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