Architect Archive

Thread: Update on my critical fails and it's suckage

Rheet
Thu Sep 11, 2003 10:24 pm
#1

I sincerely wish I could get a dev to read the architect posts to see what is happening.


Anyway just like last week, I got an order for solar generators. And just like last week I failed twice in a row. On final combines I am 5 fails for 8 solar generators. Holocron or whoever, check my characters logs. On final combines in general I am 7 fails for 12. I use very high Unti toughness materials and all experimented factory produce materials. So when I a making something, its a combine and I am failing alot. I am also failing like crazy when I experiment with anything. I am a human Master artisian and I fail or crit fail very often making weapon powerups. The meter says 0% risk, so whay do I fail? I have a +38 station and a +12 crafting tool. The only wierd thing I have noticed is that sometimes when I fail, the slots stay populated and don't clear. Sometimes they do. I personally think that when they don't clear it's a false crit.


I have also noticed I hardly fail with my +13 station in the PA hall. Its not 5 feet from another crafting staion like the one in my home is (+38). Any thoughts. Can we get a dev to please chime in here? What can we do to reduce Critical Fails? Is it random? Is it based on anything? Skill? I it's skill why don't I have the same skill mods as a weaponsmith?I have to spendsame skill points as they do. Why can't my deeds only cost 400 resources to make so when I fail i feel less sting. I am serious when I say I am tired of being an architect with theese failures. Smugglers get Mole Clamps. Why can't we get a little love here.


I failed less as a novice making the same items as when I became a master. Something is very wrong. Can't you put something in that prevents you from failing so many times in a day or in an hour or at the very least twice in a row?

Youch1
Fri Sep 12, 2003 4:50 am
#2

Yours isn't the first post I've read making the same point and referring to high-end (+30ish) crafting stations. I still use my +15 which I made back when I started out and seem to experience far fewer failures than some.


I'm sure there's a bug here somewhere, and until I stop reading this type of post I'll be sticking with the +15 machineand have no intention of upgrading. Perhaps try a run of something cheap at both stations and compare the results?


Skarra, Master Architect




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Skarra, Master Architect of West Bestine, Tatooine, Radiant - fine Furniture, Homes, Harvesters and Resources at -2200, -3444 just 1 minute west of town.

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Ndainye
Fri Sep 12, 2003 8:20 am
#3

I have a +36.8 (I think) crafting station and I haven't failed a final combine on it yet



Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

MadACR
Fri Sep 12, 2003 10:33 am
#4

Hmm, I see allot of varied reasons placed here on Critical fails on combines.


Personnally I think that the crafting stations only effects experimentation, and that the tool effects the combine.



However, to help you guys out, these are a few things that I have noticed about times I have critical failed.



1. I have been waiting on a component to get out of the "oven", at the assembly screen. This almost always causes me to fail.



2. I have been called to RL duties for atleast 5 minutes, or have for some reason had to go AFK for that time. Once again Fails are fairly consistent here.



3. My materials have been WAY under par. Although this is not as consistent as 1 or 2, I didi noticed while pumping out structural modules that lower UT tended to make me fail MORE often.



So, I have learned to take my time OUT of the assembly screen, and once I know that I have all the materials for a large combine, restart the assembly, and rush through it as quickly as possible.


Another thing, read the work around for when materials stay in the crafting station.


make a macro that has /nextcraftingstage 3 times and a /createprototype after. Crafting seems to Time Out after a long wait, and seems to fail when no respons is given after about 5 minutes. Those fails aren't fails in the sense that you hit the "loose everything" number, but are fails in the sense that the crafting tool can't access the database, and there for does not creat the item.



Since following these rules I have not failed on a single item without Having a really bad fealling that I would if I didn't close out the crafting station.



Hope this helps you

Bushwa
Fri Sep 12, 2003 3:38 pm
#5

FinishMacro:


/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype;
/createPrototype;


Bring up schematic, fill in the materials - press macro. Viola! No more crits. Great for Architecture at the moment, since they haven't coded in any benefits to material quality or experimented stats.


Bush'wa



Meplorium
Fri Sep 12, 2003 4:06 pm
#6

Use the macro exploit as stated above and you get a crit fail rate around .5 -1%. The code is all messed up and bugged. This seems to by pass a lot of the bugg code, like tool checks and material checks, and just gives you the base crit rate. I am sure this will get nerfed at somepoint without first fixing the crit failing bugs..... So enjoy it while it lasts.



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Scortch
Fri Sep 12, 2003 4:29 pm
#7

I have tried a similiar macro but everytime I try and use it, all it does is eat my resources and produces nothing but error messages.


Scortch
Fri Sep 12, 2003 4:40 pm
#8

OK, the above worked. All the other macros I have seen have only had 2 /nextCraftingStage lines in them and thus didn't work.


OK, the new macro works like a charm. All this time was missing one of the /nextCraftingStage lines.


/ui action toolbarSlot00;


/selectDraftSchematic 97;


/pause 5;


/nextCraftingStage;


/nextCraftingStage;


/nextCraftingStage;


/createPrototype;


/createPrototype;


/ui action toolbarSlot01;


/selectDraftSchematic 97;


/pause 5;


/nextCraftingStage;


/nextCraftingStage;


/nextCraftingStage;


/createPrototype;


/createPrototype;


The above macro presses F1 which has one of my general crafting tools, it selects the structure module schematic, pauses long enough for me to dbl-click on the 2 resources I use, then finishes up making the structure module and then presses F2 for my 2nd general tool to start again.


When those 2 are done, I just hit the macro again. heck, with this working macro, I could get 3 going


Thanks for fidning the problem with the macros eating my resources. Just needed the 3rd /nextcraftingstage line.


Jigrah
Fri Sep 12, 2003 6:01 pm
#9

3rd line is needed when your near a crafting station, otherwise only 2 are needed.
Scortch
Fri Sep 12, 2003 8:43 pm
#10

Ahh, ok, I see. Since I am always near the station in muy house when I do my work, no wonder.


Yea, I can see where it would be needed to get past the experimentation box.


Neilla
Fri Sep 12, 2003 9:45 pm
#11



Meplorium wrote:
Use the macro exploit as stated above and you get a crit fail rate around .5 -1%. The code is all messed up and bugged. This seems to by pass a lot of the bugg code, like tool checks and material checks, and just gives you the base crit rate. I am sure this will get nerfed at somepoint without first fixing the crit failing bugs..... So enjoy it while it lasts.




I've been using this. The effect has been dramatic - I have yet to lose so much as a brick to a crit. This is WONDERFUL.

And - exploit my donkey. In the software biz, we call this a workaround :-) I would never use an exploit - but the crit fail code is so obviously bug-ridden that I consider this 100% legit.



-------------------------------------------------
Neilla Bastune, Mayor of Baishi
Master Architect and CEO of Baishi Heavy Industries
Scortch
Sun Sep 14, 2003 10:03 am
#12

yea, same here. Been working like a champ for me


Migosh
Sun Sep 14, 2003 3:29 pm
#13

Crit failure on final assembly in the architect line is just plain obscene.
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