Architect Archive

Thread: CRIT FAILURE RATE TOO HIGH!!

Vyper51
Sat Jul 05, 2003 12:41 pm
#14

Not enough because of people undercutting. Your point, if you would get to it.



Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
Vyper51
Sat Jul 05, 2003 12:44 pm
#15

Nevermind, I know what you're going to say, that one credit per resource is great profit and will run everyones harvesters forever. So you're one of the sell a house for 3k people. I don't care, quit trolling my posts. Bye!



Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
Rarek
Sat Jul 05, 2003 12:49 pm
#16

Hey if you dont want feedback then dont post anything..You made a comment we replied..



Trauma Windstrider
Master Dancer, Master Musican
Azerath
Sat Jul 05, 2003 2:03 pm
#17

I don't seem to fail.


Maybe its because I have the right stats, and you have the wrong ones.

dmarkis
Sat Jul 05, 2003 9:53 pm
#18

It is completely random I can not fail 25 times then I seem to fail at just the right time( making the entire house or factory)



"Stealing kills from AFK fighters since 2003"
Perpetual_Dark
Sat Jul 05, 2003 10:43 pm
#19

I really hope that one of the Devs looks at this post, becuase this is in my opinion the BIGGEST problem with crafting in this game. If you look at DAoC, as an example, if you fail, you still recover some resources. I am afraid to hit master architect for fear that I will crit fail on a PA hall. What the heck were they thinking in making a fail of any kind a crit fail, and a crit fail a 100% loss situation? If I spend over 10,000 resources to make a factory, and then fail, why the heck does it all disappear? I mean come on, this is a universe that can make laser blasters, lightsabers, and spaceships that can go faster than the speed of light. But they never learned how to recycle anything? I mean come on, if I have enough resources to build a building the size of a Mall, if I fail at the last second it will all deisappear?? Give me a break.. that many resources is going.. where exactly? I mean a crit fail on a gun.. OK I can see that.. A crit fail on a glove.. OK I can see that too.. But a crit fail on a HOUSE? what the heck is going on.. I mean I dont have a fancy crafting machine that builds the house for me, but if I get all the walls and roof and floor done on my house, and I make a critical mistake at the last stage, it might mean I have to shore up a wall or something.. the thing doesnt fall to pieces that are completely useless.. This is just about insane.. and of course as Murphy would have it, it has to happen after I hunt the galaxy for 2 days looking for copper which happened to have disappeared from the planet I am on altogether.. One minute I had 4 sources and the next I had none..


Heck, while I am on a rant about this, how exactly does the wind change? is it a different color now? Does it have different blowing properties that make it not turn a friggin wind mill? How about solar energy.. does that change too? What the heck? I mean.. hay.. if it changed direction I can see that, but a different kind.. is it thicker? does it have different kinds of air in it?


I think critical fails are a great idea, but making a crit fail result in a loss of 3 days of harvesting resources is just dumb.. The best items a weaponsmith or armorsmith can make dont hold a candle to the sheer volume of resources that even a house takes.. I have crit failed on a wall module and a house so far, and I sweat bullets when after 8 hours of gameplay hunting the galaxy for a source of carbonate ore, reactive gas, and copper (which are either non-existent or not available above 40 percent on Rori), harvesting it, and going to do final assembly on a factory. If a crit fail meant losing the resources in making a factory, that would be fine, but where did the complete walls and generator and stuff go? This needs to be seriously looked at..




________________________________________
Kasre
Retired Master Architect
Restuss, Rori, Tarquinas
Visit my vendor at 4500, 3850 (before it is gone!)
Dragon942
Sun Jul 13, 2003 9:01 pm
#20

I defintely agree, critical failures should mean the loss of the resources but none of the components. It doesn't make physical sense nor does it make sense in game play. If my share of critical failures happens on walls and complete structures, I cannot be an architect because I won't be able to compete with the guy that happens to get his critical failures on structural modules. It not only makes the game unfair, but as mentioned above, it just doesn't make sense. Where did my 10 walls go? What about that power core? You can't tell me my neglectant crafting destroyed 10 walls and managed to vanish the power core too. I mean what happend? A nuclear explosion? Can I craft nuclear bombs this whole time and didn't know it? Think about Devs, please.



Starscreamer Sapphire
Starsider
dirlook
Sun Jul 13, 2003 9:38 pm
#21

I agree with Perpetual_Dark, this issue needs to be looked at, as with all crafting professions. Its just not *realistic* enough

Adlerson
Mon Jul 14, 2003 1:58 am
#22







This is ridiculous. As a small crafter I CANNOT sustain losses like this.





How much do you charge for a small house, for instance? If the answer if below 15k you have yourself to thank. Way too many people are too occupied 'selling houses to get xp' to have sound bussiness practices.


I think the amount of crit fails are just right, if not too low.


The only ones I've seen have real problems with this is under cutters.


Addy

Moshi
Mon Jul 14, 2003 2:32 am
#23

I personally have learned a costly lesson.... I've failed 2 fusion power generators, a heavy loss. But it made me observe complexity ratings closely, and seeing as how a fusion power gen is 35 in complexity compared to a factory being about half that, it is probably an incentive for climbing towards Master Architect to achieve every possible structure assembly bonus possible for added padding in success rates.


As to underpricing, and people wanting the exp, I too am frustrated. However, I attribute it to more than just people wanting the exp. Some people have very efficient if not convenient resource setups, albeit through PA's or if they were the first ones to jump in good areas and continually are doing so each time they're depleted or move (due to just being fast or informed by friends). People who obtain these resources seem to mind a slightly lower price to try and get their product to sell, and I don't see it as too bad. Now for those who are purposefully trying to ruin everyone's market, that's terrible.


I try to stay as close to resourcerice ratio as I reasonably can, and personally I sell small homes for 10k due to the other people's pricing, and you'll get people who say (i got an offer for 7k, can you beat it?) and I'll say, nope. On occasion they come crawling back and I know it was a bluff, showing me that sometimes its a bluff and that you have to stick your ground because you'll eventually find a customer.


If it helps to set a uniform price for people, these are the prices I charge, (please don't hound me for sharing):


small home: 10k (and throw in a crafting station for 1.5k)


medium home: 50k (takes 5 wall modules, incredible ore amounts, and more areas for failure)


large home: 150k (I've seen alarge home auctioned off for 98k but to hell with that, im sticking my ground).


factories:50k (these by far seem most profitable, dont need any structure factory parts, and about 7k ore)


mining installations: 10k (this is also due to competition, but good lord i hate making these, no profit at all)


solar power gen : 13k (a bit more due to there being an extra turbine in the extra manufacturing mech)


I personally don't like to deal with harvestors and power gens (except maybe fusion), and also don't like to build lots of quantities only to keep the market in check. We have an incredible responsbility as to who will get to monopolize what, based on whether we supply them with technology or not. Every person has wanted to become the Bill Gates of energy, steel, etc. I don't really support that, no matter how much cash they have. I understand they'll eventually find another architect that will, but not from me. I like to distribute my services evenly, and build a steady clientel, as I have.


I would appreciate feedback concerning the prices, and am willing to adjust if people want to go for a more uniform amount. Let's work together!


-Vash The Architect


Corbantis Galaxy

FA
Mon Jul 14, 2003 3:05 am
#24

My prices are almost exactly the same as Vash's and I'm a solo Arch. (Diff I charge 60k med house, 40k Factorys) And I have no money problems.


Reguarding crit fails, just pay attention when you are building large things. I know it's 'random' but If I haven't failed anything for 15-20 items I don't just go ahead and to the final combine on a Large house. I make small things like Structure modules until I do fail then I make the house. It's my security blanket and it seems to help.


Only lost a Sm house and a Gen turbine so far.




--------------------------------------------
Anduran
First month Master Arch solo - ran to my harvesters baby.
Former Master
Architech-Weaponsmith-Creature Handler-Swordsman-Shipwright-TKA
RSF Ace
Corsec Ace
Rarsg
Mon Jul 14, 2003 7:14 am
#25

I have the Furniture line done, and over the weekend I had a critical failure on the final combine for 3 of the 5 medium houses I tried to make.


Fun.Yaaaaaaa

GoCanes
Mon Jul 14, 2003 7:15 am
#26

My crits wereintermittent early on, but the things I've noticed that help me eliminate them (I almost never have them now) is:


1) Use the best material that fits requirements - almost all of Architecture is UNIT TOUGHNESS. On my server, Radiant, Eekeetian Copper has 790 UT and is in very high supply. I have 35k of it stored in my safety deposit for when the resources shift... ^_^


2) Experiment on your tools - I experimented all the crafting stations my PA uses - all are over 91%... I sell only 84% or higher on the Bazaar and will probably raise that to 90% or higher because I have the extra experiment points now... My specialized tools also are all over 94% - strucutral tool is 98% efficiency ^_^. Make sure you experiment heavily on all your tools you use, and the crits disappear and you end up with more Amazing Successes, which gives you higher efficiency on the build end of it... ^_^.


3) When a build has Optional components, use them if possible - I get higher successes everytime never have crits. Most of the Architecture builds do not have optional components though, so that may not help you much...


4) Always craft using your specialized tool at a crafting station. The few crits I have seen lately are when I'm too lazy to wait on my Structural tools to output and I pop out a structural module using the GCT... The GCT doesn't allow me to experiment, so I just made a third Strucutral tool at that point and quit using the GCT except for my "personal use" weapon power ups and droid batteries.


Hope this tips help you eliminate your crits... It sure has eliminated mine... Also your customers will be happier knowing that the efficiency or durability of crafted items have high percentages in case it makes a difference in maintenance costs, etc... Good Luck. ^_^




GoCanes - Radiant Server - Pikeman
44.3+ Crafting Stations and 15.00 Crafting Tools outside Theed, Naboo at -4760 5332
Resources and Radioactives Vendor located 1k outside Coronet, Corellia at 892 -4844
Starting active duty to Iraq 27 November 2004, so I may not be able to stock afterwards

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