Architect Archive

Thread: Critical Failures Have Increased--Help

Deoka
Mon Sep 08, 2003 9:48 pm
#14

Critical failures DO serve a purpose, and a major one at that.


With no crit fails it would be very easy to set up a third party program to auto-craft.


They also serve to weed out lowballers and diletanttes from the architect profession. Set your prices high enough to cover the occasional failure on a large item and it won't be a problem.


Btw Cyberthugg the reason architects see more crits than artisans is because we only get +55 assembly at master. I agree that this should be raised to +100 for both us and DE's. Other than that our fail rate is fine.


And for anyone that has reached novice architect level and is failing several large items in a row. Did you not, on the grind to novice, ever happen to notice that you tend to get more than 1 crit in a row? Once you fail something, make furniture till the streak is over.




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Deoka - Master Creature Handler, Novice Pistoleer
TeamZeroHour
Mon Sep 08, 2003 11:22 pm
#15

There is definatly some kind of increase in the failure rate. I've ben using the same crafting tools and station for the past 3 weeks. So different stats on the tool or station is eliminated as a possible factor. That im mind; in the last 3 says I have had more critical failures than i have in the last 3 weeks. (with exactly the same tools) About 75% of those failures where on the final assembily (which was suposedly corrected in a recent pach), and 25% on the sub-components. (seeme inverted from what it should be, and way more often than in the past)


____________________________
Thers nothing funnier than using Stop Shot on a Nuna.




Xove
Pistoleer /Creature Handeler
Scylla

Oh My GOD! Mega Maid's gone from Suck to Blow!
Scortch
Tue Sep 09, 2003 12:02 am
#16

I fail more on Master Artisan made items lately than I do structure items. I made 5 Electronics GP modules and failed on 3 of them and I am Master Artisan but, I made 3 medium mineral harvesters and a solar and never failed once on any of the items.
Cephalo
Tue Sep 09, 2003 12:23 am
#17

Critical failures serve no purpose in the game at all. They are rare enough that they havelittle effect onthe amount of low cost goods being made, but common enough to be devestating on the highest end stuff. Critical failures do nothing at all to benefit the game, yet a few of these to the right person will make them quit the game. They should simply be removed.
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