Architect Archive

Thread: Experimentation Fix it or lose it? A poll

RotorofCorRng
Sat Sep 27, 2003 9:33 pm
#66

Loose it, I dont want to run all over the galaxy looking for stuff.



Rotor - Will cease to exist May 3rd.
vonbloodworth
Sun Sep 28, 2003 12:08 am
#67

wow, you're comparing crafting stations? not really a good comparison... there's still nothing that says they actually do something....


it was only an example ,but ou are wrong the effencity rating of the station does directly affect the product....good or bad






Trucegore vonbloodworth,wonderhome
Mayor/guild master

Pikeman, Polition, Merchant,Master Artisan
***** Im easy to talk to once people get to know me, but holding my personal audiences on a throne of bloody skulls tends to put them off at first. *****
StPhil
Sun Sep 28, 2003 1:42 am
#68

Um, this can not be fixed. It cannot be fixed well, and in the fixing process we'll only be hurting ourselves.



I vote lose it and bring in something that is workable and feasible.



-Phal




-Phal (Froggie Power!)
SWGRolly
Sun Sep 28, 2003 1:48 am
#69

Leave it.

With the amount of resources we have at stake, to add yet another set of random numbers into determining if we live or not is not worth the upside. Crit failures are random enough for me.

Rolly
MA Corbantis
Gla1ve
Sun Sep 28, 2003 2:45 am
#70

All I have to say for experimentation....It needs to work, period.


As for justifying that, there are several reasons to look at.


1) No one can be "the best" ...ever. There is no difference between the quality of a master and a novice..only the general product types they make. I'm sorry, but a master should be able to make more noteworthy stuff. If it is too easy, everyone will do it, and the profession falls to pieces from mass production (Much like the infamous CDEF pistols)


2) Market money sink. It will cost more to get the better resources, so prices will go up, thus balancing the economy in general. It will more than likely become harder to sell during the "leveling phase", but than again, there's only so much xp you can make before it doesn't matter. All the other skills live with this, and they're doing ok. So what if we have to use more resources...that just means we'll level faster and ou failure risks will translate into higher costs for customers. Heaven forbid someone has to actually work for something in this game


3) Diversity. Without, everyone makes the "same gray house everyone else has". What fun is that? If you're in the architect buisness to make credits, you can do so. Eventually the market will saturate, and no one will make money except those that can provide unique services or products. Even if you dislike experimentation, it's worth it for diversity alone. At least this way everyone has the chance at the free market, instead of just those with a large customer base.


As for all the cons listed, as it stands now, novice architects will be going out of buisness anyways due to the lack of a renewable income source directly related to the profession. If you are a casual player, yes you may not have the time to hunt the "high-end" resources, but at least you have the opportunity to do so along with everyone else. Right now, there's no need for high end resources and it hurts our profession by driving prices down lower and lower until not even those who spent the time to master can make a descent profit.


Last but not least, criticals. For all major purposes, a critical on a PA hall can really be a horrendous experience. on the other side of the coin lays a beautiful economic principal called value. The risk alone will drive prices up meaning fewer duped credits and resources in the galaxy leading toa more balanced supply and demand economy. If resources are less common and experimentation means something,our products that are high quality will be in higher demand ensuring the survival of our profession since market flooding will basically halt. Players will have to start looking for high quality instead of just getting the first deed they see.


IMHO, yes there are consequences. Also IMHO, the benefits far outweigh any negative effects players may see. In order for architects to remain an active profession, it must be diversified before the market saturates, plain & simple. What's the old saying, "never keep all of your eggs in one basket". Diversity is the solution regardless of all the other pros and cons.




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Vehrag
Sun Sep 28, 2003 5:03 am
#71

Lose it...



Twister D'ark
Master Bounty Hunter
tiberian_death
Sun Sep 28, 2003 12:43 pm
#72

We need it because this means everyone would be getting new stuff which means everyone gets a huge demand of orders and besides not everyone will automatically bejust buying the good stuff because not everyone would have the money so novice architects will still have some kind of market.


Maller Malice


Master Achitect




Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
Nadiel26
Sun Sep 28, 2003 12:47 pm
#73

lose it. i could care less about a huge demand of orders. finding a decent ore spot is hard enough, with experimentation we'd have to find good ore to make anything good. why can't people understand this?




Nadiel
Loot Vendor Located in the Back Room of the Shadowstone Mall, Dantooine @ -1569 -5640
Shadow Knights
skexii
Sun Sep 28, 2003 5:04 pm
#74

trash it


I forget when, but I read here somewhere that this was one of the way the devs kept track of money/material/and income on the servers, to allow an upgraded rate like weapons speed and damage into the mix, would seriously cause a debacle...and we all know how the devs deal with messes.


put the UP into the 4 slots, UP shouldnt even be another profession in my opinion

Jubey
Sun Sep 28, 2003 6:02 pm
#75

Fix it.


But you need to have serious variety in what you can experiment on. Not just the things present.


Everyone making the exact same product eliminates the need to have this as a real profession. Its just a hobby that everyone is equally good at. Who wants to devote their character to a class where you are no better than anyone else no matter what you do?


Variety doesn't mean you can't sell anything. It means you have to play smart. Specialize. Or do whatever it takes.


Lord knows, the way it is now is just not working for most.


-Jubey, Core Tech Architect


Corbantis

Jaled-bare
Sun Sep 28, 2003 8:53 pm
#76

Lose it. Unless you have a PA backing you, the vast majority of your time is going to be spent gathering resources even now. Fix experimentation and you won't have an architectleft who isn't able to play 10 hours a day.I see non-effective experimentation as the trade off for the profession requiring SO many more resources than any other. Do you REALLY want to have to not only worry about collecting 35,000 ore, but also making sure its 900+? I can think of few things more miserable. Broken experimentation is our blessing for having to deal with the tremendous costs.


If they really decide to fix something, it needs to be the crits.

Starskin
Sun Sep 28, 2003 10:32 pm
#77

the devs implemented experimentation for crafting because they want artisans to experiment!

DUH! (if you don't mind my saying so ^_^)

lets make it work. if you look at buildings that ppl experimented on it already says "variation of *buildingtype*". it was TOTALLY meant to be.



NTherin~TelamonN


ChiarosCuro
Sun Sep 28, 2003 10:52 pm
#78

/agree (keep it, whatever)


its time to separate out architects and let hard work for finding decent resources pay off. would love if we could make harvesters that harvester faster, cost less maintenance, whatever. suddenly it wouldn't be JUST about low prices.




Chiaros Curo
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