Architect Archive
Thread: Petition Fix Assembly and Experimentation numbers
DO IT.
im master and failed on a heavy mineral mining installation and 2 factories in a row yesterday.
lame.
that is not a "master"
Amaster should build bridges, faction buildings and all kinds of other stuff you see throughout the game. Sony dropped the ball on this one, maybe they could at least pick it up before it reaches the bottom of the hill.
In the last few DAYS, the following has been MY experience...
I am a MON CAL architect with Master Artisan.
I use a +35 workstation in my large house on naboo.
I just started using the NEW tools i created with the 942 conductivity copper that jsut appeared. My NEW tools are +13.26. My OLD tools were +13.14.
Using my NEW tools, and my +35 workstation and the new 942 conductivity copper, instead of getting end product workstations that rate +14 to +27, mine rate a MAXIMUM of only +5. That's right, only FIVE! This is in spite fo the fact that i still get AMAZING results on my experimentations.
OTHER than workstations, I still can get good items, though my Structural Module (the bricks for walls) critfailure rate on initial combining is significantly higher even though i just trained up another level in Furniture (giving an ADDITIONAL bonus to assembly).
I have a few theories on this...
1) the new copper may be bugged.
2) tools made WITH the new copper may be bugged, or ANY new tool may be bugged
3) Architects and/or Mon Cal were just Nerfed possibly accidentally or intentionally,
4) the low skill limit capfor architects NOW is IN PLAY, resulting in garbage end product and high crit failures.
The #3 and #4 possiblities are disturbing ones. I hope that the race I have been playingsince launch dayand chose BECAUSE it is known for its crafting acumen has not been nerfed. I also hope that Architects are not NOW being penalized jsut because their skill totals add up to significantly less at their maximum than other professions.
Either way, I hope this post may offer possible areas for the Devs to LOOK AT in order to fix the sudden increase in crit failures on assembly and SIGNIFICANTLY lower end product quality that at least some of us are experiencing. I realize that pinpointing source of (coding) problems can be difficult. Hopefully these observations will help.
Oh, and I have a NEW HOPE ...
In the online blurbs on Mon Cal IN GAME, the Mon Cal also are listed as THE BUILDERS OF STARSHIPS. I HOPE this means Mon Cal will get a SPACE VEHICLE bonus because this already is documented in game???
I'd like to be able to sign this freakin' thing in triplicate!! Just before the patch I failed on a Medium Flora, and a Heavy water installation... talk about wanting to reactivate that AO account, jeeeeesus I never wanted to see that game again when I left, I never thought I'd be having that game pop back into my head as an alternative so soon after leaving it. As I've said in previous posts however, I am NOT a fan of removing crit fails as a whole... but fixing them, I'm a big ol' fanboi.
I'm pretty heavily vested in my pistol skills also, so I think of it this way also... If all I had was my pistol skill, i.e. that's how I make my living, and I had a chance every single shot (or once per creature fought for that matter) of not only missing, but missing so badly that my gun was destroyed... how pllsed off do you think I'd be to have that happen once a day, or two fights in a row, or hell, even one fight a day? Now before all you comba-joes go rattling your sabres at the comparison, I'm not talking about crafting vs. combat skills. I'm trying to make a clear definition of skill failures across professional boundaries in general. If it makes you feel better, we'll use a doctor too.. imagine a doctor's healing skill failing so badly they actually cause wounds, or worse... send you to the clone booth with fresh new death wounds. That might give you an indication more accurately at how we artisans feel about the terminal crit failures we deal with, since in the example of a doctor it's player service given to players, just as we do.
EVERY single one of you, Artisans, Scouts, Marksmen, etc... can think of at least one way a terminal failure would make you just want to quit when it happens. When I say terminal I mean, the worst that can happen... the loss of every single peice of material associated with the failure. And before you trying to 'one up' me and say "Well your crafting tool doesn't break when you crit fail." I'm talking specifically about the materials used to get your final product, not the tools you use to fashion those materials. I never said, imagine a crit fail on a marksman destroying the gun AND killing the marksman (seeing as how he is the tool that uses his weapon as a resource to fashion a dead creature or player). I hope you see what I mean there.
Owodroi wrote:
In the last few DAYS, the following has been MY experience...
I am a MON CAL architect with Master Artisan.
I use a +35 workstation in my large house on naboo.
I just started using the NEW tools i created with the 942 conductivity copper that jsut appeared. My NEW tools are +13.26. My OLD tools were +13.14.
Using my NEW tools, and my +35 workstation and the new 942 conductivity copper, instead of getting end product workstations that rate +14 to +27, mine rate a MAXIMUM of only +5. That's right, only FIVE! This is in spite fo the fact that i still get AMAZING results on my experimentations.
OTHER than workstations, I still can get good items, though my Structural Module (the bricks for walls) critfailure rate on initial combining is significantly higher even though i just trained up another level in Furniture (giving an ADDITIONAL bonus to assembly).
I have a few theories on this...
1) the new copper may be bugged.
2) tools made WITH the new copper may be bugged, or ANY new tool may be bugged
3) Architects and/or Mon Cal were just Nerfed possibly accidentally or intentionally,
4) the low skill limit capfor architects NOW is IN PLAY, resulting in garbage end product and high crit failures.
The #3 and #4 possiblities are disturbing ones. I hope that the race I have been playingsince launch dayand chose BECAUSE it is known for its crafting acumen has not been nerfed. I also hope that Architects are not NOW being penalized jsut because their skill totals add up to significantly less at their maximum than other professions.
Either way, I hope this post may offer possible areas for the Devs to LOOK AT in order to fix the sudden increase in crit failures on assembly and SIGNIFICANTLY lower end product quality that at least some of us are experiencing. I realize that pinpointing source of (coding) problems can be difficult. Hopefully these observations will help.
Oh, and I have a NEW HOPE ...
In the online blurbs on Mon Cal IN GAME, the Mon Cal also are listed as THE BUILDERS OF STARSHIPS. I HOPE this means Mon Cal will get a SPACE VEHICLE bonus because this already is documented in game???
With "Experimintation" the overall quality of a resourse does effect the stats of the final item produced how ever i have discovered the other stats play a role in the final out come alls. I was using a extrusive ore making structure modules, my tools 4.6 and station 5.2, with a OQ of 394; my silastic ore with a OQ of 512 was geting 4% on average the extrusive was about 9% on average. The extrusive ore had higher Mallability, decay, shock stats then the silastic.
Mon Calimurian should get a +10 bonus to ship building
/signed
Dang it already. How big does the petion have to be till the devs say something?
/signed
Try a Crit failure on a Large Floral Harvester, my room is still a mess.
I now produce my componets via a factory