Architect Archive

Thread: This has got to be the stupidest part of Architecture.

Wright_left
Wed Aug 06, 2003 10:39 am
#1

I know you've heard it all before, but today I had my first failure on a heavy mining installation. I know it was included in the first weeks report, but it needs to be number one every freaking week. There is no way it heck that 27770 units of resources would just up and vanish like a fart in the wind. I mean, **edit**. What am I supposed to tell the guy I'm making them for? Gee sry about that, hope you don't mind waiting another two days. This is completely retarded! I'm so mad right now I could spit. I know every one is having this problem, so why isn't anything being done? How hard could it be? They need to put an end to crit fails now until they can come upwitha solution to the problem. There is just no way that I should be expected to flush 100k credit worth item down the crapper, and "live with it, it's part of the game." BS, fix it!
Perpetual_Dark
Wed Aug 06, 2003 10:45 am
#2

I feel your pain.. Wait til you fail your first PA.. you will be even more furious.. We need components to be returned on a crit fail.. we risked the fail on the components when we made them, it is unfair to have to risk them again and again..



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Padashar
Wed Aug 06, 2003 10:49 am
#3

In the last 6 weeks, I've only failed on (1) wall module. All other failures were slim to none and on worthless parts of crafting. I use my factory more than ever now though.


I'm using 99% experimental Tools, and 99% experimental crafting stations with all optional components. Yes, this helps regardless of what people think. I haven't failed on a major structure since upgrading my tools and station.




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ThorsAnvil
Wed Aug 06, 2003 11:38 am
#4

on a guess, the people who are always saying they are failling, I am guessing your not Mon Calamari.



just from watching people post, I think that extra +10 we get has prevented so many faillures, i myself have only ever lost 2 walls.




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Zul
Wed Aug 06, 2003 1:36 pm
#5

I think you hit the nail on the head. I charge at least 4 creds per resource so I can theoritically fail 3 times and still make a profit. If you sell for less than this regardless of what the reason is( over saturation of your market) You will not make a profit unless you are lucky. If you sell for 3creds per resource then you will probably break even. If you sell for 2 creds the Crit fail monster will eventually get you on a big sale and you will be hosed. The brutal truth is that why should they fix this problem? If this happens to enough people and enough people get ticked off and leave, then that will balance the architecture economy. This is the reason they have the factory 10% xp nerf. It was probably put in place to a) make people not want to be artisans, b) slow people down and discourage enough to quit. After enough people get discouraged and quit then the market will balance itself a little, of course in the end it won't matter since structures last forever.

sarnsereg
Wed Aug 06, 2003 2:02 pm
#6

no kidding. a days resources go into a medium extractor for me(excluding mineral) and when i failed on one i just had to tell teh customer. sorry, i failed. i'll try again tomorrow



the big problem wasn't even that i failed on the solar gen. i failed the mechanical mech, then two generators. all 3 in a row right AFTER i failed the solar. if i hadn't failed those 3 items i coulda made him a solar right then. but that was 4 crits in a row and it is crippling to me. i figure i need 15k a day to stay in business with my house, factory, and extractors. when i fail a big project that woulda have set me up for a week, i'm in big trouble.






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Quadork
Wed Aug 06, 2003 2:09 pm
#7

The problem is that you folks took orders based on speculation not on a deliverable product.


Make your deeds FIRST and you won't have this delivery issue.


Critical failures are great and a necessary part of the game. I've never failed on anything larger then a wall module and I've been Master for a couple of weeks


Learn to experiment on your sub components properly, use the correct, high quality resources on your components and craft using a highly experimented crafting station and crafting tool. You'll see your failure rate drop like a stone.


I have been working the same vane of ore for a week now and I've only had to craft two things, the schematics for my wall modules and structural modules, I let the factory do all the work. For those that would scream, BUT THE EXP NERF!!! think about it. You wanna grind to master go for it, but expect failures in your hand crafted items. Does GM build cars by hand? Of course not, they use factories to do it because they are more effective and have less defects.


Floyd Wright, Bria




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Wright_left
Wed Aug 06, 2003 2:12 pm
#8

Zul, I don't think you are thinking from the devs point of view quite right. As the people making the money it would be foolish to agrivate people to point of quiting a profession. Some people would quit the game altogether, and from the business end, that's bad. I highly doubt that they are trying to make any profession undiserable on purpose. That's the opposite of what a game designer should be thinking. Especially if you're the guy that made all the code for the architecture profession. I'm sure he'd love it if he was told to make the profession less apealling, but applying nerf and ignoring bugs. The factory nerf, wasn't a nerf in the fact that factories really never were supposed to self-grinding machines. I had always heard that they would produce less xp, than self crafting, and that made sence.


I belive the devs would take a much different path to re-balance the economy. Which I might say should re-balance itself, as architects leave the market based sololy on over-saturation. I don't think the devs would actively encourage people on to play. Just my two credits.

Zul
Wed Aug 06, 2003 2:24 pm
#9

Well you would think that they wouldn't want anyone to leave but they really enjoy swing the nerf bat, even to the point of making some professions unenjoyable. What about releasing a product that isn't finished and professions that don't work, that also doesn't make sense from a business standpoint. I think they figure that no matter what they do people will still play because the cornered the market, I mean where else can you play in a MMORPG that has a starwars theme. Even if they didn't intend their actions to fix the economy it somewhat did. Haven't you noticed that it is easier to sell items now? Of course that could also be because a lot of the artisans ran to the new servers so they could have a chance to be top of the heap.
Wright_left
Wed Aug 06, 2003 2:57 pm
#10

Well business wise, if they cornered the market it would make sense to get the porduct out as fast as they can. Releasing a bugged, and broken product isn't ethical though. Sometimes business ethics is an oxy-moron.
DannoZ
Wed Aug 06, 2003 3:29 pm
#11

I, too, share your frustration, Wright_left.


1) It's a game. It seems to be a very bad decision, from a business standpoint, to cause serious frustration with your customers in a game. We do this for fun, not to feel like we'rebeing screwed with.Some of us are going to quit playing -- and paying. (Any ears perk up there at Sony?)Others are going to bad-mouth the product to their friends, which will stop a few new people from joining. Challenges are one thing; having a random roll of the dice wipe out your work for three RL days is another.


2) Random screwing with people is simply a bad game mechanic. I've read the posts. No one can even say why a critical happens for sure. Is it because you are Human and not Mon Cal? Is it because of a certain stat on your resources? Does getting Furniture 1-4help or hurt? Maybe your crafting tool is not experiemented on enough? Or, maybe your crafting station is facing south, not north? NO ONE KNOWS! From a game design perspective, it's pretty stupid to hide the Critical Failure rules so much that people think they might just be completely random.


SOMEONE FROM THE DEVS NEEDS TO EXPLAIN THE RULES ON CRITICAL FAILURES SO WE, AS PLAYERS, CAN REACT WITHIN THE GAME!!! (And, yes, that shout was on purpose!) I'm sick of losing tens of thousands of resources, and I'm even more sick of not knowing why I lost them or what I could have done to improve my chances!


It's a game! Tell us the rules, so we can play. Or maybe you'll find that we just won't.


-- Kyer Amon, Lowca

Illuminatrix
Wed Aug 06, 2003 4:18 pm
#12

I failed on my first equipment factory today... I'm a newbie architect so this was my first major failure. 13,000 resources, gone and guess what, when I tell the client that I'll be able to give another shot at it later tonight, he says sorry and leaves. I contacted him about an hour ago and he said he had found another architect.

Sigh.








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This.. isn't.. what.. I.. signed.. up.. for.

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Tresnar
Wed Aug 06, 2003 4:41 pm
#13

One trick I have found to help reduce critical final fails:


I always make structural components or furniture before making a large final combine. I wait for a critical failure on that small resource item, then the very next build I make is the large item.


Hasn't failed me yet, although I expect it will eventually. Given the randomness of it, it is certainly possible to get two criticals in a row, but that has happened only once to me.


Just my 2 credits worth.




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