Architect Archive

Thread: One architect goes away, reasons if you care. (Long.)

Vyper51
Tue Sep 02, 2003 11:17 am
#14

Crit failures should not be anywhere near as devestating at they are right now. A very well off architect can make one or two heavy structures a day. If you crit one, which means you're out at the most 27k of resources, that's a personal tragedy. Criticals do nothing but make us hate the game. Take them off final combines. They are nothing but an injury and a reason to quit. I just critted TWO deep crust mineral extractors, 56k of resources. You have to run everything through your factory again, then risk crit failing on the wall modules, then combine it again. Your customer waits another day.No other profession is as hard hit by this as us, and it's not just a "Deal with it" risk so many of you make it out to be. Either you're a guild architect who doesn't care about his resources, or you're not a Master Architect who hasn't critted a MAJOR building yet. Hope you do soon so you can understand what the hell you're talking about.



Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
Vyper51
Tue Sep 02, 2003 11:42 am
#15

Yes, I did read your other idiotic points in the other thread about our huge profit margins. I ask again, where are you on the architect tree?


How many resources does it take to create a rifle? 100? How many to make a heavy harvester? 27,000. I don't care if it is easier to get our resources, we look for the large spots just like every other profession. If ANYTHING, it evens out because of the HUGE amounts we need. We run three or four times as many harvesters as ANY other profession, we need them. Any advantage we'd have by needing no quality resources is nulled by how many of them we need.


Again, I think you've never critted anything major, and you avoid the questions. I'm not asking that only architects be "protected", which is horrible word choice. All crit failures on final combines should be abolished. It's not fun, and it doesn't add a sense of "danger" to our profession or any other. It just makes us want to quit being a crafter, moreso for architects than any other profession. You tell me what other profession is RUINED for days by one crit failure and you've got yourself a point.




Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
Dayln
Tue Sep 02, 2003 11:51 am
#16

I have crit failed lot, especially as I misunderstood the important of furniture and construction skill. At first my failure rate was 1 for 2 on Med Houses. I would fail every other time.


Sure I thought it was devastating, until I started digging into the math. I could not believe my business was not failing with failures at that rate. That is when I discovered my base resource cost was much less than 1 cr per unit.


No wonder I was still successful, I’m not crazy I immediately started working on furniture and construction skills.


If you cant succeed, with the ( I assume ) high prices you sell at with at the current crit failure rate. I suggest you don’t open a business in the real world, and the Architect profession in SWG is just not for you..


Just my advice.

Vyper51
Tue Sep 02, 2003 11:55 am
#17

No, your business doesn't fail because of your two business partners who prop you up. The same can be said about alot of architects, it's the way things are, not because of the wonderful architect tree or your ability to undercut people.




Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
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