make this amount of money it is you that should drop architect, plain and simple.

Edited that line, its hard to make this much money these days in architect business.






Thanks for editing that Kronos, i never made that much, and i've been Arch for a year now. I kinda felt like a failure for a minute LOL.

However my goal was never to make money and just to have fun. Making credits was only to support the stuff i have fun with (listed above). These changes i see negatively impact both of those, which is why i have some complaints



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KRONOS1974
Sun Feb 06, 2005 11:58 pm
#55

Well when i first started out architects were selling 130-140k per heavy harvester. And these flew off my vendor. Over time prices kept dropping and now most architects are selling around the 60-75k mark for what i use to get 130k for. Not saying 130k is bad or good nor 75k is bad or good. Just helps you when the architect business is going good.


People freak if they dont sell a harvester for 1-2 days and drop prices. And then someone else that cant compete drops his/her prices more. So it is harder for architects to make good money.


I also had a large guild ( 245 members ) so they bought a good bit. And helped with resources. So i guess i was a lucky one.


Though there is a profit in architect, just have to keep t avendor stocked and advertize dailly.


No one is a failure btw- never think that.



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Crimsonsplat
Mon Feb 07, 2005 11:00 am
#56






admrl_pellaeon wrote:
I personally have talked with people who have been gone for 6+ mos, then came back to a fully stocked house because they put insane amounts of maintenance in it. I have also talked to people who came back and had lost their house due to insufficient maintenance, but still had millions of creds in the bank, so the loss was a just a minor inconvenience. [Emphasis added] I agree with the maintenance from bank, FOR NOW, because it severely ticked me off when someone who hadn't been on for a long time comes back and has more creds than I've ever had, and got a visit from the old man a few hours after they logged in. I think this is a great money sink for those who have been out of it for a while, let them log in with less cash than those of us who play almost every day, they'll still have all their uber weapons and armor, but no cash, let them have to re-earn all of it.



: puts on "Post Nazi" hat


Ok. lets' discuss run-on sentences, and lack of paragraph breaks. No, on second thought, you've mastered the first and are on the way with the second. It hurt my eyes to deceipher all that, but in the end I think your point was "maintenance drains bank accounts of inactive players and this is good."


Now that's a thought. So... lets see, I leave the game for a while, with 1,000,000 in the bank. My most crucial items are stored in a house that costs 37 credits an hour in upkeep (well, that's with my merchant discount. Normally it's what, 50 creds?)


THREE FREAKING YEARS LATER I come back and the house is still there!!! (barring wipes by SOE). Without merchant discount 50cr/hr takes around 28 months.


Clearly, your math skills are on a par with your writing skills.


Now if Mr. Absent WithOut Account has multiple homes and a few harvesters, and no one else is tending them, yeah, he'd lose his stuff a little faster. But then, I'm assuming onlyone million, not multiple millions.


In short, the effect of upkeep on the bank account of absent millionares = irrelevant.


admrl_pellaeon
Mon Feb 07, 2005 10:16 pm
#57

Crimsonsplat, first of all, when I'm on a rant, proper grammar doesn't matter to me. I t would be hard for me to care less about it. Yes, your summary of my post was correct. However, it has been a long time since high school english class, so some of it may be a little rusty. After all, its not as if I have to write an essay or report every day in the real world. If my run-on sentences bother you that much, you must either have an English Degree of some sort, or you must not have spent much time in the real world-- I can remember when I would have complained about something as insignificant as the grammar on a forum post, but several years in the real world have mellowed me A LOT and I hope that you will eventually learn which battles are worth fighting and which are not. Barring either of those, PM me and I will give you some suggestions as to what you can do with your "Post Nazi Hat." Also, my math skills are excellent, thank you. They are much better than my grammar skills ever were, so don't make smart-a** comments based on your errant assumptions.

(Insert paragraph break here)

I personally think that the maintenance from bank will be a flag of some sort for the devs to look for when they get around to doing a character/building purge. Even with this patch, I still check maint on my buildings, and I know several other people that do the same. It's force of habit at this point. Nothing says "Purge Me" like an account that hasn't logged on in a few months and has all maint for all or most of the buildings coming from the bank and not from the building itself. So I am going to go out on a limb here and make the assumption that this will be another little sign for the devs to examine before they decide on purging an account, meaning that maint from bank IS NOT irrelevant, its just not as big a deal as everyone is making of it.



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master_finesse
Tue Feb 08, 2005 3:13 am
#58

Stop crying, Its not like you are a fencer, there is hope. Raise prices. Price fix with other architects. Sell everything 10 cpu. Swoops should be 50K, large houses 350K. I use a sales manager at swgsales.inner-sanctum.info/. It shows architects and chefs pulling in huge profit anyways. Let the servers fill up with thousands of houses and lag to the point that they crash.


Cities will be ghost towns.


The best idea would be have the system drain maint from your bank. Once thats gone condem the house and all overflow items go to a storage system for a short period then they are destroyed.


This new method hurts all crafters. All those items that would have been in that house won't need to be replaced.
GummiShooter
Tue Feb 08, 2005 5:22 am
#59






Cafa wrote:


What really has mattered in this market over the long run, is that I keep my vendor fully stocked. To this day, I sell 40 to 50 heavies every single time an outstanding resource hits.




Exactly. I think this is the only way to actually make some decent cash with Architect. My customers know I'm almost always stocked with everything an Architect can possibly make or sell, so they don't mind paying a bit more for things (although I'm convinced my prices are still more than fair). And if for some reason something is sold out, I can have it ready the next day.


I must admit though, if you're a casual player who only plays during the weekend for example, building up a reputation is much harder and it will betough to stay in business. But with the right price, location and service, you can still find your way.





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Crimsonsplat
Tue Feb 08, 2005 9:52 am
#60






admrl_pellaeon wrote:
Crimsonsplat, first of all, when I'm on a rant, proper grammar doesn't matter to me. I t would be hard for me to care less about it. Yes, your summary of my post was correct. However, it has been a long time since high school english class, so some of ... (snip). Barring either of those, PM me and I will give you some suggestions as to what you can do with your "Post Nazi Hat." Also, my math skills are excellent, thank you. They are much better than my grammar skills ever were, so don't make smart-a** comments based on your errant assumptions.

(Insert paragraph break here)

I personally think that the maintenance from bank will be a flag of some sort for the devs to look for when they get around to doing a character/building purge.




Keep your grubby fingers off my post nazi hat!


First off, I'm not criticizing your grammar. I don't expect much on the internet anymore. I'm critiziing your style, which is getting in the way of your message.(that's actually alefthanded compliment--if your pointhadn't been interesting, I'd have justskipped your post completely instead of skimming it andbagging onyou.) I've also learned it's not worth it to fight some battles (though I admit a weakness -- sometimes I do it just to lay a little smack down when I feel snarky, and yesterday was major snark timefor reasons I won't go into).


Your math skills may be better, but please remember to apply them in the future (see my last paragraph).


As for the flag, very good point, I think you may have it it on the head there. I speculated earlier this morning over in the purge thread, that the reasonthe purgehadn't happened is that SOE decided it would be a horrible move as conceived. It would delete billions of resources and credits of merchandise per server, and the resulting petitions and bad PR would be horrible. So they were using the extra time to see which homes were receiving regular maintenance payments, and the purge would take place just before the release of Episode III. Didn't think in terms of using the bank maintenance as a flag at all.


I know when I left, I put 90-100 days of maintenance in all my structures, just in case I came back.Zeroed my bank account at the time, but came back to 1.8 million (sales off my vendors before they delisted and eventually rotted). The bank would have kept my house going for 5 years.


GogoDodo
Wed Feb 09, 2005 7:44 am
#61

Here is something else to consider. If someone comes in and buys a bunch of harvestors and then sells the harvested resources, they see and understand the true value of the harvestors. They see the % back they've gotten from their investment. So when they need to get more, they tend to be more interested in the BER and storage than the price.


While price is a great attractant for customers, if you don't have stock (cause you sell out) then people will stop coming. If you prices fluctuate cause of resource prices you'll drive off customers. I've been an arch since shortly after release, and my pricing scheme has pretty much remained the same, 3cpu. Some say its undercutting but i know how much work goes into a house and how much of it is done via factories. Maybe i'm blinded by my own corporate morality but charging 10-20cpu for a harvestor that cost me 1-1.5cpu to make is plain wrong.


And houses, we can't decay them (outside the non maintence type). Its far too much trouble to have someone pack up their shop or home and move it. Think of merchants with thousands of items on their vendors.


Give us more structures to build

Add increased decay on harvestors, they have moving parts after all.

Harvestor Repairs: Arch can replace mining mods for higher ber, replace the deed limiter (reseting it back to X), have the harvestor suffer random breakdowns if they drop below 0 maintence so they have to bring the harvestor back for repairs (or us to it)

Redeeding limits


course these are the same ideas and opinions we've been babbling on about for years



Gogo T. Dodo
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Starsider
Rebbouse
Wed Feb 09, 2005 10:34 pm
#62

One possible solution that will never happen but would probably work is that all the architects agree to raise their prices. Then other people would be forced to buy stuff at a higher price. It would make us more valuable and profitable.



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linusboarder
Thu Feb 10, 2005 5:38 am
#63

Rebb


Your reopening a can of worms


Check earlier in this forum, we've talked about the pros and cons of doing this.



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NahjoDorav
Thu Feb 10, 2005 6:21 am
#64


Ok, I'm going to suggest something. I don't know if it has been before, but here it goes. . . How about Arch's getting a percentage of the house maintenance fee? Kind of like, "Hey my house needs fixed and I need someone who knows how to do it." So if you were the one who made the house you would be the one who gets that percentage, kind of like usage xp only in creds. I know it couldn't be a big percentage, maybe it caps at some point and stops if that house gets condemned, but enough for you guys to have a decent, steady stream of income. Everybody needs that. I have only been playing for about 2 months now, so what do I know,but I cansee there are some professions that really get the short end. Oh well, just throwing an idea out there. . .



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Bermag
Thu Feb 10, 2005 10:00 am
#65

How about adding a new limited life-time harvester which has a higher BER than heavies and cost a lot less resources to make (maybe removing some subcomponents). That would make everyone happy. Those who don't want to deal with decaying harvesters or have invested a lot in harvesters could continue to sue their current harvesters. Those who want a higher extraction rate could buy the limited life-time harvesters.


Those harvesters could loose condition relating to how much they have harvested for example. Condition should be experimentable as well.




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