Architect Archive

Thread: What happens when everyone has a house full of furniture and 100 BER13 harvesters?

AvaroT
Tue Mar 02, 2004 4:10 pm
#1

What will architects do then?



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"Our enemies are innovative and resourceful, and so are we. They never stop thinking about new ways to harm our country and our people, and neither do we."
Mkappus
Tue Mar 02, 2004 4:12 pm
#2

Make a ton of candles and lights.


On the serious side. This is the oldest discussion on the boards architects structures need decay. Well with the turnover in characters, and if we get some new structures with the SE I think we will be fine. Everyone has been preaching doomsday, but business is still ok for most of us. Not great but ok.


I personally like the idea that an extractor should only be able to redeed X amount of times. After that it goes poof, or you can buy a redeed kit for X credits to get you X more redeeds.





Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
RotorofCorRng
Tue Mar 02, 2004 6:32 pm
#3

Increased MX over time .

[dejavu]



Rotor - Will cease to exist May 3rd.
DarthCedric
Tue Mar 02, 2004 7:03 pm
#4



AvaroT wrote:
What will architects do then?





Hope that that everyone will make an alt that will also need 5 furnished houses and 100 BER13 harvesters?



Darqyeti
Master Chef
Master Pistoleer

Xohamz
Wed Mar 03, 2004 11:49 am
#5

There's a good stickied thread on "renewable" sources of income for architects.
Lecivius
Wed Mar 03, 2004 12:15 pm
#6

This has happened on my server. Hologrinding ended, the need for resources plummeted, resource resellers are now selling resources at 1 cpu...or less. I made a bunch of water & flora harvesters and food factoriesin anticipation of the chef revamp. Those sold well for a while ( I still sell factories at 2-3 a week). I met a couple in my Shop who politely commented that I had the best stocked Vendor they had ever seen. They were so nice I had not the heart to tell them they were my 1st buying customer in 6 days.



Vendor at 3054 2811 Naboo, East of Keren
Ukelele
Wed Mar 03, 2004 4:03 pm
#7

I'm not too worried about the sky falling. The future still looks great for our profession in my opinion. The hologrind only made players appreciate a good product. In addition, now that it's over my prices have gone up and my products are still moving. In fact I'm still having a hard time keeping up with orders.

The future space expansions are promising too. With rumors of new planets opening up we will still have plenty to build. I remember hearing rumors that architect will make space ships in the space expansion also. I haven't heard anything in a long time but there is always hope.

The glass is half full 8-)



Kill them all with the utmost prejudice!
-Ukelele-
Thornstar
Wed Mar 03, 2004 4:40 pm
#8

Business is still good for me too. have had to stop personal orders because my vendor has emptied. I am going to increase prices to try and keep them there a little longer. I do see in the future that the way it is going the profession will die. there are already very few architects on my server, that might bewhy I still get lots of business. I dont believe candles and lights are going to save architects, we are not supermarkets, we shoudlnt rely on household items, we should be building things.

There could be many things that coudl be added to keep us going. A new enhancement unit that we can craft that can be added to harvester deeds(like weapon powerups to weapons). These would boost theBER of harvesters for an experimented amount of time, or reduce the maintenance rate for a day or so. Or help it run more efficiently and reduce the amount of power thats needed to run them. There could even be deep core powerups that help the harvester dig deeper and therefor extract a higher density of resource.

There isnt much we can add to houses, other than storage modules, which you canot make decay because it woulnt be acceptable for someoen to loose the items in their house.
bluejanus
Wed Mar 03, 2004 11:13 pm
#9

A hologrinder told me this idea. He said that as structures and harvesters age that they should start having random failures that only an architect can fix and the older it got and/or the more fixes it got, the more likely it would fail again. This would require structures and harvester to be periodically replaced or repaired and greatly diminish the secondhand market for these items. Maybe this could even be tied into the durability of the structures in question, make the experimentation on walls useful for some reason.


When I say random failures, stuff like the hopper being stuck so you can't open it or the energy feeder not accepting power. He said a resource seller heard the idea and was horrified.







Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
SgtOfDoom
Thu Mar 04, 2004 2:14 am
#10

They'll 'fix' the BER13 harvesters to be BER15 and we can start the dance all over again.
Ukelele
Thu Mar 04, 2004 5:20 pm
#11

I think that random fixes is a horrible idea. The game is suppose to be fun and I don't see being an on call mech as being fun. My time is already split between crafting, checking harves, searching for resourses, hunting and every once in a while I get to do a theme park.

Make fixing harves the responsiblity of the owner and not the manufacturer!

Besides, if it ain't broke....don't fix it. Our profession is strong in my opinion and will only get better.



Kill them all with the utmost prejudice!
-Ukelele-
Pawlin
Thu Mar 04, 2004 6:02 pm
#12






bluejanus wrote:

A hologrinder told me this idea. He said that as structures and harvesters age that they should start having random failures that only an architect can fix and the older it got and/or the more fixes it got, the more likely it would fail again. This would require structures and harvester to be periodically replaced or repaired and greatly diminish the secondhand market for these items. Maybe this could even be tied into the durability of the structures in question, make the experimentation on walls useful for some reason.


When I say random failures, stuff like the hopper being stuck so you can't open it or the energy feeder not accepting power. He said a resource seller heard the idea and was horrified.







I'd prefer that decay not be random. I think it should be predictable.


I'd hate for them to implement decay randomly on other stuff. Imagine having your gun jam in the middle of a fight or having your landspeeder throw a turbine belt when you're 3km from a city. Those examples would be a real pain. But on the other hand I really don't mind the decay systems they have for guns or vehicles right now.


Theres really no need to make decay for structures too fancy. Just have harvesters degrade over time (when in use) until they get to zero and then they stop working. Anyone using a harvester knows they're worth paying for. Maybe make it so you can pull 500k materials from a medium or 1M units from a heavy over their lifetime? I dunno, something in that range.





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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"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
AliVegas
Thu Mar 04, 2004 7:54 pm
#13

How about the maintence you pay on a harvester/house ect. goes to the architect who built it!
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