Architect Archive

Thread: My take on Architect

Domandred
Sun Aug 01, 2004 7:10 pm
#1



First let me say that yes I know there is a billion threads on this already, and yes I know that some of this has been mentioned over and over again. Yes I know that none of these will probably be implemented but here is my take on Architect. Also let me say that this will be LONG!! I just want to get this all in one post.


Just starting the game a month ago I decided to go Architect because I like building stuff in games. SWG in my opinion has the greatest trade skill format of any game. However I do not feel that Architect is a permanent class for anyone to play as it stands.


Work with me here. I want to buy a house, furniture, or harvesters I go to an architect. So I get a medium house, a few harvesters of each kind, and a buncha furniture. That's it. I never talk to an architect again cause as long as I pay my maintenance for house, and maintenance and power for harvesters, and don't get bored with my furniture I never have to hire an architect again.


As an architect I make and sell these things. I have NO repeat customers. In fact coming into the game at this point in time with player created malls all over the place like McDonald's resturants I have not sold one single atchitectural item in my vendors. Even though I am selling at lower then ANY other vendor I have seen anywhere on any planet. All the money I have been making is in selling resources (IN THE BAZAAR) which I can harvest and sell as any class.


I MIGHT get an order for a town item (Bank, Town Hall, Shuttle Port etc) but since my server is current OUT of player town space on any planet and those towns probably already have the structures or an established Architect the chances of me getting those orders is slim to none.


So currently the plan is go to Master Architect, build a crap load of furniture that I will probably never sell, some heavy harvesters just for my use, and a few house deeds just in case I want to move from Naboo to say Tatooine where my current house deed is no good. Other then that I will probably never sell a house deed. After that is done I'll surrender the Architect skill, not because I'm a holo-grinder, but because there is no reason for me to stay an Architect.


So where is the real problem. Consumables!! Currently the only consumable item I can think of for Architects are Lamps and Candles. Street Lamps do not run out, neither do Torches. Nothing else in the architect line is a guaranteed consumable as long as people pay their maintenance.


Various fixes I have thought of.


Harvesters - Placement degradation. Everyone knows that harvesters have to be picked up and moved frequently. I figure about every 4 days average. Each time a harvester is picked up and moved it degrades by a portion. Once that degration amount is reached the harvester is GONE. It shouldn't degrade too much but lets say 5% every placement. This would make the harvesters hit 0% at 80 moves (If I calculated that right). BUT lets say harvesters can be fixed at any time. This requires an architect SKILL + Structure repair tool. Fixing a harvester can be done at any time, but drops the BER of the harvester by 1 AND the max quality drops by 5% as well. This means a 100% BER13 Deep Crust repaired at any time before destruction would be a 95% BER12 Deep Crust. The thing will still last a long time but not permenantly like they do now. Added experimental effects maintenance/power costs, balanced so that you could make a slow cheap harvester or a fast expensive harvester, added power/maintenance expense for an overtuned harvester (cranking up to 16BER as opposed to max of 14BER. Placement and Performance rate rules applied to Factories.


Houses and Buildings - Ug these need changed big time. Every floor plan looks the same. Architects need the ability to change something about a house even if the floor plan itself stays the same. There should be a colorization menu. One for house trim, one for interior walls, and one for carpeting color. This would take place at time of creation...OR again using an architect skill + paint kit can be done on an existing deed. Experimental capabilities of houses and buildings should be in maintence costs and storage. Houses should NEVER degrade due to people having vendors and items in them. However add this...if you want to move your house an architect with the appropriate skill can redeed a house will ALL ITEMS intact inside so once the house is placed again all items are in their proper location. Houses with items inside CANNOT be sold, but can only be transfered to the owner of the house. Houses with items inside can ONLY be placed by the owner.


Lighting - Houses are too bright! They need to be dark, very dark, to make it so lighting almost MUST be purchased from an architect. ALL lighting should have a set decay rate, no getting around it by buying torches and street lights.


More consumable items!


Furniture colorization - At time of item creation ONLY. This would make it if someone wanted to recolor they would be forced to purchase new furniture (AKA consumable)


New Structure and Fixture ideas - Probably discussed here as well but maybe not.
Player City Hotels/Casino - placeable by Mayors only. Casino boxes (as seen in NPC towns) add 3 or 4 more game types (video poker, bacci, slots). Placeable by Entertainers only in Hotels. Entertainers become hotel managers and odds in machines can be tuned by the hotel manager. Money paid in goes 50% to money sink. The other 50% is split between the city and hotel maintance negotiated by the Mayor and the Hotel Manager. Hotels and Casino machines Architect created.


These are just a few ideas. Kick them around, flame me, whatever.




Master Pilot - RSF
Master Structure Trader
Elder Architect
Elder Merchant
Elder Artisan
Domandred
Sun Aug 01, 2004 7:12 pm
#2

Ack no edit! Harvesters would get about 20 moves without repair.



Master Pilot - RSF
Master Structure Trader
Elder Architect
Elder Merchant
Elder Artisan
thepunisher286
Sun Aug 01, 2004 10:21 pm
#3

Im not an architect but I often ponder about the economics of this game and it will only take a few seconds to realise that an Architect in this game is pretty much a dead end ( no offense ). Fundamentaly, theres ( major ) flaws in the system that dont allow architects to keep a steady buisness flowing like a weaponsmith/armorsmiht.

In real life; Homes, Buildings, Schools, Hospitals. They can get destroyed, taken down by storms, or just crumble with time. Theres always a person in need of a building somewhere, and they will come back sooner or later to 1) expand or 2) rebuild.

In SWG; ( as you previously mentioned ) You buy a house from (1) ONE architect, along with a couch or two, and you set, granted you pay your mtnc. But we can have peoples homes suddenly crumbling on tatooine because of the recent sandstorm, or have poor joes house floating down the river because the foundation on tatooine became a mudslife with the onslaught of showers! So, the idea of having people needing to go to an architect to CHANGE thier home styles, locations is wonderful! Dont forget the option to add carpeting! I cant stand the bare floor of my tat/generic homes, I usualy rather live in Naboo style homes for thier "Finished" look.
yodachaos
Sun Aug 01, 2004 10:30 pm
#4

most of us know architect is a dead end.



Master Architect - 12 Point - playing since launch.

Coronet Mall - Marfa Structures.
887,0,-4684
corellia
Elyssa
Sun Aug 01, 2004 10:33 pm
#5

...and yet I enjoy it immensely!


Especially the ore.



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

yodachaos
Sun Aug 01, 2004 10:35 pm
#6

i agree i enjoy the architect class as well. its just that the dwindling sells will keep dwindling i believe till JTL comes out.



Master Architect - 12 Point - playing since launch.

Coronet Mall - Marfa Structures.
887,0,-4684
corellia
Salokin
Mon Aug 02, 2004 10:23 am
#7

.....I have been an archie almost as long as the game has been launched...I have made good money (and continue to do so) with hard work in the long haul making items with the best stats I could create with endless research, resource hunts, negotiating with suppliers, etc...etc...etc... But I too find architecture at this juncture in the game as wheel spinning...You can't enjoy aspects of the game unless you surrender the skill that (as an old timer..lol) took so long to build. Maybe one remedy could be as follows...Why not allow a full fledged Droid, Artisan, Architect, etc (the major crafters) keep their skill as a permanent skill to allow endevours into the world of pvp. I started my first week as a marksman eager to get to the fight...but realized cash had to be made...I missed out on the holocron era simply because I committed to the crafting area to get enough money to go to the good fight. Now I remain because of my investment, my ignorance of what really steps to take to go there, and my enjoyment of friends I made that also share my crafting desire to create wares...(mine being architecture) Everyone should have a basic crafting skill they can enjoy and if we dont have enough basic skills to go around....invent more....space age is around the corner...Let us use the skill system as normal and not tie up three master skills just to do business...shouldn't we know how to fight if we have to go out there and fight off adversaries when we use harvestors?...pretty lame to have to stand there and not be able to defend ourselves...So...I think that is enough to plant a seed on direction to encourage skills...not end them.....OK...now...for Dom's point of repairing harvs....I like it but I think he might have missed a cool way to make it work....Instead of losing BER on amount of moves...work up a fair degradation formula but allow the BER to be restored when repaired....the harv should have a half life eventually needing to be replaced but not at a rate that would drop prices....cheapen repair fees....and make it a larger job than necessary. In other words...ALL harvs will need repairing sooner or later...so let's not snowball repair...level it out and eventually repairing an old harv will be ridiculous...replacing it with a brand new one that the devs allow us to keep improving on...(yea..I slipped that one in) Architecture should be a great and honored skill as others are....Let's just find ways to keep it that way....OK..all done...good luck guys...I make the best crafting stations in my galaxy...and its been good to me...so my words are not complaints..only constructive advice...SALOKIN
antares_Kauri
Mon Aug 02, 2004 11:51 am
#8

Nice ideas. Architect definitely needs consumables. Why lamps and candles have decay timers but never go dark is beyond me. Torches, lamps, candles, these should all actually stop lighting up after they decay. A novel idea, I know. I also like the idea about experimentable storage on houses, color furniture, and anything that would have people buy harvesters again at some point instead of them lasting forever.

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
Sytem
Mon Aug 02, 2004 3:48 pm
#9

I would agree that they need to do something about architect.. There are so many houses and harvesters that can be placed and owned in the game.. Eventually that barrier will be reached.. You can hardly find a spot on bria outside major cities... Every other profession makes items that eventually decay or get used up, so we know that those items have to be replaced.. I have harvesters that are 8 months old and are in perfect condition.


My only suggestion if they decide to change the way harvesters decay, is to make them easier to make... I can see spending 20k for a BER 10 mineral and know that I'l have to replace it soon....
lmicheles
Mon Aug 02, 2004 11:19 pm
#10






Elyssa wrote:

...and yet I enjoy it immensely!


Especially the ore.






/twitches


....ore...................


Addict------>



Ellemir T'Tocs - Master Architect & Novice Fencer/ Ex Master Merchant & Scout(Current Vendor Location -853, 1211 Naboo (near Keren)
Valcyn
---------------------
Ehnoo - Novice Entertainer
AKA - "That Blue Dancing Girl"
Chilastra
StumanKadir
Tue Aug 03, 2004 2:37 am
#11

I think that you will find once the server wipes start taking place on a regular basis that this could spur a bit of buying, especially to replace houses that go poof, and more so with miners replacing lost capacity on harvs placed on long dead character lots.


The new influx of players that SEO is anticipating coming in on the back of JTL, as well as the need for resources and components for spacecraft in JTL will cause a nice bit of growth of the things architects make.


As has been mentioned previously, the fact that so many current architects are eyeing off the new shipwright profession and who plan on making the jump will mean a tightening of the supply side of the profession, with less architects catering to a sudden increase in demand. This is my take on it & so far I havent seen or heard of anything that could prove this little theory wrong.


So there are three things that could shine a rosy light on the profession. Sure new and additional schematics would not go astray, and if the devs hold up on their promises to better include Player Cities in the GCW, and actually allow the Architect profession to take part by giving the prof battle damagable constructs, there could be an opening for more business.


I still miss it though




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

ZenDragonMLS
Tue Aug 03, 2004 9:10 am
#12


StumanKadir wrote:
I think that you will find once the server wipes start taking place on a regular basis that this could spur a bit of buying, especially to replace houses that go poof, and more so with miners replacing lost capacity on harvs placed on long dead character lots.




Have I missed an announcement? What "server wipes" are coming?



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

Crimsonsplat
Tue Aug 03, 2004 10:37 am
#13






ZenDragonMLS wrote:




StumanKadir wrote:

I think that you will find once the server wipes start taking place on a regular basis that this could spur a bit of buying, especially to replace houses that go poof, and more so with miners replacing lost capacity on harvs placed on long dead character lots.




Have I missed an announcement? What "server wipes" are coming?




We keep hearing about it, but no one can point (or at least, has pointed) to anything but the vaguest of comments that Sony considers them wrong and would like to do away with them. However, the more I think on it, the more I think it'swaaaaaaaaaaaay down their priority list. Consider how many other things are broken worse. Getting rid of "cross-server" lots would be... problematic. How doesSony prove theplayer never intended touse them for their own benefit?What do they do when they get 100players complaining "I had a friend collecting resources for the Architect I was going to make on that server next month."


Now, purging dead people's lots are another matter. But they've got to selectively delete only the oldest, and just the lots with harvesters andfactories. They do not want a potentially returning customer to re-opentheir account when JTL comes out, and find thatall characters have been erased! Which means writing a tool for that, rather than doing a global erase, OR they have to go through and do it manually, which would be a nightmare. Can you imagine the howling if it takes them, say,six weeks to purge every dead account on every server?


And as much as we complain about detrimental bugs that they don't have time to do anything about, why would they spend a lot of time crafting a hugely complicated (and controversial) solution to one that is mostly beneficial, and has the potential to massively disrupt the economy when they are about to release their first expansion?


Oh yeah, because they're Sony. Nevermind.



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