Architect Archive

Thread: I just crit failed.. AGAIN...

Tempest
Tue Aug 19, 2003 6:17 pm
#14






WarGhul wrote:

I have a recommendation for you. Leave the profession!


Seriously, there are things you can do to minimize crit fails and whining on the boards is not one of them.


What is the "functionality rating" of the crafting station youare using? (Anything above 20 really helps)


What is the experimental effectiveness and rating of the crafting tool youare using? (Mine are no less than 12, 91% experimented)


Whatkind of materials are you using?What is the"unit toughness" of the materials? Ifit isn't fairly high (800+) then I wouldn't count on your finalcombines going very well.


Your failures are not generalized to the entire population. Of the last final combines I have performed:


3Factories, 3 Med Houses,3 LargeHouses,5 Med Harvestors, 3 Large Harvestors. I have failed once, on the combine ofone of the large houses, and I was using a craftingstation (this was before thepatch so wecouldn't tell) with a functionality rating of -12.


So quit your bitching. Suck it up or go do something else. We don't need more architects.


-I AM WARGHUL







While what you say is true you need to learn some tact and manners and how to interact socially without comming of like an ass..



Serena,
Bria,
Naboo,
Serena's Architecture and Interior Design -327 3124 West of Keren
Master Architect and owner of Club Nakamura
Complaints are what improves the world both real and virtual.
ShaddamtheIV
Wed Aug 20, 2003 5:18 am
#15

Resources dont mean jack, maybe I have just been lucky but I havent failed more than a half dozen times on anything larger than a wall module.


I think the problem here lies in the fact that maybe this guy was undercutting the market and now with the full realization that there are costs beyond those of harvester maintenance and making multiple schematics that he is probably broke and out of resources.


Luckily I still have a full backlog of PA members who need items before I have to worry about selling to anyone outside the PA, by then our recruitment should be in full swing and I wont have to worry about it. Then againI still get a lot of tells for people wanting items, but then they see that I wont sell for less than 5 credits per resource to a nonPA member and they start crying lol.


Yet they will eagerly put them credits down towards a freaking weapon or some armor. I dont need em really, let them ruin some other architect so I will have more business later when they give up like this guy seems to want to do.


Good riddance.




Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
StormNet
Wed Aug 20, 2003 5:23 am
#16

I gotta be honest here. Post patch I was crit failing 50% of the time. I was besides myself. Then I heard about the crafting tools and stations having a rating now. I checked and of course I was in the negative numbers. I have since re-crafted my tools and stations to a positive number (I think my crafting station is now at 11.32 or something) and I have very few crit failures now. I now also pay attention when doing combines to unit toughness and whatever stat that the particular schematic asks for and use the best of what I have. It seems to have made a huge difference in my combines. Do I still cringe when I do a final assembly? Absolutly I've been bit too many times but at this point I feel like I have SOME control over how many crits I get. I used to keep doing structure modulestill I failed a couple and THEN combine the large structure now it's a while before I crit fail so I just cross my fingers. I still think large combine crit failures should be removed and/or get some of the resources back but it has been much better lately for me. Now if I could leave my harvesters running for more than a day before I moved them that would be a plus



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BT-Trajan
Wed Aug 20, 2003 5:58 am
#17

I built 1 medium house last night -- two times. Critical failures during the process and 1 crit failure at the final combine really hurt. Total cost in resources was somewhere in the neighborhood of 45,000 resources. I dont have the best tools in the galaxy, but they are all postive effectivenes and I used good resources. I hate final combines. My physical and mental wellness hates final combines. But that seems to be the way of things in this game. It supports my pricing structure. I wish i could charge the same cr/resource that weaponsmiths and armoursmiths do, but I cant ....yet. And besides, I like making buildings instead of guns and armour. This profession isnt great, but it workable. I too hope for revisions, new building, some kind of renewability in the product lines etc.. Hopefully we will get our wishes until then --- I keep on cringing.



Cheers!




Hadrian Augustus
Mayor and Master Architect of Aurora
Naboo, Flurry Server


Catapultam habeo.
Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

Translation: I have a catapult. Give me all the money, or I will fling an enormous rock at your head.
Nor
Wed Aug 20, 2003 6:27 am
#18






WarGhul wrote:

Goody for you Nor.


I have and it does. Your chance of failure is modified by the quality of the resources you are using. If you use 10 structural modules with a 25% rating you will fail less on wall module assemblies than you will if you use 10 structural modules with a 5% rating.


And the wookie is right, OQ matters not one wit for most architectural assemblies. It's all about Unit Toughness and to a lesser degree decay resistance. Just like I can use OQ 967 copper with a 537 conductivity rating on my crafting station assemblies and get crappy stations, or I can use 910 conductivity copper with an OQ of 317 and get excellent stations.


-I AM WARGHUL







Wargul I'm not trying to put people down, I was trying to help really. I have heard so many stories about people spending ages crafting the best tools and best stations only to critically fail final combines. Personally I've tried them all. I dida final combine on a guildhall using very low quality ore and was successful. I've used the best quality ore you can get in a small house and failed it. I honestly think its just luck and chance. I'm far from an expert though. I've probably only built about 15 guildhalls now, say 10 heavy harvs and a few hundred houses, medium harvs other structures. In my experience its down to pure chance, I've tried everything and there seems to be no set logic behind it.


Maybe I'm wrong though, wouldn't be the first time. I'd like for those of us who still work in the profession to get some feedback to explain how they can reduce the risks of failure. I just feel its chance myself after a months worth of experience.

MCORipper
Wed Aug 20, 2003 7:10 am
#19

I have all +11 crafting tools and +30 crafting stations and I STILL Critical Fail 2 out of 3 times on any complex final assembly. Which means I lose money on every structure I make since I can not pass that much of my operating cost on to my customer.


Some one has it as a tag line and it really is true. I run missions to feed my Architect habit. And it is starting to SUCK.




Agrenda: Teras Kasi Master, Master Brawler, Master Swordsman
Malboja: Taras Kasi Master, Master Ranger
Proud member of MBI, the best PA in the game!

RATGWNIWNU:Rangers Against That Garment Whose Name I Will Not Utter
RovaniDragon
Wed Aug 20, 2003 7:14 am
#20

I dont think its luck or chance at all. (well it is if you are using crap resrouces)

And i have done extensive testing on the resource properties.

My conclusions were, If you use low property resources, you can still be successful on a final combine, but your taking a huge risk in doing so.

I have also done testing on medium harvesters along with sub components. I found that the properties in sub components didnt really matter and wasnt affecting the final assembly where as the resources used in the final assembly is what mattered the most.

The bottom line i have come up with is, NOBODY is ever assured success. The types or resources you use in the final assembly will help/hurt the chance of a success.

While people like myself who say that they have never failed something big using the right resource properties, others will always chime in and try it once and conclude that im full of crap because they failed. But do the testing like i did and you will find out that im not full of crap.

I am not saying that i will always make them, lord knows im due for a failure. But its yet to happen and the only time i have failed since getting furniture 4 on a medium or large structure was when i did in fact use crappy low DR ore on a final assembly (like it was a double digit number it was soo bad). i simply clicked the wrong ore in my pack


now... this was before the patch.

But seriously. Do exactly what i said earlier.

Get some metal and chemical. 2 sets. 1 set of very high OQ (900+) and 1 set of low OQ (500 or lower)

Make a simple weapon powerup at a public crafting station with the crappy stuff. Write down the base % of a great success. Try to experiment and see how many slots you can actually experiment on it and write these down as well.

Then make another one with the good stuff. Write down the base % again of a great success. Then experiment with that one and see how many slots you can experiment now.

(This is provided that most of you architects are master artisan as well since most of us are)

The reason i say make a powerup is, its the cheapest way to test the theory.

IF you want to try something larger, by all means do so. But the results will be the same. and you will have to agree that the base percentages were different and the experimentation was different due to the properties being different. IF not, then you are either LYING or did something wrong.


BTW... I do still fail structure modules once in a very blue moon.
MCORipper
Wed Aug 20, 2003 7:46 am
#21

RovaniDragon, I don't think anyone questions that you can make better quality items and experiment them better with high quality resources. I know for a fact that is true.


However I can say after making 3 wall with the bestquality resources I could find, all 900+. And making 3 walls with lowquality resources, 500-. My failure rate was the same. I failed 2 out of 3. For 6 wall attempts I succeded 2 times. That to me is unacceptable. And the one "Amazing Success" was with the low quality wall.


What that tells me is that no matter what the quality of my resources the critical failures are the same. Your milage may vary but on average I fail now 2 out of 3 times on any complex build. I almost never fail on a simple build. Your milage may vary and I'm happy for you if it does. But Ican only repeat my own experiences and base my feelings in the game on them just as you base yours on your experiences.


Peace,


Ripper




Agrenda: Teras Kasi Master, Master Brawler, Master Swordsman
Malboja: Taras Kasi Master, Master Ranger
Proud member of MBI, the best PA in the game!

RATGWNIWNU:Rangers Against That Garment Whose Name I Will Not Utter
MCORipper
Wed Aug 20, 2003 7:54 am
#22

One mistake in the earlier post I said I had a +30 crafting station, I was wrong it is a +15 station.



Agrenda: Teras Kasi Master, Master Brawler, Master Swordsman
Malboja: Taras Kasi Master, Master Ranger
Proud member of MBI, the best PA in the game!

RATGWNIWNU:Rangers Against That Garment Whose Name I Will Not Utter
Adlerson
Wed Aug 20, 2003 8:23 am
#23

My experience is this:


The quality of your crafting station and crafting tools directly affect your chance of success on any assembly.
The quality of the resource the schematic calls for directly affects the quality of the finished product.


The resource quality doesn't affect your chance to fail or succeed, nor does crafting tool/station quality affect the quality of the outcome.


Just my $0.02.


Cheers,
Morlok

RovaniDragon
Wed Aug 20, 2003 11:18 am
#24

do you have all of the furniture line?

I myself being a master architect fail 1 out of 10.

previously before i started furniture and was using crappy resources, i was failing 9 out of 10.
GenChaos
Fri Aug 22, 2003 5:20 pm
#25

Grrr.... criticaled on a deep crust chem. I have a craftign station over 35 funct, and tools of 14.07 eff.


Before the big patch which was supposed to make criticals better, the biggest thing I had lost was a couple small houses. Since the patch, I have criticaled on factories and med and large harvestors.


I dont care what they say, they definitely made criticals MORE common and not less with the patch!



Grrrrrrrrr......

mysthunters
Fri Aug 22, 2003 7:49 pm
#26

hello, I would like to give my opinion on this.


I am an architect atm with 2/0/2/3, before being an architect i was weaponsmith.. then bounty hunter.. and then switched to architect/pistoleer.. ill have to say that i am having a blast right now with architect.. since there isnt any grind for me.. i run my harvesters all day.. while waiting for my harvesters to gather resources i either pvp or level my pistoleer skills and then at night.. after gathering my 15-20k low grade ore.. i sit in the back of the cantina.. and make a nice medium house for 45k exp.. yup all this is nice.. the only thing thats not fair is the critical failiure.. i find it non-sence...


the biggest thing i crited on so far is a medium naboo house.. and that was the most game breaking experience for me... i didnt felt like playing for a day after that.. and a game shouldnt give that feeling..


the bestthing i could think of is giving architect a insurance... i dunno but a little check box or something.. a fair price i could think of would be 250cr per complexity.. so a large house would cost 6250cr and would be critical free


thats just my 2cent

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