Architect Archive

Thread: Please Take Away Critical Failures!!!!

Pluto-Sai
Sun Aug 03, 2003 10:44 am
#1

Last night just after getting architect I made a deed for my first house, then I made a second to sell and bam, critical failure and TONS of resources lost. I can imagine it only gets worse for higher rank artisans. I mean if that happened on a PA Hall you can just kiss ur a$$ goodbye.....



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go Eagles!!! (Doh.... not anymore....)
ChiarosCuro
Sun Aug 03, 2003 10:48 am
#2

yeah, and while you are at it, take away the resource requirements to build somehing


/shakes head


if you are smart and plan how you work, a critical failure may slow you down, but won't bankrupt you.




Chiaros Curo
LeviathanAK
Sun Aug 03, 2003 11:15 am
#3

So you are actually saying that it's reasonable for a critical failure to completely erase 100% of the resources and components going into the assemble? That really makes sense to you?
Bellator1022
Sun Aug 03, 2003 11:30 am
#4

Absolutley......


You stood to make anywhere from 8-12k in credits and roughly 2500 xp (forgive me for not knowing the exact number...didn't feel like looking it up) for making that house. So where is the risk? You don't have to worry about producing a rifle that only does 40-50 damage because you used inferior materials. You don't have to worry about making an armour breast plate that has such a high encumberance that no one can wear it. The only risk we have is the critical failure. We have much more to lose with failures than any other crafting profession because of the amounts of materials we deal with. But ask any other crafting class if they would risk critical failures for the chance to make over 50k xp for one item and they would jump at the chance.

Dirrill_Nigar
Sun Aug 03, 2003 11:38 am
#5

I definitely agree that critical failures need to be in the game. I've suffered through losing as much as the next guy, but it hasn't killed me. But I still think something needs to be done about some of these higher-level structures. Perhaps institute a random factor that can reduce the severity of a critical failure? Sometimes a crit failure will only cause the loss of all the raw materials in the combine. Sometimes a crit failure will only cause the loss of all components involved. Sometimes a crit failure will only cause a loss of half of the overall materials. It's an idea?



Dirrill Ni'gar - The Prodigal Bothan
15 Professions Mastered 70+ Badges Collected
Buying your meat, selling you stuffed animals!

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Deoka
Sun Aug 03, 2003 11:44 am
#6

PersonallyI think once our +assembly is brought into line with other crafters, we will be ok.


Yes we will still have fails, and yes they will hurt. But your pricing reflects that cost, right?


With +100 assembly at master, the number of crit fails WILL decrease substantially.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Bellator1022
Sun Aug 03, 2003 1:15 pm
#7

Hmm....10% of 200 xp....quick...grab me a factory Anyone trying to gain any skills in other crafting classes doesn't use a factory. Granted, the ones trying to make money use them all the time....and sell for insanely high prices. But I wasn't talking about what we can sell our items for. They may be apples and oranges....but it's still a valid point. Risk vs Reward.....

Robbo
Sun Aug 03, 2003 3:34 pm
#8

I also agree that critical failures should be part of a game, but make them reasonable. I mean I am 2 blocks away from master arch and failed today on 2 wall mods. That's like 10k in materials. I can see failing on stuff like structural mods and little componets, but failing on large objects. I mean if you were able to create all the componets for a large house without failure don't you think you could assemble it without failure also. That's just my opinion, but I think a lot of people would agree...


Vik Vega


Novice Architect


Master Artisan


Novice Sharpshooter

Jarvel
Sun Aug 03, 2003 4:20 pm
#9

I agree, leave them in the game.

I've lost 2 medium houses, and several days of work went poof with them. It hurt, but having 150K + in the bank from my other sales really goes a long way into understanding the reason for balance.

I am sure a lot of people have even more money then me, I give a lot away to my kids.

Some people may have it tough, and may have lost everything. In that case I'd suggest NOT putting everything on the line when you do a build. Build some smaller stuff, get some money in the bank and then build. Ours is a very profitable profession and this is a setback that we can painfully afford.

It will truly help to keep the economy more solid.

Leave the critical fails in the game.
Bellator1022
Sun Aug 03, 2003 4:41 pm
#10

I'm not saying leave it as is by any means. I think Deoka has the right idea. Bring the assembly stat bonus in line with the other crafting professions and reward the architects that take the time to work up the skills tree. The chance for critical failures should go down as you increase your skills, but should not be taken out completely.
QuiJonOz
Sun Aug 03, 2003 7:40 pm
#11

I think that on a crit fail, only raw materials and not components should be lost. The resources in the components have already been risked once when the components themselves were assembled.



No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Rarek
Sun Aug 03, 2003 8:14 pm
#12

If they take away crit failures i want 1 hit kills on dark Jedi's too.,i want a machine that gives me credits in amounts set ,and i want PA halls to fall from the sky..



Come on people if you cant afford to lose all the resources you have used to make something you chose the wrong skill...


Can we get a tissue dispensing machine in game please..WE NEED IT..




Trauma Windstrider
Master Dancer, Master Musican
Jigrah
Sun Aug 03, 2003 11:24 pm
#13

I have furn IV and have failed to date- 2 Heavy mineral miners- 3 Fusion power Generators - 2 Large houses.


So far i have succesfully made - 3 heavy mineral miners- 6 fusion power generators - 3 large houses.



Those are just the expensive htings ive made, am i doing something wrong or is this for everyone? (my crafting station effectivness is at 92% but my private large crafting staion is just minimum stuff.)

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