Architect Archive

Thread: An Open Letter To Sony

Leezord
Tue Sep 02, 2003 3:01 pm
#14

I like the idea of making items for resources, except for one major flaw in the game.


There is no way for the customer to tell if you're lying about a critical failure.


If they would simply add a line of text to everyone in the group saying "Joe was successful in creating a class one widget", people wouldn't have to guess whether the crafter was lying. They did this in EQ eventually. It needs to happen here too.


Leezord Leeps, weisenheimer-in-training


Selling resources since 2003 (last week to be exact)

Ropock
Tue Sep 02, 2003 5:08 pm
#15

philomorph, just a question if you look at it that way, and this is not a flame, but just curiosity.


If that was the case, then what would the comparison for a PA hall be? a Rancor? Try fighting a Rancor alone and its a pretty safe bet you won't walk away alive too often. Of course, much could be the same when it comes to craftinga PA hall.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Meplorium
Tue Sep 02, 2003 5:42 pm
#16

You can compare the crit fail to a rifleman ONLY if the rifleman lost all exp and earn mission rewards when he dies. What happens when he dies? A free trip home. All exp in tack. All money in tack. When you crit fail you lose everything you worked for. At master you arent doing it for exp now are you, it is for final product. The crit rate went up with the last big patch. I think it has something to do with the tools, but I am I not sure if a -12 tool is any better than a 12 tool. Hell the -12 tool may give you fewer crits. Something is wrong with the crit fail rate. Seems to be a good 20 to 30% for me now when it use to be 5%. 5% was just about right. Enough to give it the edge, but not enough to be game breaking.



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Rath
Tue Sep 02, 2003 9:40 pm
#17






Padashar wrote:

However, what you are feeling is the lack of reward based off the complicated profession grievances.





Not so eloquently, but this is what I have been saying all along. Kudos.




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

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
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Rath
Tue Sep 02, 2003 9:48 pm
#18






Dayln wrote:
Contrary to some folks opinions Archetect is still a viable class for a begininer, in fact it may be one of the most profitable classes. It's future is uncertain, but its current is bright.




We must be playing two completely different games because this is not my experience. The fact that you can sell resources for more than you can sell completely buildings basically proves the non-viability of the profession. No other profession is gated into having to mine all their own resources. God forbid you just want to make buildings...



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

DrasTek Weapons: Quality At Its Finest
Just 900 m North of Coronet in Kor Mesa! Corellia -240 -3205
Now on Talus, South of Dearic! 50 -4000
ASHRID
Tue Sep 02, 2003 11:33 pm
#19

"You can compare the crit fail to a rifleman ONLY if the rifleman lost all exp and earn mission rewards when he dies. What happens when he dies? A free trip home. All exp in tack. All money in tack. When you crit fail you lose everything you worked for. At master you arent doing it for exp now are you, it is for final product."

What you are forgetting is that the current situation regarding Cloning/Insurance in _temporary_. Once they fix corpse looting dieng will cost him his Insurance money, tips in the med centre/cantina (he has these now of course) and possibly a trip all the way back out to his corpse to get stuff that wasnt insured - since hes Master hes not doing this for xp either.

The only valid point you really have is the _scale_ of the 'failure' (in that you can argue that an Arc failure costs you more than the rifleman failure) but of course the flip side to that is that your success will net you a hell of a lot more than the Rifleman - so we come back to risk vs reward, and reward vs time.

To put it another way, if Master Arcs never crit failed why would anyone ever go to a lower level Arc? You'd be taking an un-neccessary risk
StormNet
Wed Sep 03, 2003 12:58 am
#20

The Master Architect is supposed to be an elite profession. I wasn't one the architects that ground my way to the top in a matter of days(More power to them). It took me a full month of more to make master. Could it be a great profession? Sure it could but it has yet to work correctly. I make 100 structure modules and then have to re-deed my factory? Once I get a crate I have to pass some invisable server line to un-crate something? Come on now. I have to put harvesters down and be a miner to be competitive in the marketplace or I can't sell for what I pay for the resources except wait I only have 10 lots. build a house so I can have a crafting station in it. A little storage ok. That leaves me 8 lots if I stick with a small or medium house. Fine, Put up a factory, another 2 lots gone, that leaves me 6 now. 2 lots are for solors and that leaves me 4 for harvesters. Which I have to now move every 3-4 days. what can you build with 4 harvesters running on ore and still have to buy steel, gas, copper, and aluminum? So I have to save up resources for a week then make all my pieces and assemble something on a larger scale say a large house or hall...then poof it's all gone in one click. My point is, this is fun? I'm barely holding on here. I'm out a weeks worth of resources in one click not to mention the maint on the harvs and literally hours of work for what? To go to bazarre and see a house for 3k? How can I compete with that? I'm not looking to be rich here. just to survive. Critical Failures on a large scale kill me for weeks. I was promised a viable profession, with an opportunity to be a casual player (20 hours a week according to the devs) and enjoy myself. I just want to be an Architect, Interact with people and not have to go to combat "just because" it's starwars. I'm pretty pissed off and have been patiently waiting for this profession to get fixed. I just blew a gasket when that last crit fail happened. If I could even know what causes crit failures. It's like the Devs just love to leave us in the dark and think it's "Fun" and part of the game to figure it out? It's crap and I just don't see the "fun" in it and do not want to do anything else. I apologise for the rant.



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GenChaos
Wed Sep 03, 2003 1:26 am
#21

While I dont mind a challenging profession, I have to say this has gotten out of hand.


Before the first big patch, I criticaled on two small houses, nothing bigger. I had made dozens of harvestors and factories and was three quarters to master.


After the big patch, I started crtitcaling like mad on all my big buildings. In just the last week I have criticaled on 2 structure factories, 1 heavy min and 1 heavy water. In that time, I probably succesfully made about 6 buildings, a 40% failure rate and I'm nowa master architect using a 39+ station and 14.07 tools.


Using the same tools and station, I can make 15 crafting stations and critical on, at most, one. The craftign stations use artisan experimentation and I am a master artisan as well.


Clearly something is out of whack with the sheer number of criticals we are getting with architect items.

Lenaa
Wed Sep 03, 2003 5:12 am
#22

Ashrid, you are comparing apples to a rare diamond found only in the jungles of South America.


I can't spit into the wind and not hit a rifleman. Find me an architect who has never lost a whole days worth of resources to a critical failure, and I'll show you someone who has figured out how to crack the game code.


A rifleman looses nothing when he dies to that Rancor (or whatever). Well, ok, he might loose a half hour or so worth of travel time out to where the rancor was, but even that is doubtful. He can get a bunch of other rifleman together and head out to seek revenge, also, if he so chooses. So his play time was set back, what, an hour, between the death and finding a group?


And don't give me that crap about insurance, corpse runs, tips in the med center, etc. Half of that is not yet in game, with no eta on when it will be. The other half is totally optional and doesn't often happen. (I have a master dancer on one server and I can count on my fingers the number of rifleman who tip any decent amount.) You don't lose a single credit at this point when you die to that high level mob that you took on.


A MA, on the other hand, looses a days worth or more of materials if they critical fail on a large combine. Heck, even something that "cons blue" to us skill wise (thinking a medium chemical harvester now) can set us back a day if resources were running low.


You want to compare a melee class to a crafting class, well, here you go.


Imagine that your rifle only worked for an hour or so a day. The rest of the time it was recharging. But about 20 percent of the time, when you tried to use it for that hour, it would discharge all its stored energy in on huge burst, burning out components that would then need the rest of your hour to recover. You wouldn't have killed a thing, couldn't complete your mission, didn't earn a single credit. But when you get back to town and look for someone who might be able to restore your weapon quicker for you, you find they want to charge you 10 times what you expected the cost to be, and in fact it would take you more than the hour you have to wait to gather up the credits for it. Oh, and what you were really trying to do was offer a service to a doctor. He needed help getting through a high agro area to get to one of his harvesters, and you set your fee at 5K credits per hour for escort service. You get back to town after dying because of this crit failure to find that the doctor isnt going to pay you a thing, because of course, you didn't actually escort him anywhere.


THAT my dear Ashrid, is what life would be like for a rifleman were he to have the same issues that an architect does.


Now don't get me wrong. I am not saying that rifleman don't have issues. I have only played to novice rifleman, so I don't post on the rifleman profession boards as though I am at all knowledgeable about the issues of that profession. However, I do know architects. And I know that the problems and issues with the class are very real. And I know that if more non-crafters met the issues of the crafter with understanding rather than condemenation, everyone would be better off.

DrGrant
Wed Sep 03, 2003 5:37 am
#23

no offense guys, but if you went to other professions they are also broke.

My main is a tka, and i felt from day one. That the devs hate everyone that plays that profession.

My alt just about to hit novice architect, and i hope its not as bad she the original poster said. I'm sick of picking up a new profession to find it broken.

I have 2 accounts, so if they dont get their act straight. They well lose 30 bucks a month from me, along with 3 other close friends who have 1 account each.



Ryoji "t3h don" Kaji
Master Rifleman
Master Doctor
ASHRID
Wed Sep 03, 2003 5:47 am
#24

Lenaa - all true, but then Riflemen dont earn 300k odd for a single kill (like you do with a PA hall)


Like I said: risk vs reward - the Master Rifleman does not get setback as much because he did not stand to gain as much.


Dont get me wrong I'm not saying that your current crit fail rate is acceptable - what I'm sayingit the original posters 'request' that he not ever crit fail because he is an MA with blah blah blah is wrong

ScytheX
Thu Sep 04, 2003 12:03 am
#25

Extend the analogy then.

Lets say a rifleman can earn 30k per hour running missions.

Failing on a PA Hall is equivlent to that rifleman spending 10 hours doing missions, hunting, whatever, and at the end of the ten hours have a 50% chance of losing it all.

You can bet the rifleman would complain.

Mysterious Lass
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