Architect Archive

Thread: PLEASE SOE FIX THE CRIT FAILS

OnyxStormhaven
Sun Sep 28, 2003 6:50 pm
#27

/bump
ChiarosCuro
Sun Sep 28, 2003 7:11 pm
#28

no, no one said that, but its the attitude that is given off.


all I am saying is, its not like everyone is having this problem. tehre are a few of us who do pop in and say "hey, we don't have any problems!." you know rule about forums, all the people come to complain, but rarely do people come to say everything is fine. given that even a few of us come and say we like it how it is says that there must be more out there. I would suggest that the people who do have problems evaluate what it is they do.... its not like we have any different skills. The only differences can lie in tools and materials used. unfortunately I can't see what materials and tools you use.


It's silly to try and fix something that isn't broken. lets fix the bugs first.




Chiaros Curo
DW-Acer
Mon Sep 29, 2003 9:54 am
#29

I don't think there is a crit fail problem. It sucks to lose subcomponents, and yes, it may be because it was eaiser to code, but it gets down to it, these people that say that they crit fail 70% of the time are either full of ***self edit*** or they just can't count worth a **edit**.


How many components do you have to build for a med house? Around 60, if memory serves.


you could fail 2 med houses out of 3, and your crit fail rate isn't 66%, it's 2 out of 180, which i believe is around 1.11%.


failing 70% of the time would mean you built 35 bricks for every wall module. and you attempted 15 walls to get the 5 you needed. If you think thatwe believe that you made 500+ bricks to make a medium house, then you must count us among the most inane people inhabiting this little ball of soil we call Earth. I'll stop with the examples now, cause i think you get my point.


Here's my plea:


"SOE, leave the crit fails alone. They aren't killing anyone except the people that the majority of the profession want to see go away anyways. They hurt the people that sell to cheap because suddenly not only do they not have any money, they don't have a product to sell. Bravo."


Acer




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WarGhul
Mon Sep 29, 2003 1:56 pm
#30

Blah blah blah, whine whine whine.


Everyone else crits, we should too.


-I AM WARGHUL

Maely
Mon Sep 29, 2003 2:06 pm
#31






WarGhul wrote:

Blah blah blah, whine whine whine.


Everyone else crits, we should too.


-I AM WARGHUL







lol i am amazed at people who just read the thread title and post. This guy obviously didnt read any of the posts, because if he did he would have seen that most of usare talking about losing parts when crit failing on the final combine. NOT the fact that crit fails exist and need to be reduced. I think the rate of crit fails is fine, im one of those that dont get them often. Im here debating the above mentioned issue of losing parts on final combine crit fails.


-I AM NOT WARGHUL....AND VERY HAPPY ABOUT IT




Maelstrom
Bria server
Master Architect / Politician / Merchant / Pistoleer
Leader of Renegades of Imperium (RoI)
We have the best player city out there, yea thats right i said it, WE have the best
Come visit Mountainside on Talus
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DarkSpace
Mon Sep 29, 2003 3:32 pm
#32

Now why would the quality of the crafting station or ths tool make a difference in crit failures? Why did we have to learn an entire skill branch called Construction if it was not to eliminate crit failures?! If the quality of the crafting station is all that will make the difference it crit failure rate then get rid of the Construction skill branch and put something more worthwhile to Architects there!
DarkSpace
Mon Sep 29, 2003 3:38 pm
#33

"agree.....people who spam that they crit fail at high percents like you mentioned are just exagerating to make their claims seem more urgent then they really are."


Oh yeah?! And how do you know this for a fact?! Two weeks ago FridayI lost 5 walls out 15, period! I am not lying about that. I was talking to the client who is a friend of mine while it was happening! It was unbelievable. Then I crit failed on his fusion generator just to top it all off! Those are the facts and not made up for your enjoyment.

Ndainye
Mon Sep 29, 2003 4:16 pm
#34

My belief and understanding is that the functionality of the crafting tool effects the critical failure rate, the functionality on the crafting station effects your experimentation.


The construction line adds to 1 thing and 1 thing only structure experimentation it does not effect (and should not effect) critical fail rates. The construction line is broken only because we do not have working effective experimentation.


The furniture line adds the skill mod structure assembly this is the mod that effects critical failure rate.


The problems I see with critical failures are this:


1) our skill mods do not equal 100 therefore architects have a greater chance at critical failures both during assembly and during experimentation than artisian professions that have skill mods equal to 100. This Needs To Be Fixed.


2) Because of the ability for a novice architect to sell items from Housing and Installations starting at day 1 of their career MOST architects take a route to mastery that follows Installations, Housing, Furniture, Construction. By doing this the novice architect sees a greater number of critical failures while advancing than a Master Architect that has completed the skill trees will. By not having experimentation and having one of the few proffessions where a novice can compete with a master on certain items the novice architect takes a backwards approach towards skilling and learns structures first rather than experimentation. This leads to a lot of whiny novices that have no clue about critical failures crying that crits are too frequent.


3) There has been no definative agreement on the effectiveness of functionality rates making those that only wish to believe what they see in writing from a dev to continue to use crappy tools and say they make no difference. Seeing should be believing but the unwillingness to take a few moments to find good copper and create a decent tool seems to be too much trouble for the ones that prefer to blame everything but themselves for their problems.




Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

Maely
Mon Sep 29, 2003 4:50 pm
#35






DarkSpace wrote:

"agree.....people who spam that they crit fail at high percents like you mentioned are just exagerating to make their claims seem more urgent then they really are."


Oh yeah?! And how do you know this for a fact?! Two weeks ago FridayI lost 5 walls out 15, period! I am not lying about that. I was talking to the client who is a friend of mine while it was happening! It was unbelievable. Then I crit failed on his fusion generator just to top it all off! Those are the facts and not made up for your enjoyment.





people like you make me laugh. not gonna type a fake lol, i am actually laughing right now. "my enjoyment"? give me a break...why dont you read the thread....i dont doubt your claim that you failed 5 out of 15 walls, your obviously doing something wrong. your rate based on this event is 33%, others are saying much higher, thats who im referring to.



Maelstrom
Bria server
Master Architect / Politician / Merchant / Pistoleer
Leader of Renegades of Imperium (RoI)
We have the best player city out there, yea thats right i said it, WE have the best
Come visit Mountainside on Talus
www.theimperium.net
ChiarosCuro
Mon Sep 29, 2003 5:51 pm
#36

"Oh yeah?! And how do you know this for a fact?! Two weeks ago FridayI lost 5 walls out 15, period! I am not lying about that. I was talking to the client who is a friend of mine while it was happening! It was unbelievable. Then I crit failed on his fusion generator just to top it all off! Those are the facts and not made up for your enjoyment."


well, technically you failed 5 out of 165 combines (unless you used a factory) so i would say that is pretty good.




Chiaros Curo
Aendre
Mon Sep 29, 2003 7:36 pm
#37

I'm just about to reach Novice Architect, so I don't have a lot of first hand experience with critical failures. Though I played a game with a bug where certain players were 'flagged' by the system which resulted through some mix-up in programming to make their failure rates higher and other negative effects.


I'm not saying this is the case here, but it is important to note that it took the devs some time to figure it out. Before you make affirmative statements that you do not know as fact, it may make more sense to be cautious. I don't have enough experience with SWG Architecture to even judge my own performance, let alone anothers'. Though I would not rule out a bug of this nature completely.





Aendre Palladio
Moenian Craftsman
Bloodfin
Didlo Silver
Bestinian Warrior
Bria

Ndainye
Mon Sep 29, 2003 7:56 pm
#38

If there were to be a problem of that nature it would not indicate a problem with the critical fail system but with the character flagging. I doubt seriously that's the problem here.


To give feedback on crit fail rates tonight I decided to count my fails (yeah I was bored) I did a house cleaning type night while I was waiting for my factory to churn out structure mods. I fully admit to using shoddy materials on many combines after all I was house keeping which means I was clearing out a number of excess materials. I also admit that I used many factory parts those are not however listed in my combines by hand list. I freely admit as well to using the best tools possible. I am a full master no additional skill mods for faction or race. I do not use macros. I feel this is a pretty fair sample due to the variety and number of items I made. Making one item and failing on it does not provide a good sample.


Combines done by hand : 21 Walls 76 structural mods, 2 gen turbines 2 manufacturing mechs 5 harvester mechs, 2 solar generators, 3 mineral mines, 1 food factory, 3 light ore mining units, 1 power core (skematic), 3 personal harvesters, 1 wind generator


I crit Faild on 3 structural mods 1 wall and 1 mineral mine


Total Combines : 120


Total Crit Fails: 5


Total Resources Used: 53,091


Total Resources lost: 3775


Total Value of Items Made: 293, 000


Total Value of Items Lost: 15,000


Math isn't my strong point but by my figures my percentages for the night - 4% of my total combines ended in crits, 7% of total resources were lost and 5% of my profits were lost. The mineral mine makes up for the majority of the resource and the profit loss. To me that's just an unlucky combine. None of my fails were in streaks they were spread out. The mineral mine was near the end of my combines for the run. I don't feel that any of the percentages give cause for alarm or for feeling that the system is broken.





Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

Maely
Tue Sep 30, 2003 12:50 am
#39

agree.....people who spam that they crit fail at high percents like you mentioned are just exagerating to make their claims seem more urgent then they really are.


not sure if you are a architect acer, ill assume your not cause of the use of the word "you" when refering to architects. Your point in 100% correct as i stated about about people exagerating thier crit fail %. However unless your an architect, you will never know the pain of losing tens of thousands of resources because you fail on the final combine, especially when the majority of those resources came from already successfully built parts.


So i geuss ill give my please:


"SOE leave the crit fail rate and everything that alters that rate the same. However when you fail a final combine that requires many previously made parts, do not destroy the parts that have been successfllu made. Maybe destory 1/2 of them, surely parts can be salvaged."




Maelstrom
Bria server
Master Architect / Politician / Merchant / Pistoleer
Leader of Renegades of Imperium (RoI)
We have the best player city out there, yea thats right i said it, WE have the best
Come visit Mountainside on Talus
www.theimperium.net
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