Architect Archive
Thread: Failures unacceptable
I think the major issue with failures now, is the factory nerf. I have lost houses, and medium harvesters, and one solar plant.... That isnt too bad, factoring in I USED to get the component exp at least. Now, we getvery minorcomponent exp when we build something like a large harvester or house, or hall. So to add insult to injusry, we STILL face devastating failure losses, and on the really big stuff, the totally ripped us off in the Exp arena. Where is the logic in this?!?!?
I am quickly thinking they really do not WANT architects in this game, and are desperatley seeking ways to drive us out.
lol BOSS your a big boy arent ya , lots of help to get to were you are now ...So you come here and put people down that don't have the same "help" that you have in order to get resourses made ...If you get that many resourses in a day your PA is helping you BIGTIME ...
Please spare me your dribble , when you have the backing of the big boys
my issue with the balence is the factor that we do fail a lot more than say even a weaponsmith, who doesn't even need to succeed on his first attempt. He gets plenty more.
Weaponsmiths have 100 crafting ability at master, most complex weapons and such being arround 70. This drastically reduces there chances of critical failing. They have 30 more crafting than us for there most advanced component.
yes I know, you say charge more and blah blah blah, but you know how our market is, it's unfair for little ppl, cause everyone already has like 1 or 2 small houses. SO how do you expect them to stay there?
In comparison to weaponsmith, remember, this is all master architect stuff, not all of us are masters.... we have +55 crafting XP, our guild hall (assuming you don't use advanced walls and experiment) take us to arround +40 complexity, with only a 15 point buffer....
I just don't think this in fair in comparison to the weaponsmiths. They get less failures even though they can afford them. I just think the position should be reversed. Whining, yes, because I heard it from every novice architect that comes knocking on my door to let me finish there fusion plant or whatever, and I do it with less risk than they have, but still, they loose all the XP just because they don't have enough crafting points.
I just think a few more points to reduce the critical failures if perfectly fair. Unless you plan on charging 700k for a guild hall as opposed to the 350k credits I charge.... I can do it with the backing of a PA, my friends and fellow architects can't afford a failure.
Lets see...
I'm am master Architect, I use a 80% modded crafting station.
First PA hall Failed..... 60,000 resources shut me down for 4 days.
3 Factories Failed..... 45,000 resources
7 small houses Failed... 24,000 resources
6 large mineral harvesters Failed ...... 240,000 resources
1 large chemical harvester Failed ... 40,000 resources
1 Fusion power plant Failed.... 40,000 resources
Thats just what i had written down, I've had a ton of other fails on other various things.
Tons of parts, furniture, and stuff ... I'm fed up with it. Add up those resources and even at 1 credit per unit thats a ton of money lost and HUGE amount of time.
Screw Architect, i have all my harvesters running on a fresh respawn of ore for 5 days, I will finish what orders i can with minerals from 50 harvesters and then shut it down and sell it all off.
Architect is more a headache and a job at the moment than anything resembling fun.
And all you people who haggle and whine that my prices of 3 credits per mineral are too much and call me a rip off and names get a grip and look at whats required.
To all you novice or aspiring architects out there heed all these other peoples words.
Aomock
I'm getting a little frustrated by all of these fails, too. I just failed on 3 out of 6 attempts on Wall Modules. This seems a bit excessive.
I would guess that the failures are an encouragemenet for you to use factories... If you're a Master architect then make up a template and let the factory do your work for you. Of course this isn't practical for making things such as a PA Hall.
I like the ideas proposed so far..
1. Make failures be partially based on skill level within the architect tree
2. Decrease the chance of failure on things that it just isn't practical to use a factory for.
3. Allow us to reclaim lost resources!
Mantyss Xin'Shou -- Gorath
I have turned down 6 PA hall orders so far,simply because I don't want the chance to crit fail on anything that takes me 3 days worth of resources to make.
There's a guild on my server selling pre-madePA halls for 250k each. There is no way that I can evencome close tothat price with critical fails the way they are currently. Not to mention having some "in stock" when a customer asks for one.
I failed on 2 food factorys in a row last night...that was bad enough. The randomness of it all is what is the most annoying. After I finally completed the factorys, I made upwards of 150 pieces of furniture to fill some orders, including some master items, with only one failure. The entire time, I was thinking, gee, I'd MUCH RATHER fail on some of THIS stuff.
At the rate things are going, only PA architects can AFFORD to sell PA halls.
2 factories a day? this guy is running over 40 Harv's...(Small)
Pa Halls will only go for 350k....I know I tried 500k and have not sold one...
40 harvs is like over 65k a day to run....I know cause I have 30small and 10 meds at the moment...
Without a guild this is Impossible.
it will take a guy 10+ hours to run 1 factory to make theses components... u can only run off 100 s mods
and make 9 walls from that...
100 s mods will take no less than an hour to complete with 1 factory... I know, I timed it.
U can try to reflect your failures in your pricing , but then none will buy.
-Lets see u pull materials off the bazaar to replace your losses... the people who put theses things up want 5-10 cr per unit.. and then u are lucky to pull 3k of the same stuff.. 3K? I need 20k at least...sheesh.
I stopped building most things, I can sell my materials for more and easier( no failures)
I turned to bulk resource shipping. I can make 500k cr in 5 days easy now. if I lose 40k on a hall it is 120k...and that is just for the ore side... Easier to sell it and have a solid amount of loot.
-Is this what the Dev's had intended?
I cannot build small houses anymore...
They are going for 10k around me. I can sell the materials for 12k. So I do that instead.
Uben Haum'Qui
Master Architect
Daeric, Talus
Kauri
My husband was making small houses last night and 2 failed in a row. We did however, have one turn out, but those failures took all our resources and even more. What he had said, was that we should be able to learn from our mistakes and still get partial experience for failures, which I think makes good sense. Either that, or we should at least be able to retreive part of the resources that were lost, because practically speaking, if you were trying to build something and it didnt turn out right, you would be able to scrap some of the resources for future use. I myself am an aspiring Master Tailor and have had my fair share of crit failures, which aren't even comprable to the devestating losses an arcitect takes. It still is very disheartening to lose so many materials when you're personally worked hard to collect them all.
Food Factory = Critical failure
Small house = Critical failure
Small house = Sritical failure
Small house = Success
Solar Collector = Critical failure
This doesn't include the 4 failures of turbine generators
So as a result im broke and running missions cant run any harvesters cause im broke. so where is the reward for being an architect? If I wanted to be broke I would have been a droid engineer.
Yes, the critical failure code for Architects needs to be reworked. I want to see this on the next "In development" update. We need to start demanding things get done as people demanded that CHers get nerfed and it happened, ect. To be honest with you it was the beta testers who actually CRIED for critical failures in the first place...who those testers were I'd like to know because I'd like to take my failure frustrations out on them ![]()
Speak up beeotches...we want revenge...
Oh, and keep this at the top, maybe next year a dev will actually look at this forum.
I disagree completely.
I think all professions should have the equivelent of our Critical Failures on large items:
All fighting professions would, on occasion, and entirely beyond their control, periodically be struck dead by lightning (not incap, dead).
All dancers and entertainers would occasionally lose 1000 xp.
All others would occasionally lose 20,000 credits every now and then.
Now, with these changes implemented, we'll all be playing with the same level of "my God who was the moron who thought up this cr*p?" level of frustration now and then.
Or, change it so that nothing larger than a wallcan fail. Anything over 3k resources.