Architect Archive
Thread: Proposal Need feedback before submitting
well in a week and such short notice I think you should submit either making our factories only take one lot (just like othes) and/or giving us the +100
a counter offer to the +100 is that you could suggest them reducing the amount of resources that go into a structure so that the failures are not so devestating.
then we can work on the big decay issue for next patch, at least this way we gain one lot for ourselves, and possibly get something done about the crits.
TwoHead wrote:
Said it before and I'll say it again. There is nothing wrong with the current system for critical failures. The system is fair to everyone, we all work under the same set of rules. If you run your business well critical failures are barely even a minor convenience. I failed on a heavy harvester last night and laughed.
This is not even an issue, let alone a top issue for architects.
Tued the Master Builder
Hey moron , you even reading the posts on this board?? Maybe just maybe you can get up off that thing you call a brain and R E A D whats going on ... You insult the profession by talking smack like this , laughing away 20k+ in resources what a troll ..
Making our structure assembly 100 is a great start and might cure our crit failure problems ...
But no please keep trolling we need more of your important posts with all that substance
First, no one's saying that the architects should have a different crit system. All crafters should have the same system no matter what (and I'd be that's what the devs think too).
Second, for someone who claims to have so much experience in programming, you're grossly miss-estimating the time involved in a fix like this. In plain english, the current system most likely looks like this...
ingredients stored in array
calculate whether to crit fail (based on random number * some sort of probability factor)
If !critical_fail then
go to next step of crafting stage
else
loop through ingredient array
destory item
All they'd need to do to change it to not destroy the subcomponents is a minor change to the code:
ingredients stored in array
calculate whether to crit fail (based on random number * some sort of probability factor)
If !critical_fail then
go to next step of crafting stage
else
loop through ingredient array
ifsome item property = subcomponent then
return item to inventory
else
destory item
Now this is obviously shorthand, but there's no way there's weeks of work in there unless they've got different functions for each crafter type and/or the worst spaghetti code in history.
I never said anyone was asking for us to have a different crit system however to make it where we wouldn't lose components then they would have really only two ways of doing that. One which is giving us a different crit system or two make it where no one loses components. Both would take long to code because the longest part when coding is testing it. I mean if they are going to change something that would effect every profession then there could be so many things that could go wrong and they would have to test out every profession to ensure the crafting is still working as its suppose to be. Thats why it would take too long and besides this whole debate it was the Devs who developed crits where we would lose everything soI would imagine that thisis exactly what they wanted when developing our crit system andwould see no reason to change that just because one profession thinks its a little too much to lose.
Maller Malice
Master Achitect
Hopefully the assembly skill mod will be enough. I think that's all we're going to get... ifwe even get that.
I taught someone Installation IV the other day.. . I said " I'm sorry " ... "that's for your first crit".