Architect Archive

Thread: Critical Failures on Large Structures

merlinsword
Sat Aug 16, 2003 5:45 am
#14

I've crit failed 7 times in the last 36 hours. Medium houses, factories, you name it..all in a-row.



New Title is "master failer"



My first flame to-date

Fraktur
Sat Aug 16, 2003 9:56 am
#15

I had 6 critical failures in a row on the final combine of Heavy Mineral Harvesters.


I took a 3 day leave of absence afterwards.



Tik - Master Architect on the Lowca server.

ValrKirian
Sat Aug 16, 2003 10:28 am
#16

Well congratulate me, friends!

I just failed 2 Generic PA halls in a row!!!!!

500k loss to the pocket book cause i buy all my resources.

Critical failures is just wrong.


Nimul Iwazeki
Ahazi







* Valr Kirian * Ernie No'Yume * Krenz *


CRIMSON ORDER






SNOGWAFFLE PIRATE


MCORipper
Sat Aug 16, 2003 10:46 am
#17

I just failed on 2 Food Factories in a row. Not as big as your PA halls but plenty big for me. I am as of this moment totally wipped out as a novice Architect. I am walking away from the game for the day. And I will be thinking seriously about walking away from the game for ever. I just lost over a weeks worth of time gathering resources. And in 2 clicks of the mouse lost it all.


If I don't return I wish you all well, and hope your experience with SWG is better than mine has been.


Peace,


Ripper




Agrenda: Teras Kasi Master, Master Brawler, Master Swordsman
Malboja: Taras Kasi Master, Master Ranger
Proud member of MBI, the best PA in the game!

RATGWNIWNU:Rangers Against That Garment Whose Name I Will Not Utter
DarkJedi102
Sat Aug 16, 2003 11:17 am
#18

I agree totally, critical failure on any structure that takes over 5k resources should be taken out. It is too extreme.
Ryde
Sat Aug 16, 2003 11:20 am
#19


Has anyone had big problems with Crits on small houses? I’ve not had one; it would seem the Crits increase with any Medium or Large products that require a wall structure (In my experience)


I’m just wondering if this is a class size issue, I.E Product that need wall structures.


Ryde..




Arkkyles Model 101 Outpost Coronet, Corellia -206 -5704
Master Artisan-
Master Weaponsmith-
Master Droid Engy-
Minor Archy 4/0/2/1-
Novice Merchant-
Novice Armor Crafter
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no_bargain
Sat Aug 16, 2003 11:26 am
#20


I have pretty much retired till this is addressed somehow. I just don't see it as fun (luckily I failed on only 1 PA out of about 30-35 .. however I failed on a few medium houses.. a few heavy minerals.. couple large houses.. ick, building structures is just more trouble than it's worth.. took me a month to figure that out too


).







Aeko - Eclipse
Master Architect... Retired. Now selling odds and ends.
Vendors at 5780 6939 near kaadara on Naboo, 500m from starport.
PaulWars
Sat Aug 16, 2003 11:31 am
#21

I remember building small houses as a novice architect ( I believe I built 3 before I got my first higher level skill), no other skills, and never had a crit failure. Not while building ANY of the components. Then I got Furniture I and critical failures started happening. (I am Mon Calimarian). So I am not sure that the Sturcture Assembly skill is being implemented properly.
ZP-3O
Sat Aug 16, 2003 1:43 pm
#22

I hear ya, the biggest thing ive seen happen is when a friend was making a PA Hall. now, as you know thats the biggest thing you can build(resource wise)...


crit failed....

regained the resources....

crit failed....

regained the resources....

crit failed....

regained the resources....

success!

So, 4 PA Halls....usualy go for about 250k - 300k a piece... so assuming 250k a piece, he could of made 1 million credits TOTAL from the 4 of those structures...instead 250k from the crit fail system.



-------------------------------------------------------
TCarter TheGreat
Master Teras Kasi, Master Weaponsmith!
-------------------------------------------------------
Scortch
Sat Aug 16, 2003 3:25 pm
#23

Simple way...


Crit failure chance on components like now.


No chance of critical failure on final structure combine.


Simplist way to fix the problem. It would be the same as loosing just one component on a final combine but much simpler to code.


Dragon942
Sat Aug 16, 2003 4:22 pm
#24

Critical failures on architect combines are ridiculous. I estimate that my actual critical failure rate is not that high, probably less than 10%. But since the complexities of things that take components are so high, and therefore failed more often, my actual resources lost to failures is about 50%. FIFTY PERCENT! Do the devs realize how much resources this is for an architect?!?!? Thank God for Baz Nitch Missions and pistol whip or I would be deep in the whole. Something is wrong when I as a crafter have to take up elite combat skills and run high level missions just to save myself from bankruptcy.



Starscreamer Sapphire
Starsider
Slamdango
Sat Aug 16, 2003 9:34 pm
#25

"Im very suprised they didnt fix it in the big patch. I mean, it is a SERIOUS issue.

Whos bright Idea was it to implement failing on multi-componant structures?"



Look it, this is stating the obvious... again. But it is terribly clear that the game designers put close to ZERO imagination into the Architect profession. Which would be ok if someone would just step forward and admit it and promise to make it right in the near future. But instead what we get are comments like 'hmm that sounds like a bug we'd better investigate'. On stuff like crit failures, the inability to reclaim power from structures, the fact that harvesters cost full maintenance when powered off, etc. LOL. Things that are just obviously bad game mechanics.


Don't get me wrong by mistaking me for a troll. I still think SWG rawks and is the best thing out there today. But you'd think the game designers, who get paid to think about these kinds of things,could've taken a few pointers from the crafting sytems of other games and what made them good and bad. There is nothing as cheesyas SWG Architect.

Technofetish
Mon Aug 18, 2003 8:34 pm
#26

I don't mean to keep bringing this up but I have noticed since the "big patch" that the number of critical failures on medium+ structures has increased. To date since the last patch I have been able to make only ONE structure of the medium+ catagory (a large house) out of the 5 I have attempted.


Something has changed in the code, and, this change is resulting in a massive loss of time, resources, and patience. Each medium structure costs in resource units a minimum of 10k units, large structures up to 25k in units...and of course there is the PA hall which I don't even want to think about.


When a weaponsmith, armorsmith, or tailor crit fails they lose at the most a few thousand resources...when we critical fail on a final assembly it can literally cripple us for days. If there is a "bug" that is causing these excessive failures then please try to address it as soon as possible and let us know that indeed we are working with buggy code. If its not a bug, and these excessive failures are part of your game design perhaps you should look a bit more closely at the profession. Some suggestions to "balance" the excessive loss issue, as state before, are insurance against critical failures (again I would happily pay 30k in non-refundable insurance for a chance to recover all of my materials from a failed large structure), or a partial resource unit refund on a failure.


I understand that failures need to exist and that there should be some risk to crafting...but the risk is quickly becoming more than slightly irksome.


Thankyou in advance.


--Frustrated Architect

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