Architect Archive

Thread: Does our Correspondent even realize that....

FlyingElmo
Thu Jul 31, 2003 9:06 pm
#1

Critical failures are the #1 problem for architects. I mean honestly, after scanning his posts, I haven't seen him say very much about them at all...and what he has said has been veryshallow (such has critizingpeople for notrunning a huge harvesting operation like he does). Whether or not he views this issue as a problem, a scan of this board suggests that nearly all architects agree that the critical failure rate is too high.


Case in point, a few hours ago I had about 13 structural modle failures AS MASTER in under thirty minutes. I had 4 in a row in one case and 3 in a row in another. The day before that, I had two walls failin under an hour. The day before that, I had a factory fail as well as a ton of structural modules that went into it. WHY should I, as a master, have to bear through so many of these failures?


Although these failures might be acceptable to people in professions that charge 10x markup on their products (and don't consume very many resources in the process), architects typically only make 3-4/unit on a house, and need thousands upon thousands of resources to build something. While it may seem like we make money, all it takes is one bad critical failure to set us back a week, or even a few weeks. A


In any case, I'm not going to go into all the reasons why critical failures are a huge problem. There are a hundred other threads for that. What i am going to say is that our correspondent needs to get more vocal on this issue (he represents us, after all, and if he doesn't bring offical attention to the issue, it won't get any), and he needs toput the majority's views before his own.


Thanks,


FlyingElmo

Zarcath
Thu Jul 31, 2003 9:17 pm
#2

Critical Failures was one of the first topics to be addressed and has already been sent in last weeks report.
terrorbeat
Thu Jul 31, 2003 9:35 pm
#3

LOL





Kaori [FX]
Master Doctor
Novice Teras Kasi 0142

Location: Arca Effex, Corellia
Rath
Thu Jul 31, 2003 10:01 pm
#4

Personally I completely disagree. I have no issue with critical failures. It is a part of the system and frankly doesn't bother or irritate me.



Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
Master Weaponsmith

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Adune
Thu Jul 31, 2003 10:07 pm
#5

I had 30% failures last night on structure mods until I just started machining.
Master Arch, 92% crafting tools, metal was 750+ Ore was 850+.

That's just slightly stupid.




Adune, Master Armorsmith
ARR Armor, Strongbadia, Naboo
Jhayzmine
Thu Jul 31, 2003 10:27 pm
#6

My problem with this is that the further I have advanced in the architect profession the more failures I have. That seems a little backwards to me. I'm almost master and cant seem to make anything, I'm afraid to make the PA hall I don't know what I would do if I failed on that. Hopefully this will be fixed soon since it has been reported.
FlyingElmo
Thu Jul 31, 2003 10:32 pm
#7

Link?
Nocali
Thu Jul 31, 2003 10:46 pm
#8

I was wondering if you mentioned the fact that our +Structure assembly and Experimentationonly adds up to +55. So when all these other guys are getting a bonus so it'll add up to +100... we are still left with +55.




Nol
Master Architect
Flurry
SilenceAM
Thu Jul 31, 2003 10:47 pm
#9

My number one problem right now is that we're the only profession that loses 20k experience or more per finished item due to being forced to make components in a factory. Even making the structure modules by hand, I lose 20k experience off of what should be the total every time I make a harvester. Plus the whole "you don't gain experience for using your own components" bit, and the part where the schematics give no experience either. I get 60 experience for spending 4500 resources making 2 factory created generator turbines for a heavy harvester. That's 60 experience for using more resources than it takes to make a small house. Utterly rediculous.
Aramyr
Thu Jul 31, 2003 11:02 pm
#10

The main issues are


Admin on structures not allowing placement/and input output hoppers


Crate bugs - not being able to get items from a crate


Resources resetting on server reset


I mean these are very very real bugs that need to be fixed before anything. I don't like crits i mean who does, but anyone who crafts an item that they can't afford to suffer the crit on is being a fool. Its part of the system and just something well always have to deal with. The number one non-bug related issue is the fact that experimentation for tects is absolutly worthless. High crit rate is way down the list imho. There are improper naming connvetions (what on earth is up with the 12 struct small house) and missing functionality Lamps not emitting a light source and no move up/down which are even more important that a function of the game that you in essence want nerfed. Fix the REAL problems first then look at changing a percentage or algorithm.


Numen
Thu Jul 31, 2003 11:50 pm
#11

Yea lets try and fix the bugs before we try to balance things with the bugs.


Don't all of you put critical fails into your pricing plan? That is basically why I won't sell anything less than 4c/unit. Even if I fail on everything once I'm still making something, yes a very very small amount. I have failed in 2 factories in about an hour. But in the 3 days prior I didn't fail on a single high end building.


At the moment architect is one of the easiest to lvl up with if you are able to get the resources. Armorsmith and weaponsmith are a pain with putting in 2-5 components and 4-8 resources into an item to get 400exp or something. Architects have 1 piece that gives 500 exp and is 3 clicks that takes 15 seconds for the machine to make. I did all the way up to master with mostly just structure pieces. Now I'm starting on armorsmith and it is a pain compared to that.




Amandil Morier - Tempest - Master Chef
Roro
Fri Aug 01, 2003 5:41 am
#12

crit fails and their % increase as you level higher makes perfect sense whether you cry about it or not.. as you get up there you make higher and higher quality items.. thats GREAT .. but to counter the potential OVERFLOW of mass producing masters and their incredible quality work..lower decay rates lower maintenance costs etc..into the market.. you get higher risks involved with creation and higher amounts you can loose.. yes im sure it is obnoxious at times and scarey when you are about to press next or whatever in the creation steps.. but hey.. you get to make super high level items and get paid big money for them.. thats the way i see it



- Roro Asockogwa
MagusAlbertus
Fri Aug 01, 2003 6:47 am
#13

i've got a 5% crit fail ratio.... but then that's why i use a factory.
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