Architect Archive
Thread: No fixes for Architect upcoming, and not one peep from the Architect comunity about it?
Yeah, you're just witnessing fatigue from the Architects.
They just threw us a bone recently by finally fixing Harvesting Mechanisms, so that caught our interest.
Other than that, you can only bitch about something for so long before you get tired of the sound of your own typing on the subject. They've been ignoring Architects for so long that we're amazed we even still have a forum heading.
I agree, we need an assembly fix (who cares about experimentation) but crit fails scare me from the larger structures
I was reading through the "Remaining correspondent issues" thread, and was shocked that 1. no fixes for anything that is plaguing our profession, and 2. I couldn't find 1 Architect that had a thing to say about it! (though I might have missed a post, but I did look
I mean for goodness sake, the very least they could do for us is make assembly and experimentation add up! Not to mention that factories and crates are still screwed up(factories more so then crates, but still).
I hate to say it, but squeeky wheel gets the oil, and so far we've hardly made a peep.
however, factories are suposed to be getting a temporary 0 cost to redeed coming up until they can figure out what they broke.
and harvester mechinisms finally got fixed.
everything now needs similiar wall modules rather than identical. (i would like to see all items like this but that will never happen.)
they are slowly getting around to us. for some of us who have been complaining about this stuff since beta, its starting to get really really old now.
Frankly i could care less at this point if they fix us or not.
everything takes similar wall modules now... no more factory walls required.
I'm still torn on experimentation as it is a fast way to raise our costs with no guarantee that we will actually be able to raise the price. you think you see a lot of underpriced items now? just wait til experimentation hits and the novices all have failures... the market will flood with items that cost less, but i might have to make 3 or 4 as a master (or more) to get the one thats worth something to a customer.... oh and then i can't duplicate it because I can't keep enough resources on hand.
So, lets keep it low and say that every third heavy harvester I make ends up with the stats I need. The price for that heavy just went to triple the cost of what it used to take. Since, on average people sell heavies for around 150k, do i have to bump that price to 450k now? or do i only double it to 300k and hope i can sell off the others. And wow, now I have used 3 sets of resources to satisfy one customer, that will slow down the orders making it even more difficult for the average architect (who doesn't have a PA or 3 or 4 friends letting them use their lots) to survive.
I'm not convinced you're going to get these kind of prices for this equipment and this is on the low end. realistically, armor and weaponsmiths might go thru 10-20 assemblies to get that truly good weapon or component, can you even imagine that as an architect?
I just don't have any energy to bitch about architect problems anymore. Critical failures have drained every bit of interest I had in this trade away. I have:
Created very good 'rating' crafting stations and tools(36 something on station).
I use good quality materials
I have skill tapes that boost my sturture assembly another 18 points.
Still, I fail regularly and randomly.. tonight on a factory.. sure that isn't much.. I've failed on much bigger. But the point is I just don't want to build anymore. Period. Because we aren't making enough to make it worth it.
no_bargain wrote:
I have skill tapes that boost my sturture assembly another 18 points.
These tapes have to be put into clothing or they do nothing. Even then they do nothing but that's a whole different story. I have a full set of clothing I bought for my medic/entertainer character that adds up to about +25 in 4 different stats. Sometimes I see the bonus in my skills menu listed like:
Medicine Use: 40 / +20
Which means I should be at 60 medicine use but it doesn't work that way. I still get the message saying I don't have enough skill to use something that requires 53 skill. Also if you take the items sometimes they take away points and my skill will show:
Medicine Use: 40 / -20
or even
Medicine Use: 20
Hopefully one day they'll fix this but I don't think it will matter until the points actually affect our crafting.
Wow, unless you same something exactly, people take it the wrong way.. of course I have them in clothing
But yea they appear to do nothing and worse, if I don't remember to remove them before I log, my skill appears 'bugged' when I log back on.