Architect Archive

Thread: Architect Morale Poll

Shadus
Mon Oct 27, 2003 8:20 pm
#66

Making walls gets my moral down, I've made hundreds... and I'm so **edit** sick of structural mods and the speed a factory spits them out at that I'm ready to cry. I'm pretty much getting burnt out on it in general.



Shadus
----
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
asdflkjh
Mon Oct 27, 2003 10:20 pm
#67

What makes me low:


When you try to quote a decent price for something considering the mass amount of resources required and time spent just to have someone diss you (especially on big money making structures like harvesters with high extraction rates). And the amount of in-game decorations we can't build


On a lighter note, I love architect and will never see me dropping it anytime soon. To get rid of the selling stress i've almost pretty much dropped outa the public markets, referring people off and have started work on my city with my guild




~Please excuse my horrible handle. I am unable to change it at this point in time due to technical difficulties. My in-game character is Night Storm {Master Artisan/Architect/Merchant} on Flurry. Thank-you~
Prospective Shipwright
Silani
Tue Oct 28, 2003 8:00 am
#68

Not sure if you're still reading these - I was too depressed to answer until now.


The main thing that makes me not want to do any architecture at all is mining ore. The obvious solution from all the geniuses is "buy it!!" but I won't buy ore because 1) people charge too much and 2) I don't make enough on my structures to buy ore, because I only sell to a small (5 or 6 people) group of friends thatI knew before SWG. They are beyond generous with me so I try to return the favor by only asking them to pay for the cost of the materials, and never labor costs. Consequently, I sell structures tothem at a very, very low cost. As long as I mine my own ore, it's plenty of money to live on, no problem. I almost never sell to the general public anymore- way too much headache.


But, when I do need ore, it's become an even bigger headache. I'm a casual player. I am guaranteed to log in at least 3 days a week and probably I end up logging on more like 5 or 6 days a week but I can't necessarily log in for very long. So, here are the problems I end up facing:


- I open my survey tool to find some ore to chase down. But I don't know when it spawned because I don't keep a daily log. I am not even that diligent about logging my time at work and that's actual money we're talking about - no way I'm going to make a job out of SWG. So, the ore I find might disappear in a day or two, I never can be sure.


- If I find a nice concentration of ore, there are harvesters as far as the eye can see. Or there is a PoI spawn preventing me from putting my harvesters down. Or there's a tiny little bump on the ground or a slight incline or a dozen other nothings that prevent me from placing my structure.


- If I find a nice concentration of ore that isn't filled with harvesters already, it's got a UT of 4.


- Finding that nice concentration of ore likely took me several hours. I can't always play several hours every day.


Bottom line is I'm sick of looking for ore. That is only one of many reasons I'm very discouraged by the game and the profession - everyone has covered everything else pretty well.




---------------------------------------

Kassi Moonspirit
Naboo - Radiant
Master Artisan, Master Architect
DrBloodaxe
Thu Oct 30, 2003 9:55 am
#69

Oy, to read all these, you'd think Architects were all ready to shut down and close up for good.

My morale is decent, despite wanting customization and some of the aforementioned changes.

I have 3 million credits to my name, a couple hundred k of resources, and sell maybe, on average 1-2 items a day...maybe a few more if i sit down and craft up a few furniture pieces to throw on the bazaar. I admit that most of my cash came early on, when I could sell things for 4-5 cr/unit, but even now, I make a profit on things I sell for 3 cr/u because I mine my own resources mostly. I'm solo, not in a guild, but I've had 5 or 6 guilds try to recruit me. I'd love to work on a player city, and I hope we get to do streets as well as buildings. I can't imaging being in a Naboo 'city' with all sorts of wild vegetation growing up between the buildings for 'street' space....(Multiple street patterns would be nice too, nice designer pavements!)

I never have factory issue, because I don't do walls in factories, or large runs in general on anything but structure modules.

Cheer up, people.

Erich on Tarquinas, sales by appointment only
NinjasLovePirates
Thu Oct 30, 2003 11:31 am
#70

What bothers me:


Identical Parts are a pain since making one of them requires a lot of resources (making crates is horrible).


THE LOW CONCENTRATION OF ORE!!! I HATE HATE HATE THIS! Why can I always find 84-98% copper that will bring Weapon/Armorsmiths fortunes, but I feel like it's christmas if I get a spot over 45% for ore (and I don't get to pick with ore it is, I go with what's highest which sucks if I need Carbonate ore at the time and it's low everwhere.)


The price per unit that we're expected to sell at. I think that selling a guild hall for 300k is ridiculous. Obviously those architects don't care about their profession. I sell them for 1.5 million; 2 million generic, and I won't lower my price.


Player cities seem like more of a drag than a blessing... They should have been in since day one...




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


Wargfang
Thu Oct 30, 2003 3:07 pm
#71

Im enjoying things at the moment.


My business is successful, I have a ring of about 5 suppliers / novices feeding in. I turnover 50-60 medium to large items a week. I mine a few resources myself and am looking forward to Player City structures / experimentation.


I have to admit to toying with another profession on the side (droid engineer) and I have an alternative character for when I need to kill things.


However I feel part of my community and enjoy watching the game evolve.


One thing I have 'given up' is furniture making.


The demand for it is patchy, it takes a while to make some bits and the vendor 7 day thing...well for a furniture vendor to work I needed to have 2-300 items on it...and I cant be bothered restocking every blah.


Be Well, Bob'the Builder

phylus
Fri Oct 31, 2003 5:57 am
#72

i think that the most morale lowering things for me is as mentioned earlier the lack of actual gameplay content for architects like missions and stuff...i spend many many hours a week just standing around trying to think of something to do that wont draw me away from my factory...i also get bummed out when people give me grief for selling lower than they do...it does say master merchant over my head...that means i get 20% off harvester maintenance fees so i can sell for 15-20% lower than the other guy and still make the same profit, so i think its pointless for fellas to gripe when they can do the same...i mean if someone really cares so much about profit then they really dont need them marksman skills do they?



the stuff i enjoy is when everything lines up just right and i get good steady business for a while...or when i get some regular customers...i am one of those casual gamers that is working with only 10 lots and is still fairly successful...and besides the waiting for stuff to do/make i have a great time playing...blah blah blah i talk too much



1st post prolly the last


WillZephyr Renfield:tatooine:tarquinas


DarkRendor
Fri Oct 31, 2003 8:29 am
#73

Lack of customization on houses. We should be able to change the color, select various fabrics, etc. ALso I hate running around everywhere looking for really low concentrations of ore. I have some hravesters on a whopping 40% hot spot right now.



Visit the Tantive Mall in Tantive Corellia where we specialize in Architecture, Slicing, food, clothing, artisan items, weapons, and fish!
Megatroid
Fri Oct 31, 2003 9:23 am
#74

1) Regarding experimentation: We need decimals on functionality, especially extractor rates. A master arch should be able to blow me away. When I started I sought out the highest % crafting stations (don't know if they really have that much of an effect) and I paid well for them. I enjoyed hunting them down hoping good stations would help me make better products. When I was a pure resource miner I would have killed to get a .75 rate better harvester.


2) How are we expected to build cities with ore spawning the way it has?


3) The glitch where medium mins take 3 structure mods instead of walls should be fixed. Many of you may like the low requirements to make, but It is very confusing for customers and for me to see 100k cr gaps in prices of med 7 harvs and heavy 7 harvs.


I'm having a blast though. Can't keep my vendor stocked




*---------------------------------------------------------------------*
Megatroid 11pt Doc, Flora Farmer
Visit Megatroid Voodoo Co. - Buffs, Meds
Compton, Naboo (-4110, 3310 near Theed)
onlinejester
Mon Nov 03, 2003 2:11 am
#75

What I like --


1. Roleplaying a primarily nonviolent profession, i.e., not having to make a living by killing people I don't know just because the AI considers them to be my enemies. Like all current MMORPGs, killing is presented as the primary way to solve social problems -- an absolutely barbaric concept. Let us players be given the option of arresting criminals and putting them in prison. Tranquilizing darts or stun rays would be a good method of doing this. But that's another issue.


2. Earning money through peaceful means (related to #1 above).


3. Helping to build and improve society rather than destroy it.


4. Not having been forced to grind my way to Master Architectto the same extentthat weaponsmiths and armorsmiths must in order to become Masters.


What I don't like --


Basically, it's all been said by other contributers above, but, specifically --


1. Having to log on every single day in order to find out the current mineral, chemical, and gas resource situation on Corellia (what's new, what's been deleted). I'm a wannabe casual (solo, nonguild) player, butsince I do my own mining, I am forced to spend more time than I would like every day checking out the resource situation. Resources shift far too often. If I don't place my harvesters on the very first day that a resource is available, I find that others (the hardcore, noncasual players) have already placed their harvesters in the best spots, forcing me to spend hoursrunning around trying to find another "best" spot.


2. The inability of structure factories to manufacture wall modules from structural module crates.


3. The inability of structure factories to manufacture more than nine wall modules at a time (due to the 100-item limit of the input hopper). Gad, #2 and #3 are ANNOYING!


4. The low percentage of lowgrade ore, forcing me at times to use ALL my extractors to mine it.


5. The current uncertainty about experimentation.


6. The evergrowing reduction in sales.


7. The inability to place high-price deeds on the bazaar. I have no desire to become a Novice Merchant, and the cost of stocking one of the Artisan vendors with high-price deeds is beyond my financial ability.


What keeps me going --


1. The enjoyment I get from playing my newly created alternate character, a scout and wannabe ranger, enjoyment that mitigates much of the frustration and tedium that comes from playing an architect. Maybe I will shift over completely to playing this scout if the architect situation doesn't improve.


2. The enormous amount of time and effort (ever since Day One) that I have already expended in order to become a Master Architect/Master Artisan/Novice Marksman/Novice Scout/Novice Medic. It seems like such a waste to give it all up at this point.


3. The hope that things will improve for us architects.


Jae Alinn, near Coronet, Flurry

Jarun_Thaks
Mon Nov 03, 2003 9:48 am
#76

what gets me down as an architect:

1) only having 5 experimentation points. yeah i know its going to be going to 10 after the patch. but its not here right now.

2) failing 50% of my attempts on big ticket items. big downer. would like to see the devs take half thier weekly income and place it on a single bet at a casino and watch it go poof. thats how it feels when i hit the combine button.

3) our structures have no value. of course this isn't a dev issue. this is an issue with lowball architects. but its still a big downer when you can make more money just selling the resources instead of actually making soemthing with them unless you prefer to just sell furniture all the time.

what makes me happy as an architect:

1) logging in and seeing the furniture sales from my vendor.

2) logging my architect off and logging my master doctor on and going hunting to get rid of the frustration of being an architect.


Antilius/Jarun
Chilastra



1)Jarun Thaks ...... Master Dancer/Master Entertainert/Master Musician
2)Antilous Thaks ...... Master Shipwright/Master Architect
3)Antilus ..... Master Tailor/Master Chef
4)Antilius ..... Master Commando/Colonel in the Imp Army, Imp Ace Pilot
Daedreuv
Mon Nov 03, 2003 9:57 am
#77

See this post _---==Another old-time Architect bids fare thee well==---_



AND YOU MIGHT UNDERSTAND

CommanderFarley
Mon Nov 03, 2003 4:21 pm
#78

things getting me down?



1- dwindling sales (My PA members are my only -regular- customers)


2- the SHEER amount of resources needed to build things.


3. seeing a Novice Architect spamming "Small House for 3K!!!" in Coronet.



Good things?


1. player cities will be fun to build.. but not profitable.





Chu'ma
Queen of Corellia
Tajah' vendor location 6450 -1690 in Fallout Bay on Corellia -Pants
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