Architect Archive
Thread: Dont get to happy with Assemble Again feature.
You are a master arch I see. You should be able to appreciate the frustration when making harvesters and getting 3 critson 3 final combines in a row. If any other crafters have the same issues with similar levels of 'expense' then they should petition for the same solution, not begrudge those who have been given a morsel of help. I for one would support it.
As a fellow crafter (Chef, droid engineer for a time and Master Artisan just cause it was cool before vehicles anyway) you guys have my full support.
The difference in scale between assembling a Tat Sunburn and a Guild Hall is just insane ![]()
I mean you still get to make whatever, but no chance to experiment on it? Or do you get to experiement on it?
I did think that the failure rates seemed a bit high as an Arch. Being an independent a crit failure can hurt a lot. I had an order for 8 heavies. I had one crit fail on assembly and two on experimentation. Thats about 100k resources lost.
That being said the fix is bad if it's Arch only. It is going to generate resentment. Other classes may not loose as many resources we do in a failure but a crit fail can hurt any low level crafter.
A better fix, IMO, would have been to make it so a crit failure only took a percentage of the resources. Any sub-components would be exempt. As you moved up in your profession the percentage lost would decrease. It makes sense that a Master would be able to salvage more from a mistake or catch the mistake earlier allowing for less of a loss than a Novice. This system would be for all crafters of course.
We still crit fail furniture and the subcomponents. It is just the final assembly on big items. I don't think it is unreasonable considering the amount of resources that go into it.
Mkappus wrote:
We still crit fail furniture and the subcomponents. It is just the final assembly on big items. I don't think it is unreasonable considering the amount of resources that go into it.
Good clarification. Since an architect's subcombine can be bigger than many crafter's final combine, this seems fair to me.
CandaVespin wrote:I'm amazed at how self-centered and beligerent you people are. You can't see past your own noses for long enough to realize that critical failures (no matter HOW many resources are involved) are part of the process of risk vs. reward. I rarely critical failure. I use high quality tools, resources and stations. I don't critical fail many experimentations. I have no enhancement tapes. I'm a wookiee... and I'm a master architect. Novice ARchitects or Dabbler archs SHOULD have high failures. It'll encourage them to go about getting the rest of the line in the class.
This assemble again feature was a mistake on the part of SOE because they gave in to the whining that took place in this forum. I'm just amazed at the selfishness coming from the Architect community. You want the devs to fix your problems but don't do anything to try and fix them yourselves. If you don't like how things are... or you don't like how other people do the same job you do. Do it differently.
This post will be flamed, I know it. But that's OK. I hope it gets changed back to the way it was. I liked the fact that there was some risk involved in creating an item. I'm not a PA architect, I worked my way up the ladder from day one with no resources or credits. I used only the 10 lots I had of my own. And I managed to succeed. (PS. That was a note to those that'll try and accuse me of being corn-fed).
Ummm you can still crit fail on experimentation resulting in effectively losse of resources for harvesters so here is plenty of risk. 1 Harvester loss is not 10, not 100, but about 1000 guns worth of resources. I know, I have a weaponsmith too.
It was just unfair that architects, who have access to the same extractors as other professions and thus the same resource supply were forced to shoulder a much larger burden when crits happened.
The developers saw this, realized the unbalance, understood there was still risk from experimentation, again much larger than any other class, and made a balanced and thoughtful change.
I have crafters in 5 professions plus a smuggler so I have critted on a lot of things and in no way is any critical as routinely costly as architect.
Just think about it... You are a housing contractor. You get hired to build a new housing community with 20 houses. When building those houses you might screw up some plumbing or electrical work that needs to be re-done, but who would completly fail to build the entire house so badly that nothing could be saved! And not just one of the houses, but as many as 5 of them out of 20! Crit fails on sub-components makes sense, but on final combine does not. Just for the record, I think crit fails on final combine for other professions do not make sense either.
I don't understand why other professions would have a problem that there are changes to some other profession. This change does nothing to hurt any other profession, and actually might help them as they have a better chance to get houses and harvestors cheeper than before. Griping because someone else gets a boon, and you don't is childish, selfish, petty and immature. I could care less how they fix complaints in professions I do not do, especially if I might also benefit from it.
CandaVespin wrote:I'm amazed at how self-centered and beligerent you people are. You can't see past your own noses for long enough to realize that critical failures (no matter HOW many resources are involved) are part of the process of risk vs. reward. I rarely critical failure. I use high quality tools, resources and stations. I don't critical fail many experimentations. I have no enhancement tapes. I'm a wookiee... and I'm a master architect. Novice ARchitects or Dabbler archs SHOULD have high failures. It'll encourage them to go about getting the rest of the line in the class.
This assemble again feature was a mistake on the part of SOE because they gave in to the whining that took place in this forum. I'm just amazed at the selfishness coming from the Architect community. You want the devs to fix your problems but don't do anything to try and fix them yourselves. If you don't like how things are... or you don't like how other people do the same job you do. Do it differently.
This post will be flamed, I know it. But that's OK. I hope it gets changed back to the way it was. I liked the fact that there was some risk involved in creating an item. I'm not a PA architect, I worked my way up the ladder from day one with no resources or credits. I used only the 10 lots I had of my own. And I managed to succeed. (PS. That was a note to those that'll try and accuse me of being corn-fed).
Shut the hell up. You could post constructively and say that you don't like the changes and give a nice reason why instead of coming here and saying that everyone is a whining baby. Why don't you go and troll somewhere else. A couple of things before I finish.
One: No one here gives a flying crap how super hard your incredible struggle from lowly young novice to the top level of architech. Maybe you could write a book to inspire millions and let them know that they too can be a great architech someday. Plus how did you do it with "no resources or credits"? Don't harvesters take credits to run? How can you build something with out resources.
two: Make sure when you critical fail next time that you close your crafting tool to make sure you loose all the resources that you where supposed to loose. You self selfrighteous ass clown.
Good Day