Architect Archive
Thread: A couple Ideas on how to create residual income for architecture
Architecture is slowly dying from dwindling demand. People have the structures they want. The Dev team fix for this seems to be urban Planer. How is this a fix? Well people who are trying to operate a cantina from a house will buy a cantina deed from an Urban Planner, A Doctor will buy a hospital, etc. What this will do is cause a glut of old house deeds that people will no longer need or want. totally killing what is left of the Architecture profession. It happen with the item cap (max 250 items) When this patch came through all those people buying PA halls to store their items instead of running PA's all went out and started getting houses and selling off their PA halls. Since a large house and a PA hall now hold the same 250 items there was no need for them to use all their lots on the PA when they could buy a house that used less lots and held the same number of items.
So we need workable ideas on how to change the profession without screwing everyone of our customers.
1) make it so people can't pick up furnature once it has been placed. Let them move it or destory it but make it where they cant pick it up. If a person re-claims the structure all the furnature in the building is destoryed.
2) instead of the idea of forced decay we need to push for repair kits. Every other elite crafter profession has repair kits. When people forget to pay their maintenance their structures take damage. They should need a repair kit to fix the damage instead of just putting money into the house and that automatically fixing the house. In order to make sure these will cost enough to provide income for architectsmake three sizes of repair kits where the resources needed to make the repair kit is at least 10% of the genaric house. (small repair kit 10% of small genaric house, medium repair kit 10% of medium genaric house, large 10% of the large genaric house)
3) fix experimentation. If experimenting durability lowered the maintenance cost of the structre everyone out there wanting to save a few credits a day will all go out and buy a new structre.
4) restructure the architecture skill tree so people who only take 20 skill points in architecture can't make large houses. If you change the skill tree to force up and comming architectsobtain furniture specialist and construction specialist before they could advance up the installation or buildings skill trees you would take out all the the dablers who currently take customers away from dedicated architects.
5) add to the deeds a re-claim number - This would largely effect harvesters. when you examine the deed it would have a reclaim number of say 25, every time the deed is re-claimed the number would decrease by one and when the re-claim number got to 0 the structure would be destroyed. This would force after a period of time people to buy new structures. It would also give people a fair warning of how many times they can move a structure before losing their investment
Hordin
Not bad ideas, but here's a few comments.
1) Probably not practical. First, I'm not sure they could do it, from a programming standpoint (without using 'unnecessary' effort). Secondly, because you can't move furniture through doors, once you placed a piece of furniture in one room, you couldn't move it to another room.
2) Repair kits might help.
3) Two things I can think of:
a) They're already looking for more money sinks. I doubt reduced maintenance would fit the plan.
b) Be careful what you wish for. Not only do architects needhundreds (or at least dozens)of thousands of resources, but now you're asking for them to 'need' hundreds of thousands of 'good' resources.
4) The skill tree system has great constraints, due in my opinion to a poorly designed skill database structure. For example, they can't even implement an OR clause for a skill requirement -- their structure just won't allow it (i.e. there is no way for them to currently implement Skill X requrirement = Master Y OR Master Z). I'm not sure they're able (i.e. willing) to change their skill-tree structure at this point.
5) Sounds like this idea would tie into the 'repair kit' idea. After all, when you use other repair kits (e.g weapon repair kits), themaximum 'condition' of the repaired item goes down, doesn't it?
I really like some of these ideas.
1) this seems something simular to how vendors work.
2) badly needed and should be done quickly
3) If experimenting durability doesnt effect efficiency then what good is the construction skill tree in the first place? Why even give architects experimentation. Make it where structures with under 20 durability have higher maintenance costs and those over 25 have lower costs. If they can allow merchants to have lower structure maintenance (efficiency IV) then why should't architects be able to affact the maintenance rate by their quality (or lack of) work.
4) I think this would solve many problems that those who complain of undercutters cry about. If you took it one step further and took small house schematic away from novice architect would also help.
5) this isnt bad but it probably should only be on harvesters.
Dumin
ION, Naboo
Chilastra
What we need is (drum roll) Catastrophies (symbol crash)
We need earhtquakes, fires, lightning to whitle away .5% of houses a week, we need mining equipment that explodes or breaks down and needs repairing...we need drill bits and bobs that go sploink....
Bob'the Builder
We could solve all our renewable revenue problems with very little effort on the part of the devs if they let us make the factional buildings, turrets, etc for the GCW.
These items are already in the game and are being sold by npcs. We are the ones that should be making and selling them, and they should cost faction points to place, not to buy. They all can be destroyed by players, making them perfect for us to build.
All that is needed is for the devs to give us the ability to make these items. They need to be cheap enough to afford resource wise because of their eventual destruction, but expensive enough so everyone and their brother doesn't have their own personal faction base (they are meant as a guild or group item currently it appears from reading the GCW board).