Architect Archive

Thread: Section 3

Pawlin
Fri Jul 23, 2004 11:17 am
#1



This is still in process, but at the rate I'm going at getting it done I figured I should post it as is or I'd never get it out. Maybe I'll eventually finish it.


This guide is meant to help someone who is considering or just starting out in the Architect profession. For technical details and futher information, refer to the FAQ.


Thanks Pawlin







1. Starting out.


Architect can be a fun and profitable profession but it is not for everyone. This guide is written with the independent architect in mind but most of the material applies to everyone. The advice here is of my own personal opinion.


1.1 Do you want to be an architect?


Are you crazy? Why do you want to be an architect? Don't you realize they scrape by on razor thin profit margins and that their business is slowing grinding to a halt? No? You heard that it’s a quick way to uber cash, eh?...


I don't mean to dissuade you from your goal but just want to make sure you're aware of some of the down sides to the profession.


Before you start spend the skill points for Novice Architect you should think about why you are really becoming an architect. If you're in it for the love of crafting and have an interest in building large structures then Architect may be the choice for you . But if your main goal is to build some structures for your guild and/or city or if you're only interested in a quick buck then you might reconsider. Architect is one of the easiest professions to master but it does take a lot of materials to get there. Competing as an architect can be a challenge. Don't let the large potential revenues blind you to the heavy costs and low profit margins. If you want to run a business on the side to supplement your PvP or PvE game fun then architect might not be a bad choice compared to some other crafting professions. However you may want to consider operating as a miner. The amount of time required for mining can be very low and the profit return is pretty good.


The long term viability of the architect profession is in some doubt. The key problem facing architects in the long run is the lack of decay on our product. As soon as everyone in the galaxy has the house, factory and harvester deeds that they need then our market will dry up.


1.2 The grind.


Architect is one of the quickest professions to grind through but it does require a large amount of resources. There are two main schools of thought on the grind. First you can choose to grind through statues on practice mode. Statues are is the quickest way to master and take about an hour or less. But they are also very wasteful and it will burn up around 840k of ore and gems. Alternatively you can build walls one at a time from structure modules and then either stock them for later use or resell them to recoup costs. This route takes about 10 times as long as grinding statues but you are not wasting the materials.


1.3 Master or dabbler?


Mastering the profession requires 63 skill points total. If you do not mind limiting your schematics and skill points or only have specific goals or interests within the profession then you may be able to find success as a dabbler. However if you want the ability to build anything/ everything that architect has to offer and have an interest in all aspects of the profession then Master is the way to go. There are several ways to specialize in the architect field and have successful businesses.


1.4 Various specializations


Whether you are just dabbling in one profession or a full master architect, most architects choose to concentrate in one area or another. There are actually a few different ways to carve out a niche in the architect profession.


1.4.1 Furniture


Furniture can be a lucrative business all on its own. Furniture will usually fetch a much higher profit margin rate than deeds. By getting just the 4 skill box tree of Furniture I - IV, you can make all the furniture items except the master level. This gives you many different furniture items to sell. This also allows you to make the monthly paintings from the Bestine museum and those have a good profit margin. If you also have an eye for interior design then the combination of furniture sales and interior design services can be built into a very successful business. A way to fetch a premium for your decoration services is to offer custom decorations such as fish tanks or zoos. These are build out of normal items in the game to form elaborate creations.


1.4.2 Buildings


The market for buildings is generally limited. Most player cities often have a resident architect that takes care of building all the city structures needed. Most players already have a house deed and are not often in the market to acquire or upgrade housing. Even so, theres is always some market for houses. A well ran business may find success with just the housing market. While profit margins on houses may not be very high, the net profit on deeds can typically be tens of thousands.


1.4.3 Furniture and Buildings


If you want to spend half the skill points to get both the furniture and the building trees then you can combine both the furniture and building trades. One of the key benefits to this tact is that you can sell houses and then get repeat business for a whole set of furniture. Many people that buy a house want to decorate it so it is easy to sell the furniture to go along with the home. If you keep your house costs competitive then you can still make a good profit off of the furniture sales.


1.4.4 Harvesters and/or factories


Presently harvesters are probably one of the most lucrative and highest demand products for architects. To be successful dabbling in harvesters you'll need both the construction tree and the harvester tree. The construction tree is necessary to get the experimentation points required to make the better harvesters. Harvesters are one of the only items we can experiment on. Its particularly important to be able to make the maximum Base Extraction Rating (BER) possible. Mediums max at 10 and heavies at 13 (as of this writing). Most customers only look for the maximum BER and will not want to buy anything less unless it is at a deep discount. Factories are found in the harvester tree but are a slightly different beast. Factories can not be experimented on so are more of a commodity item like buildings however they are often in greater demand with people who are picking up new professions.


1.4.5 High quality Crafting Stations.


Even though Architects build them, crafting stations actually use Artisan Experimentation points rather than Architect Experimentation points. So if you're a Master Artisan then it only takes Novice Architect skill to build crafting stations that can compete with the best in the galaxy. Crafting stations require a lot of high quality materials and sub components from master artisan and master droid engineer professions. Profit margins for crafting stations are often very high and the average price for a good +40-43 rating station is usually in the 40k range (YMMV depending on server economy).


Side Note: The exact benefit of crafting stations is debatable. SOE's only statement thus far is that crafting stations "influences" the chance of success or failure during assembly and experimentation. That is not extremely enlightening. In my own experimentation creating artisan items as a master artisan it is hard to see any benefit to using extremely high quality tools and stations over very low quality tools and stations but I seemed to see more of a difference when crafting items as a novice.



Message Edited by Pawlin on 07-23-2004 11:29 AM

Message Edited by Pawlin on 07-23-2004 11:34 AM



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Pawlin
Fri Jul 23, 2004 11:18 am
#2




2. Running your business


Some architects may choose to just build some structures on the side for fun. But for most architects, success in the profession revolves around running a successful business more than anything. Many books have been written on the topic of running a successful business. Most of the wisdom used in the real world can be applied to your architect business in SWG. I can't cover everything there in much depth but it is worth touching on some of the basic topics.


2.1 Pricing.


The subject of pricing seems to be an eternal debate in crafting professions. The best advice on pricing I know of is to get a sense of what the market rates are and then pick a pricing strategy that you feel happy with. It is your choice if you want to emulate Walmart, Nordstroms, 7-Eleven or Sears as far as pricing schemes. A little market research is a good idea. You can look through the servers trade forum and watch for WTS (want to sell) and WTB (want to buy) posts for harvesters, crafting stations, etc. If the items are in high or low demand / supply then this should be taken into account when figuring your prices. Also this is a good way to get an idea of the going rate for items on the server in question.


2.2 Location


What is it people say? Location, location, location. The choice of location can have a very important impact to your business. If you're in a merchant tent 800m from the Coronet starport then that will be a much different environment than if you're in a small, remote city with no shuttleport on Talus. The high traffic areas tend of course to have brisker business but they can also be more competitive. However the more remote locations can have pretty good repeat local business but business can be a lot slower.

If your business is doing well enough then consider stocking multiple vendors in different locations. You might try placing vendors in well trafficed areas on Corellia, Theed and Tatooine.


2.3 Stocking the vendor or taking custom orders


You can choose to take custom orders, stock a vendor or do a combination of both. If you are taking custom orders then you will not have to worry about stocking lots of inventory but you'll loose walk in business from casual shoppers. If are not open to custom orders then you may loose the business of anyone looking for a specific item or large order that your vendor can't provide. If you have the playing time and resources available then I would highly recommend stocking a vendor and opening yourself to taking custom orders. This provides the complete solution to all customers.



2.4 Advertising


"If you build it they will come" is not necessarily true when it comes to selling architect goods. You need to do something to get the word out. Its possible if you throw up a vendor in a house that people will stumble across it but it’s a whole lot more likely you'll get some foot traffic if you get the word out. Good ways to advertise are : listing on planetary map (requires merchant skill) and posting ads on the trade forums for your server. One method people use is SPAM ads in the heavy traffic cities. This method may work but may also be a turn off for many people. Setting up a mailing list of customers is a way to use targetted advertisement. Once someone buys a product from you, then you can put them on your mailing list. Then periodically you can send messages to the list letting them know what you have in stock or announcing sales. Running a sale is a good way to attract business. A temporary sale on one item will generate traffic to your shop and result in purchases of other full priced items as well as future repeat business. Another tried and true method of advertising is to place an item on the forums for an auction on the public bazaar in a nearby city with a custom name and description that points to your shop's waypoint and describes your products. That way anyone looking in the bazaar for that product type will see your ad item for sale. e.g. make a personal harvester and name it "Bobs Harvesters at -123, -1234" then in put it up for auction at the maximum auction price so it won't sell and enter a description of your shop and products in the description field.


2.5 Customer service


Good customer service is a very important part of a successful business. It is a topic that people can and do write entire books on. For some of us its common sense and but some folks just don't have a natural aptitude for it. So anyway… here's a random jumble of thoughts...

Be nice to people. Say thank you. Do everything you say you'll do. Don't set expectations that you can't meet and meet all expectations that you set. If you quote someone a time that you'll deliver something then follow through with it. If you aren't sure how long something will take then give a range like "1-3 days". Don't back out on orders. The customer isn't always right but just smile and pretend they are. If you don't know what is on your vendor and someone asks then tell them you'll check and get back to them. Try making deliveries or paying someone else to do so, that little bit of effort on your part can make a huge difference with some customers. And most of all.. be nice to people.


2.6 Repeat customer perks, volume deals, etc.


This is a tactic that some people use and others choose not to. It can be a good idea to keep your bigger customers happy by giving them a little something extra. Whether it be on occasional price discount or just a free item thrown in once in a while. Perks for repeat customers can make a big difference in retaining their valuable business. If you sell a house then you might throw in a few free furniture items. Or if you sell 10 harvesters then you might offer 10% off on their next purchase . However you might choose to implement it, such perks or benefits can help retain the business of the repeat customers and larger buyers.


2.7 The competition. Aka "Those jerks"


No I'm just kidding there are plenty of other architects that you'll find are not jerks at all. While some of your competition might be a major pain in the backside, you'll also find folks that are willing to help and even team up with you in various ways.


2.7.1 Undercutters

Undercutters are the bain of many architects. You'll have to learn to live with them or beat them or just give up. Many undercutters are very temporary and will disappear in a few days or weeks. Lots of people undercut the market just to grind up in XP and dump their product for a quick buck. Fighting an undercut can be extremely difficult.


In general I think the best way to deal with undercutters is to simply not worry about them. Take a "live and let live" attitude. You may find that their pricing has no noticable affect on your sales.


One good piece of advice I have is to offer the customer something that the undercutters can't. For the most part you'll be distinguishing yourself in customer service areas as well as providing convenience. If the local undercutter is typically back ordered then make sure you have deeds readily available. Another tactic is to buy out the undercutter and flip their merchandise for at a higher price. This can take deep pockets and is fairly easily circumvented if the undercutter bans you from their shop. It is also not considered "polite" by some and could gain you an enemy.


Sometimes undercutting is unintentional. A new architect may simply not know what the going rate is for an item. They may try to sell their factories at 30k because they don't know how easily they could be sold at 40k. So it does not hurt to talk to the new architect and see if they are aware of the prevailing prices for items. A small amount of educating from yourself can help gain you an ally rather than an enemy.


2.7.2 Cooperation: Referals and partners


Many of us choose to focus on one style of business such as the various specialties listed above. If you build houses and you know another architect that builds harvesters then you can build a good referal business by sending business back and forth. You aren't competing directly with one another but you are sharing those /tells you get for stuff you don’t' build and getting some good business back in return. This is a benefiicial system for both architects and the customers.


Another tactic of cooperation between architects is to develop a partnership business. If you both build harvesters then you can split the business with each of you making half the harvesters and then sharing a fully stocked vendor between the two of you. Or if you are differing specialties then you can join forces and setup a one-stop-shop for all architect goods.



Message Edited by Pawlin on 07-23-2004 11:27 AM



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Pawlin
Fri Jul 23, 2004 11:19 am
#3

nothing to see here




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
rofak
Sat Jul 24, 2004 5:27 am
#4

Great Stuff!



nnnnnnnn4Ooco
nnnnnnnn4Sunburst Mining Township
nnnnnnnn4Kettemoor Server
ZenDragonMLS
Sun Jul 25, 2004 10:40 am
#5

I think that this one should be stickied - great job!



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Rebbouse
Sun Feb 20, 2005 11:54 am
#6

Oh this is a great guide. Thanks.



*
Bolpuhr Fortunae
Omni City
Naritus Galaxy
Architect
http://ZeldereX.com/?topic=45117
Anthemion
Sun Feb 20, 2005 9:06 pm
#7

/cheer Pawlin. Very nice!

BTW.
3.3.3 needs updated. (I know you know this, but here's a copy.)

All Housing item limits have been changed. This will mean that small houses can now store 100 items for a Naboo small house, and 200 for the the other small and medium houses. Large houses and Guild Halls can now store 400 items each instead of being limited to 250 items each.

Also inventory is increased to 80




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
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