Architect Archive
Thread: Architects overlooked again in big patch
Chef, Droid Engineer, Architect and several combat classes
All of which get no love from the devs pretty much ever....
Stormnet,
I agree, I noticed that in the patch notes as well. Instead of fixing the percent chance of us failing on a large structure like a PA hall, they fix the only way I have to circumvent the large number of Crits I get.
I agree there should be a set percentage rate for failture regardless of profession or skill, but at the master level, and especially as architects, the failure rate should be very low on huge structures. That "exploit" saved me on several final combines that got that fake crit. It's funny sometimes I get real crits and it flushes out the ingredients, I have always assumed those were real. The other crtis kept the stuff there, so I assumed they woud fix it so those didn't hapen anymore. Wrong, they fixed it so we can't get around it. That's what I get for making an assumption.
Praolith
Master Architect
Wow, they didn't even give us a hint of anything good. They could have at least fixed our master armoire schematic!! ![]()
I noticed it said something about capping component loots of creatures at 10. Does this mean hides? If so, that's going to really bump up those furniture prices. I already have to pay prettydearly for hides, but if this truly means they can only loot 10 from each creature then I can't imagine what they'll want to charge for them now.
As for the critical failure thing, I truly thought this was done accidentally on purpose as a temp fix to our critical failure issues until they were able to address the situation. The reason I thought this was that it only happens on large, resource intensive items. I never got this same type of critical failure on any small items like furniture or components (except walls). Any chance they might have lowered our critical failure rate and just not mentioned it? Yeah, I'm probably dreaming ![]()
This patch will likely drive architect prices up quite a bit it seems.
Ungag the **edit** correspondants..
-C9-
Unfoturnately I just got onboard as they were finishing the big patch and applying it to internal testing and TC, so I wasnt able to put up our issues in time. ![]()
But I have discussed some issues with the devs and they are aware of and hopefulyfixing some of it.
_-ArchAngel-_ wrote:Unfoturnately I just got onboard as they were finishing the big patch and applying it to internal testing and TC, so I wasnt able to put up our issues in time.
But I have discussed some issues with the devs and they are aware of and hopefuly fixing some of it.
The thing that sucks Arch is that they have known must of our bugs since beta. Lights that don't light and items that don't store were known.. Vertical height was known.. They've known a lot, what I'd like to hear is what their stumbling blocks are..
The 7 weeks before you were our correspondent they had nice lists of what was broken.
I'd like to hear some real honesty on where the problem originate and why they can't seem to put a finger on it. I want to see that they are more than aware but are struggling to fix.
Instead its been reams of silence and our own personal conjectures. It just hurts that two of my professions are 50% working if that, and so little communication has been given to either.
-C9-
Like hell they overlooked us. They looked at us and gave us the finger and took away the finishing macro.
They said, "hey we don't give a rats buttocks about you losing 20k of resources while other professions lose 500 in a crit fail."
Their silence says alot. They are more concerend with how to kill a womprat 50 ways then the cornerstones of the structures and harvestors in the game.
I am angered and frustrated. I am sad and moved to violence at the total obvious problems with critical fails and our profession.
I have played since the start and I fail more now then when I was a novice on the same items. It has gotten worse and worse. There are half the architects on my planet then a month ago.
My only solution I can think of is to stop doing final combines and just factory produce sub componants till their is a fix. I have enough credits to run my harvestors for months and months. Screw them, I am not going to blow away my hard work in the game because melons or men not wearing shirts was more important.
There is no doubt that Crafting macro saved several of my large items from Critting into oblivian. I always viewed it as a useful side effect to the macro itself, and I was able to justify it's use in that the crits didn't flush the resources out, so therfore the crit may not have been real. The fact they fixed the exploit, but didn't fix the reason we have to use it in the first place is annoying, but not surprising. Someone mentioned this driving up prices, but I don't think it will. I can't raise my prices any more than they are, as it is I struggle to make sales. Educating the buyer seems to help with the sales a bit, but the crit fails on large items needs to be addressed as a top priority.
For the record, the number of crit failures by masters of their trades is a problem across all crafting lines, but as architects we will feel the pain much more so than others due to large amounts of resources we need for those big items.