Architect Archive
Thread: Does anyone else feel like things haven't really improved for the Architect?
I have one, charge more for your products. Be more intuitive. Fix it yourself rather than relying on the devs to try and fix something that's not broken.
Architects are the ones that "broke" the architect profession. We have no one to blame but ourselves for our prices.
Minimum 160K for 13 BER's, 140K 12 BER's....
Here's a real joke though. Put down 10 - 13 BER Heavies and it cost me 1 MILLION credits to get them enough maintenance to run two weeks. That is500K a week! OUCH. These were brand new never set units; so the maintenance shouldn't be bugged.
I for one will passing along to the "new costs of doing business" along, and encouraging other to do the same as well. If we aren't making enough money, we have noone to blame but ourselves... I'm not pointing fingers but I saw a post today on the Chilly board... someone's selling 13BER's for 100K!!! Doh!
The community as whole yelling and screaming to the devs about how expensive structures are now will do alot more good, than a handfull of architects belly aching about how damned expensive heavies maintenanceis now...
That's my 2 cents what's yours?
I agree with MasterRulon.
My pricing, I plan on asking 100k base price for heavies, +5k for extraction rates to 8, +10k for 8+ ER.
So... a 8 ER Heavy will cost 140k.
A 13 ER Heavy will cost 190k.
That's the fairest way I can see to do things. I will do something similar with mediums having a base cost + amount * extraction rate. Sure things can get expensive fast, but ya know what? I'm not the one broke either. And this leaves me the oppurtunity to buy materials from these miners at a reasonable price still.
I don't understand your problem here. We get more points to experiment with *woot* ya for us. Now your complaining that your not getting auto success every time your experiment? The whole point many of where wanting more points where so that when we failed at experimenting, we have a better chance of salvaging something useful from a failure. When I read a whine like that you just posted, it doesn't make fill sorry for you one bit.
I honestly think they screwed up by giving use access to experimenting in the efficiency when we to the final assembly the harvester. I would be happy if they turned back the way it was before, but let us keep the points to experiment on. Also I fell its a step in the right direction requiring more then just one attribute on resources matter for determining the final outcome. Makes finding the right resources to use that much harder and limits the best quality from being produced to those who spend time looking for it and know what there doing.
Now if would only fix the current bugs with the harvesters andmade experimentation on the furniture and other buildings mean something it betaking large leapsin the right direction.
Eirn
Master Architect
Starsider
with the new changes resources are more expensive to get plus vendors are more expensive.
ergo, the prices should go up, but on other hand we gotpeople like daryl
/sigh
"So... a 8 ER Heavy will cost 140k."
Whowould buy a 8 ER heavy for 140k when they can get a R 7 medium for 15k?
Why remove eff experimentation from final assembly?
What do you really want experimentation or pseudo-experimentation were you just have a small component easy to make define your best BER13 harvester? Whats the reason to have experimentation at all then? where is the risk? Everybody was able tomass produceBER10 harvesters easily before easily without risk, thats why mostArchitectsleft their prices at 3cpu. Now we have a chance of failure giving us an array of BERs to sell thus forcing a range of prices from the very expensive hight BERto the cheap low BER harvester.
I have no problem with failures on experimentation, that is if everything works well with selling expensive high BER and cheap low BER. My problem is with Medium harvesters being much more efficient than low BER heavies making thefailed experimented heavies unsellable.
Another problem that I see with the new changes is the huge increase in maintenance cost. Although I agree that higher extraction rate shouldhave higher maintenance, I also think efficiency should be somewhat experimentable.The real problem I see with the increase in maintenance is that it will SHUT down any talk about DECAY in harvesters. Yes, with such maintenance none will want to hear about decay. I think the path the DEV choose here is the oposite of what it should be and every step to this direction will make itas more difficult to go back and convince developers & players about decay. Decay that I believe important for economy, important for the architects renewable income and important for all thesechanges to experimentation (which are the right direction) to make a difference.
A person that sells an MMI for 15k (ER 7) gets what they deserve. I wouldn't ask any less than 50k for an ER 7 Med.
It's 15k ER7 MMIs that are what has made people create whine posts like this. If you choose to sell at 15k. That's your choice, but again, the only person you have to blame for your inability to make enough money to get by is yourself.
And i was playing around with the schematics and decided to make some personal harveesters, and it seems that i am more likely to fail a personal harvester now that i am with heavies. **edit**? lol
ive probably failed 4 personal harvesters since the patch and 0 large structures out of about 30 different structures (including 4 city halls)