Architect Archive
Thread: Proposal Need feedback before submitting
Sorry, minor edit...
The Solution that requires the least rebalancing would be to have all raw ressources destroyed in a critical failure but have all subcomponents remain valid.
Example: Currently if an architect critical fails on the assembly of a Guild Hall, they lose 3900 units of resources, 15 wall modules, 2 power core units, and 8 identical structure storage modules. In one assembly over 55,000resource units are lost. No other professionloses anything close to that amount in one assembly.Under the proposed system, the architect would still lose the 3900 units of raw resources, but the wall modules, power core units and structure storage modules would be returned to their inventory.
In the interestof balance, I propose this modification to critical failures be done across the board for all crafting professions.
Other options include: adjusting the Architect critical failure table, or removing critical failures on final combines for all structures for Building IV, Installations III-IV, and Master Architect.
Crit failures lose amount of resources based on how high your class specific assembly skill is?
At +25 structure you lose 75% to 100% of the materials.
At +50 structure assembly you lost 50% to 80% of the materials.
At +75 structure assembly you lose 30% to 75% of the materials.
at +100 structure assembly you lose 10% to 50% of the materials.
This should be a generic fix for all crafting professions in my opinion, this should be a push from all the crafters. It's just worse on use cause of the amount of materials that are required.
Also would be nice to have a visual/text message that is publically displayed to notify people nearby that you have failed. I've seen people tell others that they crit failed only to laugh at them after they have given them the resources and walked away.
Archangel, This is perfect.
Like you said, perhaps they could give us some of ourprecrafted materialsback if we fail on the final combine , or abloish crit fails on the tiers specified.
This will certainly help us to hold on to customers for larger end items, and will reinsure us for when player cities come out.
It's unbalancing and not something I would ever implement myself.
- Increase the architect modifiers to 100 should be an easy pitch.
- Fix the master architect armoire should be an easy/quick fix.
Experimentation on stuff should take a while before we see it, same with decay, although less failures might come in play once we hit 100 on the architect modifiers. You'll probably get tat first, and then we'll need to test more.
Big test center patch went up, but they have 0 architect fixes, maybe you could bug someone to take about 5 minutes and fix the darn skill modifiers?
Don't forget, most artisan classes can do their master combines with the safety of their factories. For architects, it is almost impossible to benefit from factories when creating PA Halls and other large structures. The amount of resources needed to make a PA Hall schematic and a few runs of the schematic are outrageous. Plus every wall module in the PA Hall would have to be factory created from factory created structure modules. The resources for other master itemsare equivalent at most to a few of our wall modules, enabling them to create a reasonable return of (no-fail) items from a schematic/factory.
Somehow architects should be able to use factories to make PA Halls without tossing 63k+ of resources away to the creation of the schematic. Without this, architects are unbalanced and a no-fail crit on master level items would be an easy fix, even if it is a short-term solution.
Ideally the solution is that all critical failures would return a percentage of the components (along with fixing the percent chance) as discussed above. Other possible ideas are: to pay some sort of insurance fee to guarantee success, to pay a salvage fee after a crit failure to change it to a success, to change schematic-creationso it does not consume resources, to reduce identical item requirements to enable more sharing of schematics between architects, etc.
One other thing, I also agree that as long as the bug/feature exists to work around the critical failures, this is not the top issue. What is the top issue? It seems it is keeping the profession interesting and profitable. New furniture may be one way to spark income/interest, as well as the various ideas for repairing, moving, and expendable battle structures.
Yeah I know. Unfortunately I only got onboard yesterday so they didn't have time to pick up my suggestions. Maybe I will be able to push the "Structure Assembly +100" fix, but sadly, I only have the power of suggestion, they make the calls. The reason why I picked this issue to pitch today, is it's the most likely to be incorporated into the big patch IF it's what they consideran "easy fix".
I also doubt they will cut critical failures completely, and I wouldn't expect them to do so, but to say that a Master (someone who devotes "game years" of his life to do something, it isnt reasonable that he fails 5-10% of the time). But I agree with you all, if they kickus up to +100 it will be a victory
The whole problem with the critical failures could be the fact that we only have +55 structure assembly instead of the norm of 100.
Yes I do believe crit failures are bad for the architects, but the correct fix that most people seem to believe about not losing all the materials is a general fix that might take a while to get changed or worked into the line.
Your best bet would be to push for the quick things that might make a diffrence in helping us survive till the big change can be made.
- bump our assembly stuff up to +100
- More furniture, the 3D artwork is done
- Coloring of furniture (might be simple since the code is pretty flushed out already)
- Stuff for walls
- Colored homes?
- lot usage reduction for factories
- More houses/structures?
I would be pushing for stuff that can help flesh out the architect line wile keeping major changes as issues that they work on for large patches.
/sign
By the way there are a lot of Non-Architects posting here as if they are arch's and they are sayin no to Decay.
Plz do it we need income and all architects above half way up their tree's know this. More items wont help, cirt fail would be nice, but i think we really need someway of selling our product as everyone and thei Nuna has a house, furniture and all the harvs they need. Archs slit their own throat but Development didnt help as with the currnet system Arch's were in a bidding war from day one andppl now expect our prices to be less than 3c per. I know this is Bria, and I know we still mine for less but simply we cannot listen to all the non-arch posters who pretend to be archs and say" I sell Large houses for 50k Stuff U i got a friend gives me lots"
Those ppl are obviously Not arch's just tryin to keep the prices down.
Rant
I'm not necessarily opposed to critical failures entirely as there has to be some chance of failure now and then. The issue is that particularly with Master Architects, why do even they fail as often as they do and why is the cost of failure so high on some items?
For a PA Hall, for example, it isn't the fact of just losing the ore and metal that goes into the final combine. It's the resources, time, and effort (aka blood, sweat, and tears) that went into making the 15 wall modules, 2 identical power cores (which have their own sub components) and 8 identical storage modules that makes your face go white and cause you to break down in tears (that, or look for the nearest cliff to hurl yourself off of).
I do like the idea of perhaps not losing the subcomponents in the final combine or something similar if not just removing the chance of critical failure on the final combine entirely. Failing on subcomponents is one thing, but particularly on the larger structure combines, losing so much just doesn't seem "balanced".
I too disagree that this is the most pressing issue however your solution and wording seem good.
I would like to see more attention paid to:
- Furniture, both fixing the existing stuff (LAMPS!)and adding the ability to colour Furniture.
- Lots, architects need more lots. The fact that it is impossible for me to live in a large house is ridiculous.
- Renewable income. This is the most pressing issue IMHO, unless architects have a source of renewable income the profession will die. This means decay of some sort, or my personal preference, restrictions on re-deeding.