Architect Archive
Thread: Architect... a dead end profession?
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QuiJonOz
Tue Jun 22, 2004 9:19 pm
#1
Having finished with the holo-grind (no, I didn't unlock), I am looking at picking back up one of my original professions, Architect. But it seems like the market is dead for Architects. Once someone has furniture, a house, a harvestor, or a factory, that item is permanent unless the customer forgets to pay maintenance.
Weaponsmiths and Armorsmiths both produce goods that are degradable. No one flinches at spending as much on a suit of composite armor as they would on a PA Hall.
Now with buildings, I can understand the rationale of not wanting them to decay away, as it would be a pain to have to move and reposition all of your possessions, but with harvesters and factories it makes no sense as these are big machines with lots of moving parts. They should wear out.
My suggestion: use durability. Have a structure lose 1 durability a day (so a harvester with 72% durability would last 72 days). Harvesters and factories would have to be replace. Houses and other buildings could be refurbished by using a deed for the same kind of building (the durability from the deed would be added to the existing structure).
This would provide a renewable income for architects without forcing people to redo their interior decorating.
Otherwise, the only way we'll see a bump in business is when the devs add new structures and furniture to the game.
EnFERn0
Wed Jun 23, 2004 2:44 am
#2
I've asked and begged for decaying harvesters.
But I don't care anymore. I'm quitting Architect.
khamafeu
Wed Jun 23, 2004 5:23 am
#3
Even with arguement going on and on and on.... I still Architects, they make money... Maybe they are forced to undercut because of the competition but architects sell...
Arianrhod
EnFERn0
Wed Jun 23, 2004 6:14 am
#4
My sales are reduced to 1-2mill a week.
Not acceptable in my case.
Not acceptable in my case.
Brilyn
Wed Jun 23, 2004 10:12 am
#6
Conversely, I dropped Architect for a completely different reason:
It's boring as all hell....
I mean, there's no real effort involved in hitting BER 14 Fusions, or BER13 Heavies.
I made a reasonable amount of sales each week.
But the stress on trying to make a profit when your local ore supplier has jacked up the price to 2.5cpu is just too much. I don't need the hassle.
The problem with structures isn't the lack of decay. It's the players who refuse to pay even 1/10th Weaponsmith rates on buildings that will last forever.
I sell good Powerhammers on my vendor for 10k a pop, which is considered extremely cheap. And that's a mere 100cpu!!!
If I try to make 4cpu on my buildings, no-one buys them.
Given the effort required to keep a decent stock of buildings, I simply don't care any more.
I *will* miss furniture though.
Huntercrom
Wed Jun 23, 2004 10:40 am
#7
The idea of degrading harvesters has been brought up. Solutions in tow with it as well. The biggest problem is, the main body of people out there think that decaying harvesters is a bad idea. LOL.
They think that a weapon should decay, and it's ok to purchase new ones.
They think that armor shoudl decay, and it's ok to purchase a new set.
But ask the main player base if their harvesters should decay, and they hit the roof. They don't want it, and because of that, it will more than likely never happen. I'm not saying that I don't like the idea or that it doesn't have merit, because I do and it does. It's just as long as the majority doesn't want it, the chances of it happening are low.
It's sad that we can make items that last forever. There is absolutely no decay in anything that we make. Yet everything that a Weaponsmith or Armorsmith makes goes into the trash within weeks of it being made and sold. It's also funny too, that we use 10x the resources to make one item, and sell for 1/10th the CPU, or worse yet, less than that.
I started this proffesion nearly a year ago, and have not seen much loving coming our way. A few paintings, a few candles, a few lamps and poof, we're supposed to be instantly happy that the Dev's gave us something. If it wasn't for the Architects and their building the harvesters, then Armorsmiths, Weaponsmiths, Tailors, Droid Engineers and the like, would be out there using personals to harvest with, and the cost of items would sky-rocket even more than they already are. Yet, when the Architect asks for something that would augment him/her, they are whining and they should just shut up and go back to their corner of the game, never to be heard from until they are needed again to make another harvester or house.
I don't think it's a dead-end proffesion, honestly. I think that it needs to be looked at, and the items that we make, need to be in line with the items the other crafters make. Yes, even houses should have some forms of decay to them. After all, why have weather effects in the game, if it can't cause some minor problems to your house? Those should be fixable on the spot, without having to pick up your house or buy a new one. Fixing something like that would require a kit that you purchase from an Architect, and put it on the house and BAM! It's back to 100%.
Instead of calling the proffesion dead, utilize that oxygen to come up with workable ideas to make the proffesion better. If you want to leave, consider yourself missed. If you want to stay and fight for/with us, then hold on, because I have a feeling it'll be a long road to walk, for all of us.
Pawlin
Wed Jun 23, 2004 11:09 am
#8
This is my opinion...
The growth market for harvesters is gone. Hologrinding is virtually done. Most of the existing players have the harvesters they need. Different servers are at slightly different points in the supply/demand curve.
Our current and future business is going to be from turnover of new players and older players shifting around in their professions. There is also a small amount of business from people who's deeds accidentally burn up or otherwise get deleted. That is still enough business to support some architects but not enough to support as many could make a living at the peak of the hologrind boom. I don't know how many architects can make a living in that model. The answer depends on the individual architects expectations / desires as far as profits and revenues.
Architect will never completely die. There will always be demand for some harvesters. Just nowhere near as many as in the past.
Of course if they did add harvester decay then the demand could support a lot more architects than the sustaining market can.
DJODoc
Wed Jun 23, 2004 11:26 am
#9
IMO the following needs to happen for Architect to survive and actually be a playable profession for the long run...
1. Structures have to decay and have the ability to be repaired.
Pretty much everything in this game decays. Structures, harvestors, and furnitureshould also decay. Add decay resistence as something we can experiment with and we will have more control over what we build. So you want a harvestor huh? Well do you want one that can tear up and extract a lot but decay faster, or do you want one for the long haul that may not pull as much put will last 5 times longer? Make the player base make these choices. And as these items decay make their attributes change. If a house is at 50% then it should hold less items, a 50% ber 13 harvestor may only pull the equivalent of a 100% ber 9, and a 50% couch....well nevermind the couch
2. Architect repair
With items decaying at a reasonable rate, they should be able to be repaired by at least a novice architect with the right tool
3. Architect customization
I personally am tired of seeing the same old thing. Give architects a palette to create more variations. Each structure type should have a palette of colors to choose from. Nothing crazy, just some choices other than the zero choices we have now.
4. Space Exxpansion Integration
Include architects in the process of making ships. Just like we need a master artisan to make certain components, I think if the Shipwright requires things like walls and furniture to be made by Architects then it will give us some life. That goes for all the crafting professions for the most part. If the ship building process was interdependent on other professions it would improve the games commerce and force more player interaction. Let shipwrights make the hull, engines, and main components. But have subcomponents like walls come from the architects, weapon subcomponents come from weaponsmiths, navigation from DE, shielding from armorsmiths, etc. IMO no one person should be able to completely build a ship from scratch.
Those are my thoughts on the topic
Elro
Wed Jun 23, 2004 1:03 pm
#10
Very nice ideas 
There is a future for architects, if the devs can someway integrate us into the shipbuilding system then we'll be as happy as larry 
Architects should have more control on what they craft, and effect item attributes. This would offer a range of items.
Come on devs, Architect has a lot of potential
Alenion Drachia
THE fish of Bria
Brilyn
Wed Jun 23, 2004 1:52 pm
#11
Guys, I don't *intend* offense with this, but:
Structure decay is one of the dumbest idea there is.
For one very VERY simple reason:
Are ye prepared to travel from planet to planet, spending ALL your time ingame repairing buildings?
I doubt very much that you are.
So now, we have buildings that are going to die.
Which will kill all the stuff inside. Which, in a lot of cases, is irreplaceable. Like Quest paintings. Like gifts from friends (regardless of how common the item itself is).
So what you need to do, on a server by server basis, get the Architect community to up the prices. Start with a 50% increase.
No, this is not going to be instantly successful.
But it's exponentially more likely to succeed than lobbying for Structure Decay.......
IntoTheGarbage
Wed Jun 23, 2004 2:03 pm
#12
Brilyn wrote:
Are ye prepared to travel from planet to planet, spending ALL your time ingame repairing buildings?
I doubt very much that you are.
So now, we have buildings that are going to die.
Which will kill all the stuff inside. Which, in a lot of cases, is irreplaceable. Like Quest paintings. Like gifts from friends (regardless of how common the item itself is).
You misunderstand, we AGREE that houses should not decay, it is harvesters and factories which we want to decay. Nothing is stored in them except the resources you extract, and you have to travel to each of them at least once a week anyways to maintain them.
Bogwalker
Wed Jun 23, 2004 2:36 pm
#13
I cant believe all the people who keep complaing the profession is dead. i make 2 to 3 million a week which may be small change to some out there but I still have no clue what im going to spend it all on, so why would I want more? I can barely keep up with demand for houses and factories. I certainly dont have time to keep a full range of furniture in stock. And then every month we get a new painting thats a license to print money.
Forcing people to keep replacing stuff that wears out is not my idea of making the game more fun.
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