Architect Archive
Thread: Architect, dead profession on all servers?
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Lence
Sun Nov 14, 2004 9:14 pm
#1
I am sure this has all been mentioned currently or previously here in the architect forums, but this is from a link in the doc forums about lots and new buildings...figured its something that belonged here as well...and figured the more people who look at it and post the better chance a Dev will notice and possibly do something about it...not just spamming another thread.
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Doc forums thread titled improved lots and storage or something like that...
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I agree....lots are very annoying per storage/harvestor ratio currently, or even for those who have player cities, and who want hosiptals or other player buildings....
Its very hard for a doctor with 10 total lots to have lets say 1 meduim house, (2 lots) and a hospital (3 lots), already theres half his lots...minum...but being a crafter he needs more storage so looking more likly at 2 houses...so then hes down to 3 lots left for harvestors to get resources for his profession...and thats not enough...
Now onto the buildings....
Having mastered Architect 2x now, i can say for sure its one of the most dead professions on most servers...crafting wise.
Figure...people need what...a house or 2 and a set of extractors...and they don't decay. so no need to ever buy more.
----most professions have a return bussiness factor...unless people let their harvestors blow up for some reason?
Ore is a very hard mineral to find a concentration of higher than 50% to mine, and everything an architect makes building wise takes and obsene amount of it. Buying ore...at least on my server is out of the question, people ask way too much for it.
----just my own personal problem...
Architects have the most generic crafting profession, we can really only experiment the extraction rate on harvestors and thats it...
Cannot customize anything, experimenting on houses, furniture...ect...all pointless or not even possible...
----Should be able to do floorplans, storage size, ect...
No rare schematics for Architects like weaponsmiths and armor smiths...(RIS armor, Scythe, ect...)
----Always thought a "Mansion" schematic would be good for that btw...or an extractor that could get more than one item at a time or more than 1 resource type... theres definatly no "legendary" house anyones been looking for...
11/12 experiment points in other professions means better product...architect not so much
---personally this does nothing for me, only adds more storage to harvestors because they top at 95% exp which i can hit everytime with 9-10 exp points.
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Theres alot of ways this could be improved....
Customizable floor plans...customizable storage...new schematics...
Best thing to happen to architects has been the change when you could put stuff in chests and cabinets now...which is not saying alot...
Roscannon
Sun Nov 14, 2004 9:46 pm
#2
You know, a looted schem rare house is a fantastic idea for you guys. It would add a little life to the insanely bland architecture that we've all been looking at for over a year now. Maybe they could do it so that it's one of those houses with a courtyard, you know people would kill for that.
IcepickIIIDragonrider
Mon Nov 15, 2004 12:37 am
#3
Hmmmmmm...i like the courtyard idea. I was thinkin of the loot stucture schematics too. I posted somethin in the politician area, for stuff like schematics for libaries, theaters, and other rare and large stuff. But the fact of something like a courtyard structure it would have to be something that the schematic can only be used an X amount of times. This so to keep the stucture rare.
But i think the architect proffession is just limited in its activities. Eventually, hopefully they get an update for each proffession and maybe a few things will get helped out for the better.
Jake-MP
Mon Nov 15, 2004 5:10 am
#4
A looted mansion schematic... with an insane maintenace cost... now there that money sink the Devs have been looking for to cut down those multi-millionairs
.
GogoDodo
Mon Nov 15, 2004 7:50 am
#5
I dunno if i'd call it a dead profession. With JtL the need for resources has caused alot of resource sellers to appear, all wanting harvestors. Its not the frenzy that Hologrinding was, but its a increase in business.
New homes are a great idea, but how many houses can you sell to just one person? The problem is renewable income. Candle were suppose to do this, but the decay is broken. The only time structures decay is when you neglect them.
And there are many threads on ways to deal with this.
Cafa
Mon Nov 15, 2004 11:56 am
#6
I think if a courtyard with lawn furniture came into being I'd just fall over. 
Fivo Asia
Lence
Mon Nov 15, 2004 2:42 pm
#8
btw, here is the original post that sparked my comments...
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My idea to fix the problem concerning item storage, lot distribution, and to enhance overall community togetherness.
Background: we all know that the average item per lot ratio is about 2:150. This forces crafters to make very efficient use of their lots. The problem is only so many things can be crated, and we desperately need adequate storage for gather resources, product components, and the end products themselves. There are ways to "cheat" the system (use vendors told hold other items in named travel packs, etc), but these options only can last for so long.
Problem: We lack the space to be as organized and self-sufficient as we want to be. In order to make the most out of your character for storage is to use multiple houses, and use valuable skill points for business and merchant skills to up our item storage limit. but this can be time consuming and sloppy... not knowing where are components are, fumbling through houses, thousands of credits worth of maintanence, wasted planet space... etc.
Solution: please read this it will be very lengthy.
1 - New building - Make a new type of building, only craftable by master architechs. These buildings will take 5 lots and have the average maintance rate of a guildhall. They will be able to hold about 1000 items in it at all times and have a variable number of rooms including one large room also similar to a guildhall. This building could double as a "crafter's house" as well as "a legitimate mall"
2 - Residency - IF YOU DECLARE RESIDENCY with ANY building the lots for that building DO NOT COUNT towards your lot usage. Buildings exempt from this are ANY type of city building (hospital, city hall, etc) and guildhalls. Whoever drops this building will not be able to remove it for an extended period of time (say 1 week) and will have restrictions on transferring ownership (we'll get to shortly).
3 - Mastery - You can ONLY drop one of these "Crafting Centers" if you have mastered a crafting profession. You can only transfer ownership of this building to a another mastered crafter, and the building cannot be transfered for the same period of time that it would take to remove the building. ** Also, upon mastery of a crafing skill, you will be awarded 2 BASIC vendors with no extra features and a total of 250 items... (no picking race, clothing, etc). However,an Actual MERCHANT, will be able to create a vendor FOR you, tailor it to your needs, and then transfer owner ship to you permanently. This will involve merchants as a needed profession for other players and give master crafters both the skill and the means to move their products without wasting 29 skill points to get novice artisan and 2 vendors with business 4. Additional vendors @ 100 itemscan be "purchased" with 5 skill points with a limite to how many extras they could buy (say, 3). If a master crafter were to complete another mastery they would get 2 more vendors at 250 items. If they dropped master they would have 24 hours to either renew their master status or their vendors or all items inside would be destroyed in the order that they were created.
4 - Restrictions - you can only have one of these buildings down at a time, regardless if its in "declared" state or not. A "Crafitng Center" HAS to be public to view.
5 - Added features - Added to structures radial menu (of the management terminal)would be an option that would allow the owner of the building to add an administrator and restrict the number of items that that person could use as personal safe storage, or the number of vendors that that person could have in that building. Also an option to send a message to the owner if it wasn't apparent. There would also be an option for the owner to turn off admin granted abilities (a non-ownder admin can't give admin rights to another player character if it were set that way by the owner)
Conclusion: This would solve much of the grief of storage space, as well as give another added feature to getting and retaining master level professions. It would save skill points as well as give people additional options to their character and allow for more "fine tuning". Again, it would also involve merchants as a public skill instead of personal so they aren't left behind with people just using extra skill points and dumping merchant altogether.
MisterGee
Tue Nov 16, 2004 1:06 am
#9
The problem is renewable income. Candle were suppose to do this, but the decay is broken.
What about paintings? New schematics are available every month and they'll sell for better than 500-1000 per unit, unlike candles. I don't see architect as a dead profession at all. I moved my master tailor over from another server, then dropped tailor and mastered architect. Since then, I've opened a shop and I only sell furniture. I have very steady sales every day, without spamming ads for my shop or advertising here on forums.
Pawlin
Tue Nov 16, 2004 1:26 am
#10
There is still business to be had for architects. However the demand level has dropped a lot since the early days. We get occasional shots in the arm but its been on a downward trend for a while.
The profession not dead but it might be dying.
joisey
Tue Nov 16, 2004 5:57 am
#11
Arch ain't dead, least on tarq.......We have 3 or 4 arch's in one city and I know i make a good living at it, make good stuff and ppl find you.
Like some of the other idea's, one i'm tossed on is the ber thing, I hope they raise it but only so that the master architect can use them. One of the problems I see arising if anybody can pop a 20 down is oversaturation of resource's, we have groups of players who get a kick out of dropping 100 harv's and talk about millions of units a day. If they ever decide to use that much harvest they could overload market with house's, harv's, etc at such low price's that would kill any possibe market and just drive out the independant.
As it is there are still ber's over 20 out there now from prenerf days, rare but the draw is unbelievable.
digitalkris
Tue Nov 16, 2004 10:25 am
#12
I'm actually just getting started w/ Architect. I already have a line of new customers who are going to purchase either houses, furniture, factories or buy off my extra resources. As soon as I'm capable of building cantinas & the likes, I'll be helping my guild leader set up our new city on Lok. So far I've helped him create a garage, bank, tent and we're only getting started. In my opinion this profession is far from dead, just short on inspiration. 
Oewak
Oewak
jalephgerross
Tue Nov 16, 2004 12:22 pm
#13
"Ore is a very hard mineral to find a concentration of higher than 50% to mine, and everything an architect makes building wise takes and obsene amount of it. Buying ore...at least on my server is out of the question, people ask way too much for it."
Agreed I have the same problem in finding a good place to mine it, Forget about buying it for me because I cant even find a resource vendor who even sells it.
"No rare schematics for Architects like weaponsmiths and armor smiths...(RIS armor, Scythe, ect...)
----Always thought a "Mansion" schematic would be good for that btw...or an extractor that could get more than one item at a time or more than 1 resource type... theres definatly no "legendary" house anyones been looking for..."
Also a good idea
For me It is not Dead being an Architect, In fact It keeps me quite busy, I tend to make the most money on selling furniture and i Try to keep those vendors stocked
Agreed I have the same problem in finding a good place to mine it, Forget about buying it for me because I cant even find a resource vendor who even sells it.
"No rare schematics for Architects like weaponsmiths and armor smiths...(RIS armor, Scythe, ect...)
----Always thought a "Mansion" schematic would be good for that btw...or an extractor that could get more than one item at a time or more than 1 resource type... theres definatly no "legendary" house anyones been looking for..."
Also a good idea
For me It is not Dead being an Architect, In fact It keeps me quite busy, I tend to make the most money on selling furniture and i Try to keep those vendors stocked
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