Architect Archive

Thread: Lights as a consumable solution

Naufragus
Thu Mar 11, 2004 3:05 pm
#1

no --- this is the dumbest idea ever.


i think we should all be pushing to have decay REMOVED...


FulminataXII
Thu Mar 11, 2004 4:59 pm
#2


I agree, decay on cosmetic items has been a dismal failure in the game. Decay only works on items that have an actual game function. A perfect example is vehicle customization. I make the darn kits, and I've stopped using them because it's just too much of a hassle. Lights would be even more of a hassle to replace.

Message Edited by FulminataXII on 03-11-2004 04:01 PM

StumanKadir
Thu Mar 11, 2004 5:25 pm
#3

It seems to ebb and flow - same can be said for furniture, vehicle mods, etc. Whatever is flavour of the month means either you get sales, or stuff languishes on the vendors or in your storerooms.


I can see there being a rush initially when its released, and then a bit of a downturn once "everyone has one" and then a steadying as those who like them start to replace them as the burn out (much like vehicle mods).


Speaking of the vehicle mods, I normally carry a few with me as I still find folks asking me "how did you get your bike that colour". You'd be surprised how many players out there do not read these boards, and never ever read the release notes .


To my mind these are a great money sink and as they look cool, the folks with money will happily pay for them, and more importantly, change them on a regular basis.


I wouldn't base a business around them though, not by a long shot.






Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

Thornstar
Thu Mar 11, 2004 6:15 pm
#4

Basically come publish 7 we will be in an evenworse position than chef before their revamp. They had consumable items, food, which was very poor and not much of it. Their revamp really has done wonders to thir profession. I am always using a certain brandy to boost my mind. And i am sure many of their resist foods are great too. But before their revamp, no one needed food and no one wanted it.


The devs argument for the new lights is that alot of people would use them. I do not see this. On our server every single architect I know hardly ever makes furniture. I made loads of i while i was grinding(yes i grinded furniture to make some money as well as grinded walls) It wa all on my vendor for a really good price. I sell more BER10 and 13 harvesters than furniture. Like i said in another thread, i am an architect not an ikea salesman. A scout isnt forced to sell camp kits to make money. and a weaponsmith isnt forced to sell weapon repair tools soley to make money. So why should we be foreced to make little house hold decoratios to make money when our profession is about building structures.


In my opinion in a few months time we are just going to end up needing a complete revamp anyway, so rather than the devs fixing the solution now, while they are doing something to it they have decided to ignore the real problem and give us a quick fix to try and shut us up. can u imagine out customer conversations now?


Customer: Hi I would like 5 candles for my house, all yellow

Architect: Ok that will be 25 credits each, ill have them ready for you....ah its ok, while responding to you I have made them.

Customer: Great, can you deliver them to me like you did with the harvesters


so if we include a 300 credit delivery, we are actually loosing 275 credits. nice


What are the miners going to do now?

they have 8 BER13 harvesters and a house. Their main source of income is selling 100k stacks of ore and steel to architects



Miner: do you want 300k ore for 500k credits

archtect: my candles dont require ore and I have loads too

miner: who else uses loads of oe then?

architect: no one


I think you can see where I am going. Our profession isnt broke yet, but it will be. I doubt SOE are gaining customers. They are probably loosing a hundred or so a day. And as they are taking holo grinding out no one will be switching professions to buy harvesters.


/me goes over to another profession
Pawlin
Thu Mar 11, 2004 6:34 pm
#5

WOw. Who would have thought that the introduction of candles would be the ruin of us all?






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)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Naufragus
Thu Mar 11, 2004 8:10 pm
#6

the problem is IMO, is that we the archtiects where not consulted before hand..


I believe that Pad said taht there was a little disussion on Test Center...


but if the devs had bother to get any input from long time architects we could have told them deacy was a bad idea. we dont want it and our customers dont want it..its going to be a hassle for everyone


Thats why there are losing hundreds of people a day. They dont listen to the players. Even we express opinions they go ahead and do it anyway.


I dont anyone is going to replace their lights every couple of weeks. They will just leave them unlit.


Candles are a cute idea but dont really have any place in a scifi game. I assume that candleas will be more decorative rather than a light source


Do you also wonder why its taken them a year to even make lights light up but the torches have worked since this time last year?
Xohamz
Fri Mar 12, 2004 1:48 am
#7

There's a long thread on the need for consumables. I thought we had some good ideas there.


What we got is decaying lights. While it is a consumable, and thus meets the minimum request, there are numerous problems:


1) Since nobody really needs them to: pvp, pve, or craft, I imagine the market for these will be just as slow and limited as furniture.


2)As I understand it, correct me if I'm wrong, you have to actually replace the lights that burn out with new ones. This means you have to go through the agony of repositioning them where you need them to go. Anyone that has done elaborate decorating will understand what a nuisance that will be.


3) I've heard they use very few resources, and thus, will be difficult to price for decent profit (yes, "decent" is different for everyone). The one thing that made architect reasonably profitable was that we moved such a huge amount of resources per sale. So if you only make 3 cpu on something, it still added up ok if it used 80k resources.... barely (as an example).


So if few players want them, nobody needs them, and they are a pain to replace, and they only use a few resources and will be hard to get a good profit, have we really solved the consumable problem?


My opinion is: no.


While this is a fairly negative criticsm, you can read the other consumable ideas, including mine, in the stickied threads above.

Moxxinal
Fri Mar 12, 2004 6:35 am
#8



I'm personally looking forward to candles, but I say that as an interior designer who doesn't build structures anymore. I think they'll be fun, which is why I play this game.


I completely agree, however, that they are NOT a viable source of noticable renewable income.My concern is that the devs will believe they have thrown us a bone regarding renewable income and therefore put us to the back of the line for dev time. When we clamor for more renewable income, they can say "but we gave youcandles..."


I don't think many folks here, myself included, believe that candles will be a real source of revenue; my hope is the devs also realize this and simply put them in because they will be cool.

Message Edited by Moxxinal on 03-12-2004 05:35 AM



Moxxinal
Retired Master Interior Designer
Current Wanderer of Radiant Galaxy
Thornstar
Fri Mar 12, 2004 7:39 am
#9

it can simply be put in pay rise terms.


How would the devs like it if they had been fighting for a payrise for 6 months. Then SOE tell them they will get a nice exciting payrise, only to find out that they will get an extra $1 a year. They got their pay rise, so they cant complain right?


Xohamz
Fri Mar 12, 2004 9:41 am
#10






Pawlin wrote:

WOw. Who would have thought that the introduction of candles would be the ruin of us all?






It was not my intent to declare the end of the architect world as we know it. However, it was my intent to point out that this "solution" to our renewable / consumable source of income problem is decidely unsatisfying. Additionally, I think we had a few much, much better ideas which in some cases were based on mechanisms that already exist in the game (i.e. they would not have invent much new code to do it) which seem to have been ignored.


While I think having working lights is nice, (they should have worked from day one in June) they simply do not adequately address the problem.


We will very likely have a spurt in limited furniture and lights sales until once again the market saturates.




BoberFett
Fri Mar 12, 2004 10:51 am
#11






Pawlin wrote:

WOw. Who would have thought that the introduction of candles would be the ruin of us all?







You know as well as I do that the sky is falling.


My girlfriend has a Master Architect on Bria with me. She only makes furniture, no buildings or installations of any kind. She sells a ton of furniture. If you're not selling any maybe your advertising or presentation need some work?
BoberFett
Fri Mar 12, 2004 11:00 am
#12






Xohamz wrote:


However, it was my intent to point out that this "solution" to our renewable / consumable source of income problem is decidely unsatisfying.







Please show me where somebody with any credibility has stated in no uncertain terms that lights are intended to be "The Solution" to renewable architect income? It's a trinket, nothing more. Were you really expecting a large profession change? DEs are the current focus of dev time.
Pawlin
Fri Mar 12, 2004 11:08 am
#13

Boberfett, I agree with you onthe 2 posts above.


I agree that there is a long term problem with the architect business because we really have no renewable income source. I justdon't know when and I think its quite possible that SOE will be able to fend it off indefinitely. Or we may eventually get some form of decay on harvesters or something.


I also don't think SOE ever said explicitly that candles were meant to the becomplete and final solution to the renewable income problem for architects.


Itsa fun trinket. Enjoy it.


And don't overlook the cash flow we're about to get from player garages.





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)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
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