Architect Archive

Thread: Please Take Away Critical Failures!!!!

Shinywalrus
Mon Aug 04, 2003 12:37 am
#14

Bellator, if you think you're going to get pity on these boards for classes that can sell items for upwards of 60 credits per resource, you've got another thing coming.


Critical Failures are necessary, but 100% loss of materials is nonsense. In an age of blasters and fusion, I think we could find a way to grab a couple pieces of usable concrete from a heaping wreck.




Gwendlyn Mirandi
Master Architect
4020, 4200 Talus near Nashal
PA: U.N.F. 5508, 1043 Talus
Shop moving to PA Hall Location Soon!
Tarquinas Cluster
LeviathanAK
Mon Aug 04, 2003 12:57 am
#15

I can see losing 100% of the raw materials going into the combine when you crit fail, but not components that have already been assembled. If you build a brick wall and decide you don't like it, you can always take it apart again and reuse the bricks with new mortar. For most classes, they can create schematics and crank out their finished products in bulk without worry about failures, and without using 100's of thousands of resources. When was the last time you heard someone mention they were doing a factory production run of 100 PA halls? Yeah, me neither.


Our finished products are made by hand because they use so many resources and have such a relatively small market. Comparing architects with other crafting classes that can use factories for finished products is a bit silly. They get a crit fail on assembly and have to try again to get that great success schematic. We get a crit fail and we are set back days worth of resource gathering. They sell their finished products and have enough money to buy resources for 10 more. Ours sell at break even prices on the bizarr at best in most cases. Plus, at 50k exp, a weaponsmith can completely fill a second level on one of his skill sets, we can't even fill a first level with that. Apples and oranges.

DamascusDaigon
Mon Aug 04, 2003 1:21 am
#16

I hated the crit fail starting out too. I hated losing so many resources along the way. You know that feeling you get when you push the button and hope it doesn't crit fail? I wouldn't trade that anticipation for anything. Have you ever heard of digital crack? It cost $15.00 a month and works for the whole month.

Dragon942
Mon Aug 04, 2003 2:35 am
#17

Damascus I would trade that feeling for just about anything.For instance, getting hit in the head with a shovel would be much preferable.


Seriously though, critical failures in architect are out of hand. All my tools and crafting stations are over 90% and I have failed 3 out of the 6 medium houses I have built. That's a 50% failure rate and a medium is not near as complex as a large or PA. Adding up all the wall and module failures, I'd say my medium house failure rate (based on lost materials) is 60%. That is unacceptable.


I definetly think architects should get their components back on critical failures of large structures. Maybe you would loose your structural modules on a failed wall, but you would get your walls back on a failed house. There is no other proffesion that looses 60% of their materials. Not even weaponsmiths who throw out anything less than an amazing success before creating their schematic loose that much materials. Something needs to be done about this.




Starscreamer Sapphire
Starsider
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