Architect Archive

Thread: In regards to the bunker house...

Sutarion
Fri Sep 30, 2005 8:49 pm
#1

It is very apparant that the addition of the new bunker house has not gone over well with the architech community. In order to get a better understanding of the crafting community, I would like to ask a few questions regarding the situation in general.


As for where I'm coming from, I started SWG as a droid engineer back when the game was first released. I would craft directly to my customers, and did not use factories or anything larger than a small harvester. I found satisfaction in crafting new items for people and making their droid "to order".


However, as I'm sure many of you will tell me, things have changed in the past year.


How do architechs, or crafters in general, find satisfaction in their work? Is is the money earned? The number of products sold? Something entirely else?


How does a non-crafted reward create problems for crafting communites?


Is there a way to include crafters with looted or rewarded items, while still allowing other players to have the satisfaction of recieving an item that can be used right away?


Thanks to any that respond. This is meant to be a conversation between players, notthe start of a flame-fest. I simply wish to get an understanding of the community so that we can work on a solution that will satisfy all parties involved.


Sutartion

Jafinaptu
Fri Sep 30, 2005 10:53 pm
#2


How do architechs, or crafters in general, find satisfaction in their work? Is is the money earned? The number of products sold? Something entirely else?


Its def not the money earned for me. Its the satisfaction of always wanting to have my vendors stocked to the max with nicely priced items. Knowing that when people come to my shop and say "Wow nice shop" is what I get satisfaction from.


How does a non-crafted reward create problems for crafting communites?


Well normally it isn't such a big problem for the other professions. Because thier items decay or get used up. But for this new house us architects make houses that DON'T decay down to 0 cond and are non useable. They stick around forever. So this new house Depending on how many people use em could have a serious effect on us architects houses.


Is there a way to include crafters with looted or rewarded items, while still allowing other players to have the satisfaction of recieving an item that can be used right away?


There def is. If people looted schematics instead of the finished product this could be very cool. I know if I looted a schematic it wouldn't bug me to go get a crafter to make it. Just imo though. But then again this could be a pain to the crafters. I see no problem with the other rewards being given out as a finished product. But for us architects this is kinda big. Houses don't just poof or become unusable after a while.


Suba11
Sat Oct 01, 2005 1:05 am
#3







Jafinaptu wrote:


How do architechs, or crafters in general, find satisfaction in their work? Is is the money earned? The number of products sold? Something entirely else?


Its def not the money earned for me. Its the satisfaction of always wanting to have my vendors stocked to the max with nicely priced items. Knowing that when people come to my shop and say "Wow nice shop" is what I get satisfaction from.




The same for me, altough I also like the money quite a lot


How does a non-crafted reward create problems for crafting communites?


Depends. If the loot has high quality, there shouldn't be very much of this loot, or no one will buy something from the crafters. Also, as already said, looted items should always decay (with an anti-decay kit, too - else there will be some point in the game where weaponsmiths have to look for newbies to get at least some of their weapons sold...).

I further think that fighters get enough money by doing missions so they can buy stuff crafted by the crafters. I don't see why there should bemore loot (or even any loot) as this wouldlet a lot of the game's professions become useless. If i am not right concerning the money earned by doing missions, the mission rewards could be easily increased.


Is there a way to include crafters with looted or rewarded items, while still allowing other players to have the satisfaction of recieving an item that can be used right away?


Yes, if you use the system of the past where a schematic that has been looted has more than one use or can be used in a factory. I don't like those schematics for the tanned hide or the basket for two reasons:

1.)i think they only fit into tatooine houses

2.) it is just a waste of time to learn a schematic and craft the item for one single person


Some additional words:

I like this bunker house as a house. What i don't like about it: ifear there will be cities of bunker houses standing side by side, which doesn't look good either. Also, if i've got the expansion and this house can be used as a guildhall, why should i buy a guildhall from an architect (which is the best thing for architects to sell on chimaera). And why isn't that house just a new standard schematic for architects?





Adell Mohe
Master Architect, Master Shipwright, Master Merchant, Master Politician, Imperial Pilot Ace
Mayor of Heavenly Island, Naboo, Europe-Chimaera
TinuviielSatura
Sat Oct 01, 2005 1:51 am
#4


Yep, the previousresponses reflect my opinions. But, also.. this is the only structure of its style, with glass walls, a bar, a HUGE main room, 4 bedrooms, rugs, pretty and smooth walls, ceiling designs, etc. No one will want any other house/guild hall if they have this thing. So yes, it is very possible that it could hurt our profession's sales significantly (and considering furniture, candles, houses, etc don't decay, we don't get much recurring business from people as it is). Yes, this reward does bother me and I think it was a poor decision on the devs' part, who didn't seem to consider what difficulties it would present our profession with.. or else they didn't care.



------Tinuviiel-----
Sutarion
Sat Oct 01, 2005 8:34 am
#5

Thanks for your responses.


So, from what I'm reading thus far, it seems as though we need to find a reason for players to continue to shop at an architect's vendor. Right now, there is no real way for the houses to decay which leads to a lack of return customers.


But what if we think about alternate ways of getting return customers? One idea that comes to mind is the addition of limited use crafting enhancement tools. What I'm thinking is something similar to the lightsaber crafting tools that are given to those who complete the village quests. These tools have a limited use, but are also "must haves" for many people when crafting their lightsabers.


The developers are pretty keen on crafting enhancements recently (as shown through the entertainer crafting inspirations). I'm certainly not one that will assume it would be easy to implement, but similar coding is in place already. This would provide architects with a crated commodity that they can sell to fellow crafters. I realize this isn't a huge portion of the market, but it would at least give a steady stream of customers!


What other ideas can we come up with?


Pawlin
Sat Oct 01, 2005 1:00 pm
#6


How do architechs, or crafters in general, find satisfaction in their work? Is is the money earned? The number of products sold? Something entirely else?


Any or all of the above plus other things. Each crafter is a little different. We have varying motives. Some of us want to make a billion credits just to prove we can, to challenge ourself to a goal and then meet it. Some of us want to provide good product to our customers. Some of us want to just play the game of managing a successful business. Any or all of the above.



How does a non-crafted reward create problems for crafting communites?


Its one more house we can't make and sell to our customers. It just chips away at our profession's worth. If they keep making our items into rewards then it will eat away our value and our market.

Plus we've been waiting patiently for any kind of new content that we can craft and gotten nothing, then they turn around and give a new house away to everyone.


Is there a way to include crafters with looted or rewarded items, while still allowing other players to have the satisfaction of recieving an item that can be used right away?


Make an item that will enhance our current goods in some special way. Like maybe a special generator that will add +5 BER to any harvester. For loot, any kind of enhanced subcomponent (krayt tissues etc) would work fine.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
roach_s
Sat Oct 01, 2005 2:03 pm
#7

I think they should just let us craft bases. The things get destroyed all the time and would make for an easy, faction depentant, source of income.


Leave the base elements on the recruiter, but give the ability to purchase 3-use schematics for the same amount. These schematics being ones that use the same parts as any other structure.


Of course, this would leave neutrals in the cold.


Personally, I currently keep an architect/shipwright around to keep my combat character supplied with parts. Well, architect came first, so I'm keeping an architect for sentimental reasons.


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