Architect Archive
Thread: I just crit failed.. AGAIN...
mysthunters wrote:hello, I would like to give my opinion on this.
I am an architect atm with 2/0/2/3, before being an architect i was weaponsmith.. then bounty hunter.. and then switched to architect/pistoleer.. ill have to say that i am having a blast right now with architect.. since there isnt any grind for me.. i run my harvesters all day.. while waiting for my harvesters to gather resources i either pvp or level my pistoleer skills and then at night.. after gathering my 15-20k low grade ore.. i sit in the back of the cantina.. and make a nice medium house for 45k exp.. yup all this is nice.. the only thing thats not fair is the critical failiure.. i find it non-sence...
the biggest thing i crited on so far is a medium naboo house.. and that was the most game breaking experience for me... i didnt felt like playing for a day after that.. and a game shouldnt give that feeling..
the bestthing i could think of is giving architect a insurance... i dunno but a little check box or something.. a fair price i could think of would be 250cr per complexity.. so a large house would cost 6250cr and would be critical free
thats just my 2cent
It's difficult to play this game sometimes when they change the rules so often. We play and learn the rules, and just when we get comfortable, they pull the rug out from under us. By posting on the board, we are trying to figure out if it's just us that have this problem, or if others are too. In this manner, we can hopefully learn the new rules so that we can continue playing and having fun.
OK, two attempts to build large structures tongiht, two criticals.
I criticaled on a structure factory and a heavy min tonight.
Im only 20Xp from master architect and Im just about ready to give it up. In fact, Im just about ready to give this whole **edit** game up.
And this is with a 35+ crafting station and a 14+ tool.
Master Architect / Master Artisan
Redid all my tools and my station: 14.6 tools, 26 station
Still fail every final assemble.
This is rediculous. Every component is experimented to be above default. The resources were at least over 500-800 unit toughness and whatever else the items require.
Fail Fail Fail
What do we require 999 resources to make stuff now? Its hard enough as it is with ~60% spots, the high number required, and now we have to have the BEST resources in order to just NOT FAIL????
I cant sell anything if I cant craft anything.
The past few days on furniture, installations, a few houses, and some minor armor I've averaged a failure rate of anywhere between 4 of 10, to 6 of 10.
I've used good AND bad resources, gone from high grade personal machines in my house to sitting out outside on the ground, NOTHING changed these failure rates. Basically all of the people saying "Resource quality matters, Tool quality matters, Station quality matter, etc..." are basing it all on pure guesswork, faith, alignment of the stars, etc...
There has been no official declaration made by the dev team these things affect the final combine, there has been no parsing number crunching program out there that will verify this, and there is no Artisan consensus that these things affect the final combine. You basically have people on one side of the fence that have had a good run at combines and attributing it to anything that seems plausible (Tools, Machines, Resources, etc...) then you have people on the other side of that fence with high failure rates, usually using the same tools, resources and machines, wanting to know why.
Without Blathering on about my tools, resources and machines, I will simply say that at one point I used these same tools to master the weaponsmithing profession, Artisan profession, as well as craft my way into minor Armor and Droid professions. I had posted a few weeks ago with a "Dear god, please no the same tradeskill programmer!" post about these seemingly random failures based on skill level. This is NOT a new thing with SOE games, any of you that have played a trade skiller in Everquest can attest to that. Failure rates were/are randomly generated on all levels of your tradeskill progression. There was no regard as to what you were using for materials, or what you were fashioning. I was a Master Blacksmith in Everfail and I can tell you that failing on tradeskills was about as random as it gets. The programmer that made the system sort of reminds me of the person that made that old 'vibrating football' game back in the 70s, all of the parts would just vibrate around randomly and you could only hope for luck that things would turn out like you wanted them too. I'm not sure if SOE has plans to, or will ever put that fool into the unemployment line, but I DO know for sure that they have one of the poorest Tradeskill systems of almost any game out that I've played.
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This is what I know.
Ever since I crit failed on the 2nd Med house I ever attempted, I've been very careful. (at the time, I was 0/0/0/2 in the skill tree, so looking back, it seems reaonsable)
I've never seen any indications that the quality has anything to do with the assembly process. With the overall effectiveness/quality of the item, it most definitely has an effect. I've never noticed that I crit fail a larger, more complex item more often than a simple one. I built 27 walls yesterday. it took 296 bricks...I failed on 6 bricks, and two wall combines. I will accept a failurerate of 8out of 323. That's something like 2% of the time. I'm not even using the best tools out there, Tool of +10.95 and station of like +8 or so... I'm baffled by people who have failed on 2 out of 3 items. Yes, I sometimes fail 2 bricks in a row, and if i only count those two and the next, i've failed on 2 of 3. On your large combines, did you happen to make 60 items and then try to combine? if you made 50 bricks,5 walls, and 3 other items for a medium house, and then failed on the house, you didn't fail 1 for 1, you failed 1 for 59.
I always make sure to pump out extra bricks when I'm ready for an assembly. I let it all sit in my inventory, and i pump out bricks until i fail. if i don't fail on 10 bricks, then i make a wall to conserve inventory space (and to have materials for my next assembly) and i keep churning out more bricks. when i finally fail a brick, then i make another brick, because the 2 in a row thing does seem fairly frequent after a single fail.
Then I assemble the item i was trying to make in the first place. Since that fateful day where i learned my lesson, i have crit failed on 6 walls and 4 generator turbines. Nothing major, because i always grind out the bricks. I get the impression that the crit fails are just a percentage of your constructed items, with complexity perhaps playing in that equation a bit. But fail 2 bricks in a row (always do one "good" one after your fails), and I think your chances of success on a final assembly are much better. And you certainly could try to use quality materials....while i don't think it helps on anything but the final quality of the product (if quality were an issue), it surely can't hurt.
I performed an experiment (clothing not structures) a couple weeks back. I was grinding, so had 3 different crafting tools all with different ratings. One had about a +10, another about a +5, and another with like a -5. I was grinding hundreds of items, equally amongst the three crafting tools so I decided to keep track of crit failures. The results (from memory) were something like:
+10 tool: 1 crit failure
+5 tool: 3 crit failures
-5 tool: 7 crit failures
Something very similar to that. This was out of a sample of say 50 constructions with each tool using the same crafting station and the exact same materials. After that experiement I rushed out and cranked up the ratings on all my tools.
That being said... crit failure rate for architect construction *has* gone through the roof the past couple of days, no if ands, or butts about it. I think for the next few days until this issues is clarified and resolved I'm going to cease building larger type items. I'll let you guys have my crit failes, lol.