Architect Archive
Thread: Architect issues FAQ [Updated Dec 18th]
Critical failures on experimentation is way too high.
Just to day I had a simple order for 2 BER 13 Chemical harvesters. I wound up making 8 total, just to get 2 good ones. That is a lot of resources (48 wall modulesfor starters) and very frustrating. What's the point in being called a Master when you craft like a novice. Of the 8 I wound up with 2 BER 13, 3 BER 12's, 2 BER 11's and 1 BER 9. All were made with 94% turbo fluid pumps, and all resources were 900+ in the required stats. When it worked I had 2 points to put into storage after achieving BER 13, a couple of times I failed in the storage and it dropped my BER. Those Storage Experimentation points should NOT affect the BER stats IMO. If they don't help raise the BER, then they shouldn't cause it to lower.
Another Crafting issue that affects all crafters not just Architects is the efficiency of the Crafting Stations and Tools. Other than being linked to the quality of resources and experimentation on them, they seem to have absolutely no effect on the outcome, success or failure rate of items when using them. In the above harvester example the station I use is a +43.56, and the tool is a +99.85.
I will be dropping Architect just as soon as I can build my own set of harvesters, but at this rate it won't be that soon. I just hope the Dev's acknowledge that these are issues they are planning to address so crafting will be more enjoyable for those who craft. The Assembly button saves architects alot of resources that would normally be gone, but I still waste way too many resources and haven't heard a definite answer on these issues one way or the other from the Dev's.
I almost forgot...Solar Harvesters are essentially deprecated as well. I have been making Wind Energy Harvesters with ber 9. Why would anyone want a solar harverster with ber 8?
Why can't I experiment on Solar and Fusion Generator extraction rates??
ArchAngel -- Why aren't these items on your list?
Albert