Architect Archive

Thread: Experimentation Fix it or lose it? A poll

Hordin
Mon Sep 29, 2003 9:12 pm
#92

fix it
bonesbro
Mon Sep 29, 2003 9:20 pm
#93

Lose it.



bonesbro <Drunken Badgers>, Master Architect of Tarquinas
Visit our city on Talus at -1000, 500 - just look for the Drunken Vendors on the map
Jimbobway
Tue Sep 30, 2003 12:56 am
#94

I agree with keeping experimentation and making it active again..


heres why...


It brings in a renewable income for architects of all skill levels.. duh.. weve already established this.. however.. it was mentioned that perhaps it would drive the novice's out of the business.. well not neccesarily.. novices are called novices becauase they do not make master quality stuff. People know this.. and keep in mind not everyone will be able to afford master quality stuff as it is anyway. The novice's will still be able to make money... and they can still find very good quality resouces just like the masters can... all they need do is save up enough cash for a 40+ station, and 15+ tool, and they should be set.




// Master Architect // Novice Artisan || Novice Marksman \\ Pistoleer \\ Merchant //

Check out www.genesistech.tk for all prices and tell Jimbobway' in game. Please note the ' on the name.
_-ArchAngel-_
Tue Sep 30, 2003 5:36 am
#95

Well folks the polls are closed. The winner is fix it by a 2:1 vote.


Of course the people who voted against, your concerns will be noted in my report.


I will be making a report similar to the one I made on critical failures to ensure that the devs hear the whole story. Look for it later this week.


Once again, thanks for the feedback.




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

v0lrath69
Tue Sep 30, 2003 5:43 am
#96

Without a doubt please i urge you to Fix it, implement it and make it functional - or at least ask.


PROs
We get a semi-renewable income because people will be constantly looking for better harvesters:
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This alone will help make architects be able to afford their own houses instead of living on the street.


There is a possibility of getting more income because we can sell excellent harvesters at a high price:
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Same, and i re-iterate, very much necessary. The reasonstructures sell cheaply? no differentiation, the person who is willing to make a lesser profit brings the prices down. If there are those out there that seek out the materials and invest the time to get a 92% experimented efficiency harvester, they will be able to sell it for a greater price. As it stands now, regardless of effort all medium mineral harvesters are the same quality. Could you feel okay with selling the exact same product for a greater price? what if yours was more efficient? does that justify the increase? YES.


Improve the long term duration of structures and their cost.
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This can only be considered a pro once structure decay has been implemented.Right now i am focusing on experimentation. Why? because experimentation alone is destroying the profession.


CONs
We need to go hunting for high end resources now to make "sellable" harvesters
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This is not a problem, this is not a con, this is *almost* content. As an Architect / Weaponsmith I enjoy communicating with other people about resources, looking to outside sources and finding resources that are improved. This will get some people exploring, as an architectI had no idea there were 10 amazingly stunning planets, I traveled to 3 and Naboo always had everything i needed. Rarely I would goelsewhere for a 73% spot of some ore.


Critical fails AND critical experimentation fails can cause an economy issue with Architects
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This problem will exist with or without experimentation, it wil only be carried through to the experimentation aspect. I am okay with the potential for failed experiments. However there should be no critical fail on structures, or some component salvage option. losing 50k resources in one shot will anger anyone and possibly drive a player to quit the game (meaning less money for sony). I understand the need for risks. I encourage it. But the equivalent for a combat type would be firing your gun, it exploding, destroying itself, DB'ing yourself and losing half you credits. This does not exist, and is an unfair disadvantage on the side of Architects.


High end ressource costs will increase
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Novel Concept, high quality items (resources)sell for a greater price, This is a good thing. It can be a profitable market for the disillusioned architect gone Strip Miner. If the higher end resources are actually worth the increase in value added to the structure, then this increase in price could be negated and value ofa structure could be greater than the cost of resources used to make it.


Low end "crappy" harvesters will be purchased less, driving novice architects out of business
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This is a tough one, possible make wall units allthe same (experimentation wise).Allowing for lower end architects to make wall units as a marketable commodity, this is a problem that is a part of all crafting professions, and without a doubt architects have it easier. It takes almost no grinding to make master, the kicker is to get the resources. If Novice architects are able to make wall units and sell them to masters then this solves (in my eyes) the hardest part of being a novice, lesser quality products than masters.


While i wasa novice i was contacted by a master he asked me ifI could make wall units for him, he had a large order and all the resources, he was shy on the time to make the items and his factories were in use.He provided the resources (i think 4 walls at a time). I made them, chatted with him and he trained me. This was good.I would not like to remove that aspect from the game.


In a more direct response to your point, right now, ALL harvesters are considered "crappy" and architects are driving themselves out of business. there is no value assigned to these indifferent Structures.


Additionally:
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I feel the current stats that are experimented on are not really sufficient, hopper size?I can never wait until there is 50k of a resource in the hopper,I need it before then, and I grab it before then. The thingsI care about? Houses- Maintenance costs, item capacity, customization. Harvesters- Efficiency, even at the cost of MORE maintenance, maintenance, free advertising space (maybe a merchant can make a billboard to add to your harvesters) right nowI use the rename function to advertise.


-Decorating houses, i feel this is critical,I understand the constraints of moving items up and down when they were not intended to do so, and the amount of rigging the code required to instance raising things in certain structures. WhatI propose is a short term solution which may just work. Allow Artisans the ability to create a ladder, or at least a pyramid looking thing with a gradient. This would allow for easier customization without having to code in roofing. Adjusting building limits on the z-axis may not be as complicated as i suspect but this is a possibility. You can control how high things go as long as you cannot drop a ladder when you are on one, maybe make them snap to floor of house. Just an idea.


-Iunderstand those who are novice architects right now, or those who only have one tree (Installations) will not be for this proposed change. I ask that you put yourself in the shoes of the Master Architect, this istheoretically the characters'primary source of income. After investing many thousands of resources and a couple, many, hours into becoming master, do you feel a novice should be able to make items on a par with you?


For those Combateers reading this, Should a Novice Commando / (insert your profession)be able to kill the same creatures as a Master Commando / (insert your profession) , in the same time?and also be able to become a (insert profession here) because theyinvested less skillpoints? i understand those who have parts of the architect tree only have certain schematics, but its exactly the ones they want, and they can make them as well as a master.


Its a mouthful, but i hope it sheds some logic on the situation, the game is about balance. And even though people do not consider balancing crafters against crafters it is *somewhat* essential. At least at a Base level. Eg: experimentation. Thank you for taking the time to read my post.




Allyssa - Master Architect/Master Weaponsmith/Master Artisan/Propagandist.
Kadaara, Naboo, Lowca. Exceptional quality mall,
5825,6274
Supplied by masters of many trades.
v0lrath69
Tue Sep 30, 2003 5:44 am
#97

Just missed the deadline, dang. teaches me for writing such a long winded post.



Allyssa - Master Architect/Master Weaponsmith/Master Artisan/Propagandist.
Kadaara, Naboo, Lowca. Exceptional quality mall,
5825,6274
Supplied by masters of many trades.
_-ArchAngel-_
Tue Sep 30, 2003 6:07 am
#98

That's a good post v0lrath69 it has not gone unnoticed =)




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

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