Architect Archive

Thread: Why I agree with the Crit Failures.

FURY_Chaser
Wed Jul 23, 2003 11:18 am
#14

make Fail rate dependant on Toughness of Resource, and Experimentation of Components.


so say if you dont exeriment on any of the components you risk like a 40% chance of fail. While if you Experiment up to 80% would make it highly unlikely to fail

Anchmed
Wed Jul 23, 2003 11:31 am
#15

A couple ofthoughts -


/salvage <target> - give the Eng IV, Master Archs the ability to salvage out of something - namely be able to pull components out of something that is either no longer needed or requires to much Maint to get back to full and get the complete deed.


/repair <target> be able to repair a structure with resources as opposed to just a plain jane maint cost. Novice Archs again could make rounds on harvester fields repairing them for the cost of materials and time.


I could see a service starting to come from these, providing a service type aspect to the lower level archs. Namely, this harvester has decayed to the point where it is not cost effective for me to replace it, repair it but this novice arch can come out and /salvage components to offset the replacement cost ( ie. you can pull a generator out of harvester but /salvage would utilize your structural bonuses ). This would also give the Higher level Archs the ability to really experiment knowing that 'testing' something doesn't make you lose 100% of the resources if you don't sell it.


Crit fails are fine, but lets narrow it down to what failed, don't blow the whole house because the Structure Storage Module I tried to use in my Med House was faulty. Have the component itself fail instead, and the remainder of the objects have a chance but not as high to fail. I can't picture every brick and wall just made crumbling into dust because a shelf fell off of the storage module. Make thisa curve, at lower levels, the amount of components failing in an assembly is quite large, the number of components failing for a large structure are reduced. This follows your skill level as you advance.


Experience to move through any box requires the production of the items in that box. No novice archs building small houses and selling for cheap so they can power through the experience tree. You must build Med Houses in order to advance through that box, you must craft Large houses to move through large houses box, you must make furniture in order to move up, you must experiment.....etc, etc.


Only allow furniture to be crafted along with components for a home at Novice Architect. You can build bricks, storage units, walls, furniture, crafting stations but NO home structures until you achieve the first box in the Building path. This will stop people from just picking up Novice Architect and crafting small houses on the side for a little money while undercutting the market.


Anchmed




Phlay

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terrorbeat
Wed Jul 23, 2003 11:43 am
#16

YES YES. I only hope our correspondent or a Dev is reading this, one of the better and constructive posts we've had.


I would totally agree that a final craft of a structure should not lose ALL the resources. It's unbelievably frustrating. Yesterday I did JUST the final craft on a medium for a nice guy in Tatooine, and I failed, thereby losing ALL of his resources it took him two weeks to get together. That's not fun, it's not realistic, and it ruined the day and the gaming experience for both him and myself.


I also agree that as we move up, lower items should fail less and less until they're practically guaranteed, but offer less XP.


This is a great thread, I hope everybody is taking a good look and a good read, we've got some good thoughts going here.





Kaori [FX]
Master Doctor
Novice Teras Kasi 0142

Location: Arca Effex, Corellia
Dorigen
Wed Jul 23, 2003 1:32 pm
#17

I don't have a problem with the criticle failure system as is. Instead of thinking of it as I failed at making something.. maybe there were some bad resources that slipped in or something.


I also think that if you critically fail on a big project and it ruins you.. you deserve it for not covering your bases. If you're trying to build a factory, and you know that if you critfail it'll ruin your business.. DONT MAKE IT.. yet. Wait until you have the extra resources and/or creds that you can survive a failure. I learned this myself the hard way.. trying to get a structure factory up and running. Critfails on two walls set me way back to where I almost couldn't build anything to sell to others.


My rant could be longer, but I have to go to work now.. **edit** real life!


~ Dorigen




~ Solchack

::: Fight Safe, Fight with -Sol- !! :::

Solchack Mosea (Infinity-Euro, Armorsmith 4/1/0/4) Shop at 6172, 4347 Tatooine (Mos Krayt)
Dorigen (Sunrunner)
Khazidea (Wanderhome)
Philomorph
Wed Jul 23, 2003 1:45 pm
#18

I seem to recall during beta that there was talk of failures that only ate one or two resources. But I came late to the game and don't remember what happened with that, except it obviously isn't in. On the flip side, when I first got into beta, I had someone make me a crafting tool and they said "You're in luck, it was a critical success". Has anyone ever seen such a thing?I'd think odds would have you geting an Amazing (or better) success at least as often as crit failures, as long as you had good components.


Anyway, I agree that only an extremely rare failure should lose the whole shebang. If resource quality is what affects failure rate, then the poor material should be lost, as well as maybe one other item in the schematic. Then, after a few failures, you'd probably notice a pattern and say "geeze, this ore sucks, I'd better switch to something else because I keep losing the ore anyway".




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