Architect Archive

Thread: Novice architect look here, tip to make your grinding worthwhile (or almost at least)

claras2003
Tue Sep 02, 2003 3:21 am
#1

This is how I finance my architect xp grind without destroying the marked for small houses and harvesters.


I don’t know if this is a new solution but I will post it any way to help other novice architect who have difficulties making enough profit for their harvesters without blowing the marked value of small houses and other.


I have 5-6 medium harvesters pumping in low grade ore and steel. And a solar harvester for energy.


I the product wall modules and sell them to a master architects who have agreed to buy them all. I sell them to the lowest possible price without making a loss. This gives me enough money to keep my harvesters running (I even have a steel surplus that I can sell from an earn a little extra).


By doing this I can grind xp and keep my financial situations under control (and even sell the stuff that I grind which is kind of motivating) and the master architect can build houses/factories with a higher profit because he can buy the wall modules for a lower price that the resources would normally cost him.


This solution keeps me from selling small naboo houses and small harvesters at sub marked prices just to keep my harvesters running. I get ok xp and everybody is happy J


I think this setup could work for other novice architects if they can find a master architect who needs a sub vendor.


Then we just have to wait until Sony/Lucasart realises that there should be decay on houses/harvesters/factory or something else to keep us busy.



p.s.
sorry if my English stink, but it is not my native language.

Phuobar
Tue Sep 02, 2003 4:50 am
#2

RLOL. This is tooo funny.


"sell them [wall module] at the lowest price to a master architect". Sound like this poster is a spoof for the master architect. Why in the world would a novice architect sell at the lowest price? Sell at the highest price the master architect is willing to pay for. Heck, forget that. Sell at a higher price than the master is unwilling to pay for.


And if he won't meet your ransom demand, just tell him that you'll "just have to destroy the market for small houses and harvestors" by selling them as the lowest price,hehehehe.


"Make everybody happy". Geez, it's a dog-eat-dog world, baby. If you're not happy, then I'm happy cuz you'll quit and that'll just be more money for me.


"Realize there should be decay on houses/factory/harvestors" why why why in the world would you want developer to make it more expensive for us architect to produce our product???? Fact of life, 90% of the money is printed by the combat profession. FOL, they don't need a house/factory/harvestors. Who need house/factory/harvestors? Resource brokers and crafters. Who get hit the hardest with decay? Resource brokers first, who will just merrily pass long the cost of doing business to us crafter. Can we say 20 cr per resources, boy and girl?? Who get hit the second hardest, why us merchant (architect) trying to hawk our wares. Oopps. There goes our profit margin.


The endless debate drags on.


The problem with the architect profession is not in the price war, it's in the fact that our product is a commodity. There's no distinction between a MASTER master architect and a POS master architect. Hence, the only leverage anyone got is price. The way to fix this is to introduce enhancement (read experimentation) to our product so a MASTER can craft superior, hence more expensive, product than some POS.


And please don't call for "exclusive" mining. Right now, we enjoy a relative unlimited supplies of resources thanks in many part to the fact that everybody and their grand-ma-ma can mine. Asking developer for exclusive mining mean developer will create a mining profession--no they will not give architect mining right since architect have no business mining. If mining become the exclusive right of one tiny profession, there goes our unlimited supplies. The miner can then hawk the resources at 100 cpu and we will have to pay it because one tiny faction of the population now control it.



This is how I financed my way up the architect tree:I take up scout profession and go resource hunting. I mine myself. Once I had enough resources, I craft a house and thenI look around and see what the highest the small house was sold for and what the lowest the small house was sold for and set my price in the middle. Repeat until I have enough money to sustain a wind generator and some personal. Repeat my house sale until I have enough money to sustain larger and larger power generator and harvestor.


Work just fine. No need to "enslave" myself to some "master" who can't do jack for me other than bitch and moan.


claras2003
Tue Sep 02, 2003 5:53 am
#3

Im selling to the lowest price that think is fair (and where I still make an earning) and a price that the master architect is willing to sell for.


Im not enslaving myself I have no set amount of walls that I need to produce.


Buy using this systemI only need two different resources, and I have a steady income where I do not need to stand around yelling: SELLING SMALL NABOO HOUSE FOR 8K OR WHAT EVER YOU WILL PAY!!! This mean I can archieve more in less time!!!!!


I do not agree thatSWG is a dog eat dog situation. There are actually alot of nice people helping each other to have fun. Both PA friends and none PA friends.


But offcourse there is also people like you who seems only to be playing the game to stockpille money and xp. And who only think about them self having fun.


In my situation where I have a relatively limited time for gaming and because I think it is borring trying to sell houses at stuff by yelling at people the wall module system is perfect. I might not get rich as fast as you did or even get as much xp as you did. But I am pretty sure that I will have fun anyway, and thats all thats matters to me.


Ithink you are correct on the decay issue, hadn't thought about it like that.


It would be nice if the architect could build turrets and stuff for combat use.This could than also earn us some imp/reb points like uxp.


What if Rebels where able to lay siege to IMP houses and destroy them? and vice versa. Then we would be needed more And also sell more turrets if we could produce them.

A_Orome_Z
Tue Sep 02, 2003 11:41 am
#4

I think the way they have the economy set up that it is doomed to failure as a player economy.

It is too easy to run a few destroy missions (let's say 5 doubles) and end the day with 10k credits.

Yet there is the constant complain from the novice that they have to undercut. Why is that?

I'd say it is simple education or lack there of for the newbie.

I think we need the opposite of a money sink for the crafting class. An NPC system to buy things off of us at a set price. Many a crafter has no interest in being a combat anything, they want to build and make things.


It would be so easy for the dev's to fix the artisan and arch guild hall in cities so that they could give a list of sugggested prices. What exactly do they think a small house should sell for in this world they created? This would at least give everyone an idea of where to start.

I also realise that there will be the fly by night player who is not in it for the long haul or the player who has to try and cause problems for the rest by selling deeds at less than .5 per resource or even free just to make waves.


This is a game, you paid money for it and I have no right to tell you how to enjoy it, fact. I also paid money for this game to interact with you and would like to enjoy the game, fact.


I'm here to stay as a master artisan and working hard on master architect. I would like to see those with any compassion try and work with others to help them from undercutting the rest of us thru ignorance. As a master do you enjoy making walls? or anything else for that matter that a novice can make?

If not how about some advertising to let the novice know there is a market for his skills? I've never met a one who couldn't use the credits and have a built in trainer when he levels up. It is a real pain to try and find someone with the skills as they are all busy and who wants to pay the city guild when you can get it for free?

Also having a master around to ask questions of is a god send. How many mistakes out of ignorance did you make when you started that cost you? Now think about that master who you know where to find or send a tell/email to to get the low down on something?

IMO, and that may not mean much, the new player should be encouraged at every turn to seek out a master to learn from. Not just trun them loose with the raw skills and no training. I thought this was a multi player game designed for interation and not some solo adventure for xbox.

As a group we should try, I know it is hard being independent and all, to stick together and help each other. It would be better for all as we would make friends and have a lot of eyes out there for the resources we are looking for and also for those hard to find customers. If ever there was a profession that needed to band together and become a defacto guild unto itself it is the crafting profession. Think about not working on exactly the same thing that everyone else is, thus not flooding the market. By Working together we could do this. (I also realise that there will be those who only want to do certain things and I personaly think a little competition is a good thing, but when I see houses going for 3k something has got to give. )

If ever a artisan or arch needs help I'll be there for you on ahazi. I'm no master architect yet, that will be by the end of this week. I'm not making a killing selling things as the market is totaly flooded. I will however help out anyone who asks with whatever I can.

Will I give you stuff? No, I'll ask you for something in return, but it will be something doable and something that will make you feel like you earned what you got.

Will I train you? At the drop of a hat. I'll also let you know that if you have any questions to be sure to ask me, unless you run off before I can get a word out.


This post rambled a bit, but I'm at work now and had to walk off from it several times so please excuse the mess.





Orome, OCP industries
Master Artisan
Novice Architect
Novice Droid engineer
Novice Merchant
Novice Rifleman
Novice Scout



Ceo OCP
Master artisan , Master architect, novice bum
Check out Vaders Venders at -6172, 6586, Naboo
Vyper51
Tue Sep 02, 2003 11:58 am
#5

He just knows that Master Architects aren't the super millionaires most people think them to be. Sure, I'm pretty well off lately, things have been going great, but that doesn't mean a slump next week won't take my bank account to zero. He's helping other architects, which is great.


Any Novice Architects on Starsider, I'd love to buy wall modules from you at 3 creds a resource, 9k per module.




Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
ArthurDentOnBria
Tue Sep 02, 2003 2:43 pm
#6






claras2003 wrote:

I the product wall modules and sell them to a master architects who have agreed to buy them all. I sell them to the lowest possible price without making a loss. This gives me enough money to keep my harvesters running (I even have a steel surplus that I can sell from an earn a little extra).




That's cool, whatever works for you, and this makes sense. A lot of people suggest the same thing, and that is a cool way to do it. Personally, I never found architecture a grind at all (for a grind, try professions like tailor or chef!). Make a couple small houses, boom, you raise a level. Make a couple med houses, boom, another level. And so forth, and so on. It's probably the easiest profession to ascend rappidly once you have aquired a decent amount of resource.


There was plenty of demand for small houses and small harvesters when I was a newbie (about a month ago) dunno if that has changed or not, but I do see more and more architects leaving the profession. I sold most of my small houses at 10k, and only went as low as 7k one time. Sometimes I would stockpile 2 or 3 before I sold one, and then suddenly be asked for 4 or 5 all at once (one guy even wanted to by 10 from me), but I'd survive just fine by selling resources and finding other things (like furniture) that sold much more briskly. Having some inventory is not always a bad thing. I've lost a number of deals because I couldn't produce something immediately, and on the other hand have won deals because I had stuff "in my pocket" ready to go.


I have made plenty of xp to reach master (or at least close), and never once did I use "practice mode" or destroy items that I made, everything sells just fine, it just takes patience.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Phuobar
Tue Sep 02, 2003 3:51 pm
#7

Here my advice to "newbie" architect. Ignore all the uproar about price. It's a free enterprise system.


The only price you care about is the price that right for you. Meaning if you want to maximize profit, then raise/lower your price until you find the sweet spot. The sweet spot is where you're filling order as fast as you can build them. Ifyou have a long back-log, then your price is too low, raise them. If you have a long inventory, your price is too high, lower them. If you're filling as fast as you can build, be happy, you found the sweet spot.


If you care more about time than money, then sell in bulk. But follow the same principle. If you want to apprentice yourself to a master architect, raise your price until you find the sweet spot.

Finglefinn
Tue Sep 02, 2003 3:59 pm
#8

I purchase wall units from novice architects for 9k each on my vendor. I also provide training as well. Once in a while instead of making a run of walls in my factory I hand materials to the novices to hand grind for me for exp. I have 12-14 novices at any time dropping off anywhere from 2 to as many as 20 walls on any given day. It's no hassles for them and a good deal for me. Most of them at some point stop doign that as they get their business more established.
Deoka
Tue Sep 02, 2003 5:24 pm
#9

I too have been buying walls for a while from novices at 9k a pop.


Keeps them off the streets spamming factorys for 20k. Lets me take some orders that I would have otherwiseturned down for lack of resources. Saves me quite a bit of time. Gets the novice free training/free and fast answers to their questions.


It's a win-win situation as far as I'm concerned.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Phuobar
Tue Sep 02, 2003 7:20 pm
#10

Good for you. Paying 9k for a wall is a fair price. Win-win for everybody. It's the "sell to master architect for the *lowest* price" that I'm having trouble with. This is just taking advantage of someone and does nothing except create ill-will
Dayln
Wed Sep 03, 2003 12:06 am
#11

That is exactly how Igot up the tree until I got to Med Houses and statrteddirect salesa few weeks ago.


Good tip, I generally charged 9k per wall myself, but they paid it, they have this thing about 3 cr per unit. I only chared that much because I was selling to my competition ( evil grin ). My buyer usuallywanted 10 walls at a time for 90k.


It was good for them, it was good for me. I dont know of very many other profesions that you can grind for experience and then sell for a profit what you are grinding.


I love Archetect!

Pawlin
Wed Sep 03, 2003 12:22 am
#12

I'm buying a couple wall modules at a time from a Novice myself. I pay 9000 cr. I'm not even a master myself yet (need Construction 3 & 4) but this helps me fill orders faster. Gives the Novice XP and a good source of income without having to shout in the streets. I get wall modules.


I think its a pretty good system.





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)
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** Please refer to Elyssa's answer
claras2003
Wed Sep 03, 2003 1:01 am
#13

The lowest price for me is the lowest price where I still get my resources cost covered. Its not like 1k pr wall unit or something like that
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