Architect Archive

Thread: NO HOUSE for architects?

Sterma
Thu Sep 04, 2003 9:17 am
#1

Ok we as a profession use the MOST ingredients so we MUST have harvesters for ORE, Metal and power and quite often multiple of the same type. So if a large house takes up 5 or 6 lots and a structure factory takes up 2 lots what do we do? As architects, in real life they have the best houses,but we as a class are neutered in this aspect.



feedback, please.



Chauncey

Shastada
Thu Sep 04, 2003 9:22 am
#2

Well the best idea I can think of is to add lots for the broken construction skill tree. Take the assembly away from furniture and add it to construction so construction gives you assembly, exerimentation(ha!) and extra lots for each level. Something like +2 lots per level and an additional +2 at master arch would give all master archs 20 lots instead of 10 and would make it easier for us to collect resources and have a house and/or pa hall and still keep our arch business running full speed. Seems like the only way to level the playing field for archs not backed by big guilds.



Shastada Twingo
[LOWCA] PA: Phear Domo

Dayln
Thu Sep 04, 2003 9:29 am
#3

I actually agree, there should be 1 HUGE generic house that only an archetect can lay down that only takes up 4 lots.


Not going to happen of course

Shastada
Thu Sep 04, 2003 9:38 am
#4

Actually what I'd like best is for a different Extractor that only could get Ore and mined more than a heavy for about the same resource cost. So you could pull in more ore per lot cuz we need LOTS of it he he. It wouldn't really affect anyone else because not many professions need ore in the kind of quantity we do. So someone could lay a large house down and only need one ore harvestor to cover most their needs. Leave them some lots to do power (1 fusion) and maybe factory. Something along those lines would be nice. Granted I don't even have an heavies yet



Shastada Twingo
[LOWCA] PA: Phear Domo

Sterma
Fri Sep 05, 2003 4:05 pm
#5

Merchants get more vendors, CH get more pets, so shouldn't Architects get more lots?
Nester_of_Yavin4
Fri Sep 05, 2003 4:37 pm
#6

Well, I would like to see Architects buy resources off of the bazaar...


oh and then sell their finished products to merchants like their supposed to.



Really, an Architect should have


1 structure factory


1 fusion generator


3 low grade ore heavy harvesters


1 steel/iron harvester


1 copper/aluminum harvester


1 chem/gas harvester


1 lot for whatever they chose...



The problem comes in when the Architect wants to be self sufficient... which wasn't the way the profession was designed. You should be "supplimenting" the resources you purchase off the bazaar/miner with your own harvesters.


any thoughts?





]\[ester Acier

Acier Industries

(2060, -4652) New Aldera, Tattooine

Sinclare
Fri Sep 05, 2003 5:21 pm
#7

I do buy resources off the bazzar (spent almost 400k the last 2 days between bazzar and vendors for resources) but for the most part it's only to make stuff I want for myself (extra large harvesters) or Rare resources I need to make crafting stations (which are the only things that Arch's get a decent cr per unit out of and that is dropped by the fact that much of what I need for them are rare resources which cost much more than regular stuff).

However, buying resources off the bazzar (or vendors) for 3+ cr (most ore these days is selling for 5-6cr/unit) when people don't want to even pay 3 cr per unit on the finished product means there is no way to make a profit (and most of the time a huge loss). Even if you don't count in crits you have to count in bugs. Last night I bought 200k of resources to make some extra gen trubines because all my harvesters are mining the greatly needed ore on a 50ish spot (best I could find). I made ended up with 41 gen turbines, took them out of the hopper, made a schematic for manafacturing mechnisims (sp?) and went to put the gen turbines in the ingredient hopper but *POOF* no gen turbines. I've had similar things happen before and sometimes they come back..this time they didn't. I tried logging, waiting, etc.. no luck. Now I'm out 200k, 41 gen turbines + resources to make gen turbine schematic + resources to make manafacturing mech schematic + wasted time (yes time is actually a resource).

I would love to be able to purchase resources and still turn a profit but it just doesn't work.



......Sinclare Anarch.....Master Artisian, Master Architect......
Quote:"I'd like to live just long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I'd look up at your lifeless eyes and wave like this." :wave
Cyberthugg
Fri Sep 05, 2003 5:32 pm
#8

How about this .... we shouldnt be miners .....


BRING BACK MINING DEVS and restrict extractors to them .... then everybody has to buy thier resources.

Jherril
Fri Sep 05, 2003 5:46 pm
#9

I would have to agree that it is not feasible to purchase resources off the bazaar. I've seen them selling anywhere from 3cr - 10cr per unit. With people only wanting to pay a fraction of that for houses or harvesters. I have actually considered setting up harvesters and just mining and selling for 2cr per unit, only issue would be the fact that I don't know if I could keep up with all those orders


My character is Jherril on the Tempest server for those of you interested.. will take me a day or two to get things setup and I'll start selling resources at that point. I will mainly carry ore since that is what architects use most.



Jherril

Tempest
Fri Sep 05, 2003 7:43 pm
#10






Cyberthugg wrote:

How about this .... we shouldnt be miners .....


BRING BACK MINING DEVS and restrict extractors to them .... then everybody has to buy thier resources.







This doesn't work because... most of the resources on the bazaar sell for 3 to 10 credits a resource and people are only willing to pay 3 to 4 creds a resource for our products. Now im for chairity and all but not when it means I can't make a living.


The devs im sure really wanted interdependence but because there are crafters that can pay these prices and make a huge profit its not likely to come down anytime soon even if there was a mining profession.


I'm sorry to say we MUST mine the majority of our products to survive or we have to convince people to pay alot more for what we make... which do you think is more likely to happen?




Serena,
Bria,
Naboo,
Serena's Architecture and Interior Design -327 3124 West of Keren
Master Architect and owner of Club Nakamura
Complaints are what improves the world both real and virtual.
Sterma
Fri Sep 05, 2003 10:11 pm
#11

So, i pay 3000 for 1000 ore and it takes approximately 3000 to make a smalll house. That's just ore. I cannot sell a house for 9k, at least not recently. and guess what? WE ARE NOT INDEPENTdent, we still require s things that can only be made by a master artisan. Who is the Weaponsmith dependent on? Who is the CH dependent on? Who is the baker dependent on? the tailor needs skin and bone, but why give architects the heaviest dependency with something that should be common sense.


DannoZ
Fri Sep 05, 2003 11:52 pm
#12

How about this for an idea: ALL HOUSES NO MATTER WHAT SIZE SHOULD TAKE ONE LOT!!!


A fusion generator takes one lot, and I'm supposed to believe that there's any good reason for someone's house to take more than one lot, let alone six! Three of the four factories take one lot, and the big Structure factory takes two, and I'm supposed to believe that a lousy house should take six?!? What were the Dev's thinking?


Did they just sit down and say to themselves, "Hmmmm... how can we screw all the Architects and anyone who wants a house? Uh.... we could make houses next to useless and then make players use over half their resource production capacity to place one down.... yeah, that will work."


Houses *are* next to useless. They are basically safe deposit boxes that can only be accessed in one place. We already have a hard time getting people to pay for the resources that go into a house -- and then they find out they have to give up the earning potential of up to six lots! Just to store their crap! I've had customers just walk away time and time again.


There is a simple solution: All harvesters no matter what size take only one lot.Do the same with houses. Then, not only will we sell more houses, but we Architects could actually afford a couple to maybe demo to customers or maybe even one to live in.


I know, it's a crazy idea that an Architect would have a nice house. ;-)


I'm curious, has anyone ever heard how the same game designers who came up with the "one-lot each" scheme for harvesters, which makes perfect sense as we see all ranges of harvesters all over the world, also seem to have taken leave of their senses and have crippled houses? Someone must have heard some lame explanation about why the game needs a massive penalty for anyone wanting an nice house. What is it?


-- Kyer Amon, Lowca

Keoren
Fri Sep 05, 2003 11:57 pm
#13






Sterma wrote:
Merchants get more vendors, CH get more pets, so shouldn't Architects get more lots?




Amen.
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