Architect Archive
Thread: Before I leave the game, I wanted to share my ideas with you .. Enjoy
- NO more maintenance fees on harvesters, houses and factories.. Sony wants moneysinks, then increase the cost of travel, vehicle repair, and a few other maybes that are bases on usage, and not real time.. Factories could have a "per item" fee charge.. Therefore if you make nothing, you pay nothing..
- Harvester, House and Factory deeds would become "non-deedable".. If you wish to move, or change which resourse you wish to harvest then you would have to buy a new deed..

- Resources would become a FIXED location.. no more would resources shift in and out, nor would you have to survey for best concentration.. I would make it so that if you survey for a particular resource you will either see RED (no build) zones, or GREEN (build) zones on the map..
- Revamp completely the harvester numbers and experiemental points.. It would be up to the architect to determine the actual rate of extraction.. Example of this is that a small harvester would be crafted and experimented to allow anything from a 500 units per day to 4,000 units per day.. The sucess or failure would dictate the final extraction.. Keep in mind I would also change the math codes so that 80% of the time you will end up making a small harvester that will extract between 1500-3000 units per day.. btw.. these deeds would be non-factory craftable..
Each would be custom made in their own right..
The whole idea here is to make this casual friendly and put more control and power of resources in the hands of the players and less with Sony.. The resources would change in quality about once every 2 or 3 weeks, but the resource itself does not shift out.. Sony would have to redo how they impliment and lay out the galaxtic resource map, but it would never change once in place.. I would highly push for and recommend that no more then 2 or 3 resources could overlap.. So if you wish to change resource, plan on buying a new deed ![]()
Shame they got rid of Miners.. I would of liked to see this game with more alternatives and fun, then what it's become, in my opinion.. It would of been exciting to see players choose and make their own destiny, then be forced by what SOE dictates on any given day, and then try to keep up..
Let the demolition begin:
1. No more maintenance fees. Lets see where that takes us. All in game items are made of resources. Resources now cost exactly nothing. All items are now worth nothing. Crafting as a profession is ended.
2. No redeeding. Ok, now I have to buy a new set of heavy harvestors every 2 weeks when the resources shift. Umm, no.
3. Resources become fixed. All of the good resource spots become ubercamped by 1337 d00dz with 7 alternate accounts, new players are screwed.
4. All harvestors become custom items, with only a few maxing out on extraction rates. People only want the best, so the 85% of harvestors that dont get the maximum extraction rate are effectively trash and unsellable goods. Architects are ruined by the cost of resources.
Quite frankly, this might be the dumbest post I have ever read onthese forums, which isimpressive in its own way. ![]()
I'm sorry Jol, but did you even bother to read what I said, before complaining? Let me clear a few things up for you..
jol69 wrote:
Let the demolition begin:
1. No more maintenance fees. Lets see where that takes us. All in game items are made of resources. Resources now cost exactly nothing. All items are now worth nothing. Crafting as a profession is ended.
First, Maintenance fees are not the only thing that determines price of a resource, You still have the cost of the Harvester itself, but more importantly the cost of time, and availabilty of the resource.. This might be cleared up more as you read.
2. No redeeding. Ok, now I have to buy a new set of heavy harvestors every 2 weeks when the resources shift. Umm, no.
As I said, which you didn't read, resources do NOT shift, only the quality stats of the resource may change, but the availabilty does not.. If you have a harvester pulling Lok Wild Wheat for advance stims, you are going to pull it reguardless of the quality.. so therefore there is no reason to move the harvester..
3. Resources become fixed. All of the good resource spots become ubercamped by 1337 d00dz with 7 alternate accounts, new players are screwed.
Again you didn't read.. There are NO good spots with the new idea.. You either get a red zone, or a green zone.. the extraction of the resources are completely based on the architect and farmers skill levels.. This puts more power and control in the players hand and not SOE's hand.. New playes are not screwed.. If 1337 d00dz want to place 20 harvesters just outside Naboo, a new player only need to find a "green zone" and with the same skill and equipment can pull exactly the same number of units per day in Kaadara.. location no longer controls or determines the "extraction" of a resource.. All you need is a green zone to build on..
4. All harvestors become custom items, with only a few maxing out on extraction rates. People only want the best, so the 85% of harvestors that dont get the maximum extraction rate are effectively trash and unsellable goods. Architects are ruined by the cost of resources.
This is only because players in the game are spoiled, and since maxing a current harvester's BER is so easy, why settle for less.. I know when I was making small harvesters, I was making BER 4's 95% of the time.. Trust me, with the new system people will still want good ones, but knowing how rare they will be, they will settle for less, and pay less..
Quite frankly, this might be the dumbest post I have ever read onthese forums, which isimpressive in its own way.
Sorry you feel that way, and when the game continues to spiral down to nothing as it has done in the last 4 months.. You will be quite happy to buy your havesters from the only remaining surviving architect in the game.. Wait till the hologrind is extinct, and see what happens to professions then..
BTW jol.. what is your age? 16-21..... lol
I am not going to flame Liza, everyone has the right to air their opinions on what they thing is best. I am going to give my counter opinion in a more thought out manner then just "you are wrong" format.
1. With no shifts all resouces (except planet specific resouces) will be availible anywhere on the plannet? If not, even with the red green zones uber players will cram the good resouces making tons of money because they have a monopoly on the resouces. This will throw off the economy.
2. Max BER Mediums and Heavies are not as easy to make as one thinks. They take tons of resouces to make 30K + of material. When they are sold I get about 4.5 CPU, I cannot buy good resouces for this amount. Also if you are not a MA making max BER harvesters becomes increasingly more diffucult. I personally think that for the viability of the Archiect profession the Maintence neeeds to be higher for non architects. I think more atributes need to be experimentable (IE Factory Run Rates)
3. As much as I hate resouce shifts, I like them because they give a sort of balance to the game.
4. Moving harvesters takes me about 90 mins every two weeks and allows me to get my fair share of decent resources.
I agree with:
1. I think the BER system should be replaced by a more clearly defined numbering system so you know what your max resouces collected in an hour or day is listed (If you find 100% Concentration), instead of the complicated mathematical computation you have to do now.
Malacious wrote:
I am not going to flame Liza, everyone has the right to air their opinions on what they thing is best. I am going to give my counter opinion in a more thought out manner then just "you are wrong" format.
1. With no shifts all resouces (except planet specific resouces) will be availible anywhere on the plannet? If not, even with the red green zones uber players will cram the good resouces making tons of money because they have a monopoly on the resouces. This will throw off the economy.
One part I'm not sure of.. "uber players will cram the good resource".. Please explain.. Plus to help with the Red/Green zone idea I have might be confusing as I did not clearify it well enough.. A red/green zone isn't the same for all resources.. What might be a green zone for one resourse, will be red for for another.. Eample of this would be be if I surveyed for Steel.. I would get a green zone for steel, this also means that it's also green for (ferrous, metal, mineral, inorganic), but it would be red for iron.. If you check the resource tree, this will clear it up some.. Given the size of each planet and lot restriction, it's impossible to occupy every location.. This actually opens up the planet more for everyone.. Meaning that if you are late in jumping in on the "hot spot" shifting in resource you are forced to find another location, if possible..
2. Max BER Mediums and Heavies are not as easy to make as one thinks. They take tons of resouces to make 30K + of material. When they are sold I get about 4.5 CPU, I cannot buy good resouces for this amount. Also if you are not a MA making max BER harvesters becomes increasingly more diffucult. I personally think that for the viability of the Archiect profession the Maintence neeeds to be higher for non architects. I think more atributes need to be experimentable (IE Factory Run Rates)
However, consider this.. unless someone really messes up and allows their expensive medium harvester to self destroy, you'll eventually meet market saturation and no repeat business.. I know first had as many do as well, if you have a med harvie with a BER 10, you will not let it go unmaintained.. Redeed it at all cost.. Insense it's my belief that allowing this will eventually lead to where everyone will have "the best" harvesters with no need to repurchase, also meaning that with everyone having BER's of 10, the actual galactic extraction of resources will be larger then ever..
3. As much as I hate resouce shifts, I like them because they give a sort of balance to the game.
I fail to see how this is balancing.. I'm a causual player and for me it hurts.. I do not have the time to spend all day monitoring resources.. Powergamers will 98% always get to the hotspots first and have the time to log on hours per day to make sure they get them.. I as a casual gamer would often get an email from a freind saying "XXX has shifted in , here's the waypoint".. I get there only to find that there are 20 large harvesters going and I'm forced to settle in deeding my harvester in a close by location but 20% less in extraction
4. Moving harvesters takes me about 90 mins every two weeks and allows me to get my fair share of decent resources.
Well I wish I had that same luck.. I'm finding that I'm spending hours per week trying to keep up with the ever shifting resources.. Just the other week I placed 2 harvesters down on 2 different planets for 2 different resources.. I put 7 days of maintenance on them and come back 5 days later.. Guess what? Both resources shifted out within a day or 2 after I placed them.. So there I my harvesters sat for 3 and 4 days costing me money that is scarces already and doing nothing.. This happens more time then what it's worth.. Resourcing and Crafting is not casual friendly..
I agree with:
1. I think the BER system should be replaced by a more clearly defined numbering system so you know what your max resouces collected in an hour or day is listed (If you find 100% Concentration), instead of the complicated mathematical computation you have to do now.
I enjoy the overall capitalist philosopy of "Unlimted wants within limited resouces" I think something needs to be done to make crafting more profitable, I wish I did not have to take a 40% discount for items that were not max BER, but I worked hard to become a Master Architect, and I like that my stuff is more valuable because I am one.
Well honestly I can't believe becomming a MA is hard work.. I know for a fact that you can macro it in days.. with NO critical failures if you know the right steps to take.. I have yet to ever have a critical failure that lost me resources
You need to understand that it is the shifting of the resources that levels the playing field for the casual gamers. If it is true what you say that power-gamers are always the first on the spot then how would non-shifting change this? They would still be first on the spot but now you wouldn't ever have the chance to place your harvesters on the prime spot.
1. With no shifts all resouces (except planet specific resouces) will be availible anywhere on the plannet? If not, even with the red green zones uber players will cram the good resouces making tons of money because they have a monopoly on the resouces. This will throw off the economy.
1. With no shifts all resouces (except planet specific resouces) will be availible anywhere on the plannet? If not, even with the red green zones uber players will cram the good resouces making tons of money because they have a monopoly on the resouces. This will throw off the economy.
What I pictured when Liza first mentioned this idea is an area of the map which contained a static kind of resource ( like the IRON Mountain) where as many players as bought deeds could extract the resources. Something like overlapping extractors... not the clearly defined territory we have now. Kind of like buying into a mining operation. Once you deed the space that deed is gone... you continue to get the resources at the rate at which you bought in... if you wish to mine a new location you may cancel your current deed, buy a new deed, and place it in another resource zone. With a limited number of lots you would still have to choose which resources to collect. I would even suggest, in this case, that they stay fully static. I am not sure this would work at all, but I found it interesting and possibly a little more fair to those who are not....POWERGAMERS
.... and the economy is already way off....way...way..way off : )
Dalilahma
Dalilahma wrote:
I have only played for 1 and 1/2 months, but as luck and some good fiscal planning would have it I got to be a power gamer for awhile. I am not sure about the solutions Liza is offering, but I have to agree that crafting is not casual-play friendly. Neither is harvesting resources.( In fact, I think everything is easier as a power-gamer. ) To become any kind of crafter in SWG it takes dedication and time. Nothing too casual about it. Not like firing a blaster. Or AFK/macro dancing. I am not sure i want to change any of that... but I agree crafting takes time.I liked these ideas....
1. With no shifts all resouces (except planet specific resouces) will be availible anywhere on the plannet? If not, even with the red green zones uber players will cram the good resouces making tons of money because they have a monopoly on the resouces. This will throw off the economy.
What I pictured when Liza first mentioned this idea is an area of the map which contained a static kind of resource ( like the IRON Mountain) where as many players as bought deeds could extract the resources. Something like overlapping extractors... not the clearly defined territory we have now. Kind of like buying into a mining operation. Once you deed the space that deed is gone... you continue to get the resources at the rate at which you bought in... if you wish to mine a new location you may cancel your current deed, buy a new deed, and place it in another resource zone. With a limited number of lots you would still have to choose which resources to collect. I would even suggest, in this case, that they stay fully static. I am not sure this would work at all, but I found it interesting and possibly a little more fair to those who are not....POWERGAMERS
OK. NOW, that is a good idea as well.. All Im trying to convey is resource gathering should not be what it is currently and offering a more causual friendly way of doing it.. I do like the idea of buying into a share of a mining operation.
Currently resourcing is a race to the shifting hot spots and keeping up with all the changes.. Casual players are at a disadvange, sometimes crippling..
.... and the economy is already way off....way...way..way off : )
Dalilahma