Architect Archive
Thread: I have a simple question.
Made Master Architect today and the one question that boggled my mind through the whole long hard road is this.
If our profession uses and loses(crit fails) so much more resources than any other artisan profession, than why is it that the resource we use the most of, ORE, never spawns higher than 70%. Myself, I've never seen it higher than 68%. I just don't understand this at all.
I have seen every single type of metal and chemical spawn every resource at 90% or better if you just look for it. No matter how hard you look for a concentration that high of ore you are not going to find it. You are lucky if you can find anything near 60% anymore.
We have to use at least 100 times the resources. We lose 100 times the resources when we crit fail and we crit fail more than anyone because we only get +55. Why take it one boot to the ass further and make or precious resources spawn in the lowest numbers?
My personal opinion is the low Ore percentages was an attempt by the Devs to inject more cost into mining Ore, thus raising the prices of structuresand making them the special "big-ticket" items they should be.
But even at 70%, 60% or even 50%, it's still easy enough to get large quantities of Ore (especially if you have friends to donate lots).
It's been said before, but the ONLY way to make structures more profitable is by working experimentation that changes the end product (ie houses that store more items, harvesters that mine more resources or cost less in maintenance, etc).
I agree that making experimentation an actual working thing that allows us to experiment on those things, Storage, Maint., etc, will indeed be our only saving grace as far as homes are concerned.
The last thing I want to sell are homes or PA halls, they take too much of my time, too many resources, for little profit. And I don't want to sell heavey harvesotrs because quite frankly Architects have to become miners to make a buck and selling our best tool for that is basically suicide. So I'll stick with selling mediums, furnishings, and resources.
Here's hoping Urban Planner makes it all worth it.
There is something about the mining that you also have to look at.
When you find that 90% sweet spot, it's a very VERY small area, You'll get 1-2 on 90%, 1 or 2 on 88%, etc etc.
With ore, however, the field is very large. That's why it's only 68%. It my only be a 68% spot, but the area that 68% spot takes up is so large that you can fit 20+ harvesters before you hit 67%, and that area is large as well. The ore takes up a lot more space and takes a heavier concentration in the area. Even though the direct concentration is lower, the overall is about the same or greater.
Although I don't agree with this, I'm sure that's what SOE was thinking when they did it that way. Architects need more of ore, so we'll make the fields larger, but the concentrations smaller to counter balance the larger areas for placement.
you both are totally right, but seriously this cost raise isnt woking obviously.
i mean look at the prices of our goods and start to cry, when u compare with any other crafter profession out there.
so biggest question is actually, if most architects are non businessmen in real life, kids without a clue of business or just idiots who are not able to look into the future, that market is soon feed and the sales per week will decrease fast. that was obviously, cause we sell 1 time abig house and it will stay.
well imo i like it that houses have no decay, cause i mean seriously in real life houses can hold centuries.
but some sort of renew powercores ort such should be implemented, so that after a specific time at least the powercore unit or such has to be replaced into a power slot of the house, so that we have something consumable to produce.
but for harvesters i would vote for a slow decay rate, cuase they produce actually money aka resources and need to be replaced some day, such would make sense and would be a good adition to our class.
but i am sadly not a dev, i cant program games, but i have sense for business in real life.
hope devs will hear some things from the community, here are many ppl who got more sense with business.
everyone has their profession, devs are for programming and developping and we give the feedback with alot good ideas (well also many silly ones from cry babies but...)