Architect Archive
Thread: Increase in failures....
I crit failed 2 heavy mineral harvesters in the last few days - one thing I think - materials may finally matter for us. When I use metal with an OQ of 37, I crit fail more structure blocks than when I use the good stuff...
BTW (just because I gotta) - I made MASTER architect today ![]()
Well, I'm new at architecting (I swear that's a word). I've been putting together walls. Before the patch I did that with a -10 crafting tool and no station access and failed 1 out of20 structural modules (and failed no walls). With the patch I'm using a +14 tool and a 41+ crafting station and failed 1 out of 10 struct. modules and 2 out of 13 walls! That was a resource loss of 25% on crit failures. I would have put it down to just (extremely) bad luck if it weren't for the fact that I failed less pre-patch with a crappy tool and no station.
Ceph'a Lopod
Rolly
Actually, I would also say bad luck. I am just a bit...put off...by the fact that it is luck (random dice rolling type stuff). In real life we train. We learn from past mistakes. We monitor every step of a process for any sign of failure. We take every precaution to see that things progress according to plan; to make sure LUCK is not what we are living and dying by. And while sometimes things still go bad, it's not often and we can usually explain why...besides bad luck.
Of course, I have no idea what the huge balance of risk and rewards must be in this game. And, in spite of the seemingly increased failures, I'm driving on....I WANT TO BE A MASTER ARCHITECT...whatever it takes. Here, I am just giving my input so the devs can either say "Good, right on schedule. Don't change a thing." or "Oh crap, that's gotta suck, Let's fix that."
If I had to change something, I would want a system of failure degrees where loss percentages were balanced by occurance frequency. For example...while failures might occuronce out of every eightattempts, Crits in which you lose all materials would account for only one out of every ten failures. Also, failures would yield a quarter of the XP normally granted.