Architect Archive
Thread: Getting to know you and your profession
My biggest thing is to have colors on the furniture...well...At least most of it.
While it would be neat to have purple leaves on a plant...it's just not really neccessary. I just want to actually have color choices on furniture to give people better choices on decorating.
Other then that...The Arch profession is very well suited to my crafting style, since I only really do stuff for my guild when needed..Mainly because I am always working on my main character.
My secondary concern is more space in structures....250 items is very limiting in a PA Hall...Just a little more would be nice...like 50-100 more for a PA Hall...The rest I am fine with, unless you give us the ability to add more structure storage units in crafting as an option....
This, so far, is my favorite crafting profession...Mainly because I don't have to spend a lot of time and money to get top notch resources. I have a much wider selection to choose from...Just need A LOT of some of it. No big deal there...
- Self sufficient crafter. I can make my own harvesters and get whatever resources I want.
- Good business during the holo-grind as people needed resources
- I have long made most of my business on everything BUT harvesters. I actually make most of my business on furniture and decor. I'm not much of an interior designer (although I'm moving into that now), but a lot of folks like to decorate things. As people move their homes, move on, new people come, guilds change, etc, this drives a small market for decor. RP'ers especially want specific items, usually customized. I try to fill this niche. I also make good money selling houses (you'd be surprised) and factories.
Things I would put on a wish list:
- More furniture options and colors, at least what we see in NPC buildings.
- Ablility to rotate items in more axis. I've seen NPC buildings using the same items I can make, but rotated in new ways (such as along the z axis) so that you can get some other effects.
- Decay on some items, like a power source (power or fusion generator?) on harvesters, maybe all structures
- More storage spaces per structure. You cannot decorate in detail hardly any structure. You have to pick a few rooms and leave some empty. And if you actually do decorate, you won't be able to store any of your loot.
- Make some furniture that stores items, ie make a chest or cabinet that functions like a travel pack
- I saw someone post a wharehouse structure, that would be great.
- Being able to craft something for the GCW, turrets, bases, something?
Things I haven't liked being an architect:
- People who think they can get their order instantly. Most of my big customers are understanding, as they know that structures require a lot of subcomponents. But inevitably I get /tells in the starport from people wanting a large house or some factory while they wait. I don't run my business that way. I stock a vendor, and I'll take custom orders. I make a point to tell everyone I do business with that I want them to email me an order. I will respond with price and TIME, and I've hit every one. Many customers appreciate this small detail.
- Not being able to craft things for the GCW
- Very hard if you only have one character to have harvesters, factories, shops, & storage, never mind a decorated house. Fortuneatly for me, I have multiple characters to be able to manage this issue.
Crafting in general is an absolute strength in this game. While so many other things are broken (GCW), I really think the player run economy and crafting in general are really good in this game. It is the reason I have stayed so long. I love the pure capitalism of it. Any crafter can make money. Those that say you can't don't want to work. Arch is probably one of the hardest crafting businesses to sustain, yet it can be done. I practice excellent customer service, that's how I maintain a business. No, I don't have millions of credits, but I have enough to keep operations going, to travel, to moderately support my combat characters (I don't buy the "uber" weapons and armor for them anyway), and it has given me a great opportunity to meet people and see some really interesting projects.
My two cents from over a year as an arch. In general, it is a good profession. A few tweaks and it would be an awesome profession.
Cheers
Shiznat9000 wrote:
So now that you know what we are going through, you will do what exactly? All the dev tracker seems to have these days is posts asking for feedback and then thanking us for the feedback. It makes it feel like we're talking to a brink wall. How bout you actually give some feedback on our feedback. For example, that idea was good and you'll probably see it live very soon,or that idea was good but the core game mechanics prevent us from implementing it, or that idea was bad, it would throw such and such a system way out of balance. If all they need is someone to reply to threads and say, yes I have read this, I can do that and they would only have to pay me 5 bucks an hour.
That would be more than cool. I'd love to be a farmer in SWG with a house and a plot of land to grow crops etc. In fact the more I think of it....
RedDragon133 wrote:
It would have been great to have a farmer proffesion to grow most of the ingritents a chef needs.
Yeah I know, so where is the stuff they approved for them to say? If they won't let them say anything because it's all bad news, which is the way it has been since it was annonced the combat revamp was trashed, then there is no need for a community manager.
Arg0nus wrote:
Shiznat9000 wrote:
So now that you know what we are going through, you will do what exactly? All the dev tracker seems to have these days is posts asking for feedback and then thanking us for the feedback. It makes it feel like we're talking to a brink wall. How bout you actually give some feedback on our feedback. For example, that idea was good and you'll probably see it live very soon,or that idea was good but the core game mechanics prevent us from implementing it, or that idea was bad, it would throw such and such a system way out of balance. If all they need is someone to reply to threads and say, yes I have read this, I can do that and they would only have to pay me 5 bucks an hour.
Because...TH and Tiggs are just information gatherers. Everything has to get approved by QA/Legal/Programmers before they can tell us anything.
It's how it works in any large corporation. You can't say anything unless they tell you what to say.
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(i) Decay and maintenance. The maintenance system for all installations needs a revamp. The simple "pay credits and nothing happens" is too simplistic IMO and should be reworked. Make the general maintenance rates lower but add a chance for a breakdown. When this happens, a part needs to be replaced. Since all installations require parts, it should be relatively easy to pick one that needs replacing. Make it work like with droid batteries; buy the part (a generator turbine for example), have it in your inventory, and choose repair harvester from the radial menu. This allows architects to sell parts as well as deeds and the whole process gets a bit more realistic and interesting. In my opinion at least.
The chance of a breakdown shouldn't be too big of course, and the idea might not be as easily applicable for houses as for factories and harvesters. For houses you could use maintenance kits with a maintenance pool instead where a breakdown causes a number of damage units to a house. The same number of units need to be repaired by the kit which has a max number of units it can repair.
Other issues:
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(ii) Ore field density. If you're gonna make use use tons of ore, please increase the density maximums to 100% again. We still have to place a handful of HMMIs (heavy mineral mining installations) to keep the resource stocks up.
(iii) Storage space. Right now, the most efficient way of storing items is building factories and putting them in the input hopper (apart from "selling" items at 1 billion credits in a vendor). This gives you 100 items per lot. Either increase crate sizes to that of resource stacks (100k per crate), or give us more storage space.
(iv) BER range for harvesters. Right now, you can't afford to make a mistake or use less than the best materials when making harvesters. You might be able to sell a BER12 HMMI, but a BER11 or BER10 is hard to get rid of since the MMIs can be experimented to BER10. The same goes for other types of extractors. I say raise the BER for heavy harvesters to 14-17 so that they become sellable with non-perfect experimentation.
(v) Furniture coloration. It has been said before and it's a good idea. I want to be able to customize my furniture.
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Thanks for listening Tiggs.