Architect Archive
Thread: ** Architecture Dianosis (repost from main board
Architects really are getting a bad go. If they do not have people willing to give up their lots to them, or a massive PA supporting them, then they must rely on their measly 10 lots to gain resources.
For any other crafter, numbers matter, but not the way they do to an Architect.
Lets look at an example.
Here is the shopping list for a T21 Rifle. One of the best things a Master Weaponsmith can make. He charges 30-40k for them and gets it, due to their desirability.
Shopping List:
150 Ditanium Steel
127 Metal
100 Reactive Gas
85 Polonium Iron
50 Inert Petrochemical
30 Copper
30 Low Grade Ore
30 Alantium Carbonate Ore
17 Wood
15 Gallinorian Rainbow Gem Cry. Gemstone
5 Crystalline Gemstone
----------------------
639 Total Resources
So for 639 resouces, which take no time to get, he gains about 30k. Some of these can be rare, but even for FWG5's which have more common resources, Master Weaponsmiths make 30k. And they use less resources. So lets go with the T21.
Now lets look at the shopping list for a guild hall. The best thing a Master Architect can make, and one of the most popular. He is lucky to get 150k for it, but we will be generous and say he can sell it for 200k.
Shopping List:
40434 Low Grade Ore
16528 Metal
1800 Non-Ferrous Metal
1590 Carbonate Ore
1500 Aluminum
787 Steel
762 Copper
600 Reactive Gas
150 Chemical
24 Polymer
21 Inert Gas
6 Armophous Gemstone
-------------------
64202 Total Resources
Now...
This post is NOT about the fact that a FWG5 which takes 147 resources to make can sell for 25k,while a small house that takes 3388 resources to make and might sell for 10k (if your lucky). Thats just the current economics of the game brought about by supply and demand and desirability of items.
What this post is about is Architectural problems compared with other crafting classes.
Firs, Critical Failures. Even assuming that the master architect can sucessfully sell one PA hall, it takes just one failure to put him out 192,606 credits (assuming a worth of 3 credits per resource) when even if he sold for 200k he would be making 8 credits profit. Small houses dont break even.
If a Master Weaponsmith crits on a T21, he is out about 2000c. A master weaponsmith would have to crit fail on over 20 T21's to meet one failure by a Architech on a guild hall.
Houses, and other architectural items, must be made more desirable.
All small houses should take 1 lot. Only the Naboo style 2 does, why?
All medium houses should take 2 lots, they do.
All large houses should take 3 or 4 lots. Currently they take 6. Noone keeps one once they see this, because you gain nothing from it.
A PA Hall should take 6 lots, possibly as high as 8. PA halls all take 9 right now, except Tatoonine, which takes 7, why?
Houses should decay, and need repair or replacement, just like any other item. This however would make them less desireable if they do not gain more usefullness.
For Usefullness
- Allow the size of a house to matter. Make it so you can drop more items on the floor for larger houses.
- Allow the storage containers to actually open and shut, and be lockable
- Allow doors to be made public or private, such that a whole building can be public, with private areas you dont want the public in (this would encourage large houses).
- FIX ADMIN SHARING. (Beta bug)
- Allow each house size to provide increased resting.
- Allow houses to increase healing on pets by size of house
- Allow add-ons to be made to expand houses or change their functionality.
Until houses are actually desirable more than as a status symbol, till they have some purpose, its going to be hard for Architects not supported by a ton of folks to make ends meet and enjoy their profession. This post does not call for a nerf of any other profession.
Also, side note, allow architects to have more lots as they gain in the trees. 10 is just not enough when you need the amounts of ore we do to make things, much less cope with critical failures.
I know many Architects work out deals with players on other servers to come make a character on their server and let them use that characters lots. It stupid and shouldnt be done, but its the only way they can make ends meet.
Ramble Done. What do you think?
This has been discussed to death, and I still think anyone whining for more lots just needs to get a new strategy. I've got 4th level arch in 3 branches and 500k creds in the bank. I've never used someone else's lots to go beyond my 10, and I have a small house set up, as well as occassionally having a structure or equipment factory up. You just need bigger harvesters.
On a 60% vein of ore, a medium harvester brings in 3500 units a day. That's 14k ore a day if you set up 4 mediums. 1 more medium on two different types of metals, a small chem extractor will get you enough resources to build a medium house every day. I'd say you can be pretty successful at that rate and have enough lots left over for a medium house as a shop. Switch to large harvesters and you can make a large house and a few medium harvesters every day. If you were able to actually sell that much stuff, you'd be making 150k profit a day, minimum. Not enough for you?
Now the PA hall issue is a seperate thing. For a period during beta PA halls cost 0 lots. They need to address that issue on its own, but that's a problem for everyone, not just architects.
I get 500k for PA halls and would take no less.. A crit fail at 150-200k would mean losing money.. I would not waste 2 days resources to lose money..
That being said, I doubt there is an architect that would disagree that the cost/sell ratio for housing is too low, and it is annoying to argue with a non-architect about this, and that 10 lots is too few unless you can share.
Personally I think the housing should be equalized in terms of lots, and there should be a different alternative.
The alternative I would like to see, but many PA backed architects would frown on would be this:
First, housing lots should be 1, 2, 3 for small medium and large. PA halls should have no lots required.
Second, Any player should have 3 lots.
Third, Novice Artisans gain 1 lot at survey 1,2,3,4, and at engineering 3,4, and 1 more at master artisan. A master artisan would then be at 10 lots.
Fourth, Novice Architects gain 1 lot at novice. Then they gain 1 more lot for each level of construction (this could be at installations or housing instead, but the construction tree would make sense). They then gain 5 more at Master Architect.
Now, this would mean that a Master architect would have 20 lots available, but sharing lots would not be that lucrative. This would also slow the power leveler who is backed with near unlimited resources, as they would not have 20, 30, or 40 or more harvesters to power level with. Most players would not want to share or give up their lots as any housing they may want would require them. Coalitions of artisans would have an advantage over coalitions of random professions that support a single architect. 3 lots to start would enable either a house, or a power generator, and 2 harvesters. Gaining survey levels would make sense for gaining lots as if they gain xp in survey, they are probably looking for resources. Gaining levels in engineering at level 3 and 4, when harvesters become available, makes sense as well. A master artisan who stays at artisan, goes into weapon, armor, or droids does not need more than 10 lots.. An architect does.
PA halls: This would have to have some adjustments. A PA hall is not a residence. It should not be treated as such. Any player should be able to be the master of a guild, and should not have to give up a residence to be the master. However there should be some restrictions involved. Primarily, there should be some significance to establishing residence. Perhaps having admin rights could allow a player to have access to the guild bank, and to be allowed to drop and retrieve items in the general storage. Having room rights would allow a player a room in the hall, and to have drop/pickup rights in the room. Crafting stations could be allowed in the PA hall. However, without a reason for residency other than calling pets, players may take advantage of the 0 lots to place a hall and use it for their primary residence. Although this would not be much of a gain, give a player an exploit and they will use it. Perhaps keeping the hall expensive would be significant enough to prevent exploit.
If anyone can poke a hole in this idea, please do..
As an architect, I can really get by with a monster mine on ore and a monster mine on metal. Probably aluminum. I might also need some small qty of steel and a bit of reactive gas depending on what I'm building, and I know I want 70 harvesters, not 2. But the point is, I could actually get by pulling 2 resources for the most part. One if I'm making a fortune on furniture at the low levels of the tree.
That same master [weapon|armor]smith, making those T21 rifles that I would love to see on Lowca, could argue that they need more lots than architects, because they need to mine a minimum of 9 different and specific resources for that one rifle. That's assuming that perhaps the one kind of Plumbium Iron that's available in their galaxy happens to have good enough stats that they'll want to include it in the generic 'metal' slot in the item's construction. Doubt that though. While they might be looking for Overall Quality, Heat Resistance and Shock Resistance at high numbers on their resources, the only thing I look for in an ore is 53%.
I'm not even going to comment on a 150-200k guild hall.
Regarding the lack of monetary balance in professions, I'd have to say that many people hit it on the money when they said to wait. On my server, I have to turn down large and medium house orders all day. 150k is no longer questioned for a large, and if I felt like making one, I'd go for 180-200k. Everyone wants large harvesters and I'm busy making them for myself. Someone told me they spent over 110k each on 5 large gas when I was about to sell one for 85k. Time to update pricing. And I can't keep my furniture vendor stocked enough. Now that people are getting their guild halls, there's no reason for 50 people to be feeding lots full of ore harvesters to their architect, and he can't keep paying the maintenance himself. The PA Rush happened and is about done. The market for PA halls (the only reason to keep things running at so heavy a pace) is already filling out. Now the people who wish to play architects can make money at their trade without a problem.
Oh and ignore the idiots that try to tell you to stop posting about it ... they don't care simply because they got thier cheese before it was soured "well i got my master and I didnt have trouble..... what most of them neglect to mention is this.
1. they had help from a PA.
2. they utilized the factory xp oversight.
3. they got most of thier ability before the harvestor maintenance was nerfed and before the harvestor power bug was fixed.
Keep preaching and if you want check out my posts on bugs/ideas and revamps .. My main issue is architect plays nothign like what you would expect an architect to do. We are miners who sell boxes that never get destroyed in a closed market.
Thats a nice scenario for how to build up lots, I like it a lot
That way the cross server thing, they would at least have to build up a character some.
Or give everyone 1 lot
then give them 2 more when they gain 2 skills (which doesnt take long)
then the rest like you said