Architect Archive

Thread: Crit Failures on Final Combine

Solen80
Wed Sep 17, 2003 7:28 pm
#40

bump



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Veers_Intrepid
Fri Sep 19, 2003 2:22 am
#41

critical fails on final combines would be ok for me, IF our prices we get would be accordingly reasonable, but they are FAR away from good prices.


so i vote also on no fails on final combines, we can loose enough on walls and such, which happenes anyways often. so we still got risks and lossses, but to loose a final combine on a big structure sucks badly with this silly current pricings which seem to be established.


still see no real reason why so many ppl dropped the prices to the resource buy rate, why the prices are not at least 10 cr per unit, like for other crafting professions. /strange world really



ppl would still buy the items cause they want or need them.





Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
JonasBlackmore
Fri Sep 19, 2003 4:04 am
#42

I'm not an architect, but I can tell you why they won't remove crit fails from final combines (while leaving it on subparts).


I suggested this a long time ago in the main discussion forum, but the reason it won't/can't be done is that all subparts can be made in a factory with 0 chance of crit failing.




Castorius Pollaxa -- Chilastran Nomad
Located on Naboo, outside of Keren at 244, 3715
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Scortch
Sat Sep 20, 2003 10:00 am
#43

You should NOT loose EVERYTHING though.


You should NOT loose the parts that have already been built and passed. You should ONLY loose the raw materials, at most, when doing a final combine.

BetaZoob
Sat Sep 20, 2003 11:01 am
#44






Xlot wrote:
I make sure I use one of my 99% (14.7 effectiveness rating) tools for the final combine on big things, and I have a 38.5 functionality crafting station.




Functionality rating (your 14.7 and your 38.5 above) apply only to expirementation. What you need to increase on your stations and tools are the effectiveness percentage. Using extremely good metal with high conductivity is what will get you there. Anything in the 900s will get you to at least 93% effective.


The functionality rating (xx.x) has not impact on the critical failures of creation - they only apply to your expirementation -- which is worthless in the architect branch at the moment anyhow.




--------------------------------------
Zoobacca
Master Architect, Wanderhome
Ransom342
Mon Sep 22, 2003 9:59 am
#45

I have to say, I am a FIRM beleiver that tools with a higher effectiveness make all the difference. Since I have made new tools which are all 12 or higher, I havent failed on anything other than stuctural modules and one turbine generator.


Those of you who are getting cronic fails... Try checking your tools.

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