Architect Archive
Thread: CRIT FAIL MACRO
Well after failing on a medium house then garden, I would likto to know more about this macro. I see the commands listed but how exactly do you use it
Thanks
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype;
/createPrototype
if you want to create a manufacturing schematic, use
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createMnfgSchematic; (sp?)
/createmnfgSchematic
Without putting the last parts twice, the crafting session window will just stay open, and not close automatically.
Word on Crits: If you use this macro, it will avoid a crit *IF* the materials are STILL in the schematic. If not, you lose everything. Personally, I never use the crit bypass feature, because I experiment on everything. What I use this macro for is doing fast crafting. Need a camp... open up crafting tool, double click ingredients, hit macro and boom - done. Its nice. Also works good for creating structure modules / fiberplast panels / other repetitious items.
If they nerf this - I hope they just remove the crit-bypass capability. Bypassing all those crafting steps is sweeeet.
can someone dumb this down for me and start from step one? Wen do I use this, at what stage of crafting and what does it do for me? Thanks
This 'feature' - for want of a better word, was introduced on a patch where the devs claimed they had 'fixed' or reduced the crit failures for architects. They did it by leaving the resources in the hopper and let you the crafter figure out how to still use them. By doing this they reduced to final crit failures from something like 10% to 0.1*0.1 = 1%... (no idea realy numbers but there is a guess).
One of the devs even stated, yes we've reduced the the failure rate, but you have to work it out.
Take a look at ALL other schematics etc, for any other profession, the resources after a crit failure NEVER stay in the hopper, they are removed and lost.
Also if this were an exploit, don't u think the threads containing details on this 'feature' would have been closed and deleted by the moderators by now to avoid the passing on of such information...almost from day 1 of it occurring, it was highlighted within these forums and allowed to remain in full public view.
Entirely up to you whether you use it or don't use it... it's a lot less useful for people out there now that you need to experiment on half the structures now anyway.
I should add and point out, that the devs had to actually code and implement the change to the resources staying in the hopper on that patch... don't you think it would have occurred to ALL professions had it been a bug ? !
This was a deliberate coding 'feature'
Oh yea for you flamers! An exploit is using something, not designed within the the game, to cheat the game, . A /command is an ingame command set up by the the DEV's of SWG. Maybe someday people will actually learn this.
I think Zam is right.
It's a cheesy way of fixing crit fails but it's quite fair. It only helps on stuff you don't need to experiment on, like housing and civic buildings which use tons of resources. Also, it doesn't work on furniture, if it was a bug why would there be a difference on furniture? It was probably deliberatly made that way because crit fails on furniture is something that you learn to accept, crit fail on a PA hall is not!
*BUT* the next patch seemed to have re-enabled it.
I think that may have been the patch where they re-changed the harvesters because they were getting insane rates.. (not 100% sure tho) .. but they definately did correct it, then it was re-enabled.
The real issue here is the frequency of Critical Failures. The entire process is random and should not be. I would recommend to the devs the following idea.
Novice Crafter - Crit 1 in 10
+1 skill added - Crit 1 in 20
+2 skill added - Crit 1 in 30
...
Master Crafter - Crit 1 in 100
This would allow the masters of the professions to not only create higher quality items, but also be able to afford the resource costs. Just trying to sell a large house for 150k credits these days gets you NO customers, but having to charge 300k for the fact that you crit 3 out of 5 is insane. The randomness of Critical Failures for all of the crafting professions just adds undo frustration and if this macro were removed,I have never used it, I would only be able to build a couple of items a week. This situation is quickly making the operation of harvesters too expensive, especially when the best ore for instance is usually no more than 60%. My real disappointment is when I have an order for something and I can't deliver because I get a CF every other time.
Just my 2 cents
Master Artisan/Master Architect/Master Merchant
look, you can run a schem of 28 heavy mineral in a factory with the walls and such in crates. you are only limited by the number of ore mining units. that's what factories are for. quit complaining about crit fail rates, as it is OIGN to be tough to do it all by hand and NEEDS to be erratic as it is. that gets you feeding money and power into a sink.. err... factory. plus, the sin... err... factory, takes longer to make the items, so there is a time sink as well. THEY WANT YOU TO USE FACTORIES! and dang man, it's just more convenient...
BTW.. if i can fit 100 structure mods in a crate, i can definitely fit more than 10 storage modules in a crate...