Architect Archive
Thread: Critical Failures on Large Structures
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
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.
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
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
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..
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 ![]()
).
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.
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.
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.
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