- Proposal
- Architects should have items that they can make that are consumable to stimulate activity on the profession.
My proposed items and changes are as follows:
1. An item that boosts installations productivity
2. An item that can be dropped in space to store loot temporarily and can be picked up later(lasts 2 hours or something)
3. Camp functionality should be expanded(they already see underuse) to provide a luck bonus in a radius around them(allowing them to serve as bases of operations while farming holocrons or other rare loot)
If not these optional consumables, something. It doesn't have to be my exact vision, but the over-arching point of this post should be discernable from these examples.
- Justification
- This will stimulate the economy and be a much needed boon to the architect profession. It is currently dull and has an absolute over saturation of it's goods on the market. We need to add something to architect that makes it feel like a viable, fun choice of crafter to play.
- Motivation
- If something does not change with architect, it will become this strange forgotten stepchild skill line that is just unused except by a select few and only very rarely. The amount of homes, furniture and installations in the game world is only growing and some consumable activity HAS to be given to this skill line.
Architects need consumables in their tree. I recommend an item that boosts installations productivity, an item that can be dropped in space to store loot temporarily and can be picked up later(lasts 2 hours or something), and camp functionality should be expanded(they already see underuse) to provide a luck bonus in a radius around them(allowing them to serve as bases of operations while farming holocrons or other rare loot). More items could be added as well.
The truth is that ALL crafting in this game needs consumables and reasons for player engagement. It is very unhealthy for the game and the class if a crafting profession is ever unneeded in the economy.
The truth is that ALL crafting in this game needs consumables and reasons for player engagement. It is very unhealthy for the game and the class if a crafting profession is ever unneeded in the economy.