Architect Archive
Thread: architect is never going to be a fun character to play.
One thing that bothers me about the architect profession is the fact that the only thing that our time invested gets us is more schematics and a chance to fail less.Small houses crafted by a novice and a master would be identical. I think there should be some changes made:
Make Experimentation do SOMETHING - Right now the Construction branch does nothing. If I'm a weaponsmith, I can make better rifles if I have more experimentation points. If I'm an architect, that's just 352k more xp that I need before master. Harvesters should have a 'Quality Rating' on them like fishing poles. The higher the rating, the less upkeep and the higher yield. Furniture should be dependent on quality and durability too. Everytime furniture is used it should decay and then there should be quality levels. The novice architect chest looks rusted and crappy. It should look shiny and new if you get a high quality rate, and then depending on its durability, decay to look like it does now. There could be furniture repair kits to fix them or the owner would have to buy new furniture. A master architect should not be expected to sell a small house for 5k just because a novice next to him is doing it...
Critical Failures - These hurt. I was reading in another thread that somebody suggested not losing components when critically failing. A BRILLIANT IDEA! If I make anything requiring walls, there are three times when I could lose resources required for Structural Modules. Three chances to fail on every block of 250 resources and every time it passes, the next time could bea bigger loss. If I fail on a Medium House, that's over 15k in resources. Since I buy from others, that's over 50k in credits in loss. We'll just take that 50k out of the bank where I've been storing the left overs from my huge architect mark up and not paying for training in architect/merchant skills. There should be about... 20k if I'm lucky? Oh no! Sucks to Critical Failures.
How about some more desired schematics higher up - There should better models of items, not just bigger ones. How about a 'High efficiency personal mineral extrator' or a 'Compact Mineral Mining Installation' that require more complex pieces for better mining rates or less land usage? I think that would be wonderful. What about a 'Component Factory series' where you could make low maintainence small factories that require only1 lot and could only make components for whatever type it was? Maybe they could fit in a large room in a house and save on lot space. How about optional pieces for houses that would add patios, a balcony, or a small storage shed? What if the optional pieces in a crafting station did something, that would be nice. Make give extra experimentation points, or decrease failure rates slightly. Do something to make a more skilled architect be actually valued and sought after.
I mean, I like being an architect. It's fun. It's just that they seem to be left behind as crafters. They take more xp and resourcesto obtain and master than anyone else, yet the rewards seem... few and far between. Maybe the Urban Planner will be what the Architect should have been. That or it will just be an extension. Experimentation will do nothing. There's a pointless branch dedicated to it just so you can reach master and make a Capitol building. There will probably be a branch for public buildings like cantinas, and a branch for little items like signs and benches. The harvester branch will probably get replaced with an Assembly branch making it more of a pain to accomplish anything. I can't wait to get started...
So, I'd like the devs to read this and maybe do something about it... and fix the Harvesting Mechanism schematic please! If anyone wants to add something or comment, please do so. The more on here, the better!
please see my post on the following:
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=13681
there is no beef for any class that ive seen.
nothing at all is fun more than one or two times, after that its just booring.
now i just login feed the machines and log off.
if they would tell us what to plan for that would be a nice start.
what will i need to save to make pods or ships?
why have 50 thousand different types of every resource?
As a player it is NOT my opinion that making a game harder inheriently makes it more fun. It just makes it harder and less fun. One or two different kinds of each resource is more than enough kthnksbing.
pretty soon i expect to see zxczxc noobian ore. i got schematics ill never get to use again because the stuff isnt respawning. make each planet cycle thru a couple STATIC resources and keep it that way.
If we need a billion ore and a gazillion metal to make a star fighter tell us now.
Curious,
Couple responses here. Not sure if you meant resources that don't shift, or just a rotation thru a few different ones.
If you're against the shifting resources, thats a problem because basically oncesomething was found whoever got there first would never have to move and anyone else would be stuck with lower levels of concentrations and you'd just have an ever expanding field of harvesters.
if you're against the never repeating resources, well, don't have a great explanation for that one other than by constantly cycling to new ones it keeps people actively seeking the components and helps pull money out of the game which they apparently feel they need to do.
As far as wanting to know what resources will be needed for the new things? A) they probly don't even know what they are yet since space expansion is so far away still. B) if they told us too soon you'd just see people stockpiling so they can powerlevel thru the class and be master in a day or 2 at most. As it is you'll still see people do it that fast because they have 100's of harvesters at their disposal unlike most players.
Not gonna happen.