Architect Archive

Thread: one more failure thread (Zarcath please read, thanks!)

ScytheX
Mon Aug 25, 2003 2:20 pm
#1

Ok I took some people's advice and recrafted my stations and my tools. The tools I got up to 14.x rating and the station to 26.x rating. I had to become master architect to do this and it was with a 988 conductivity copper and a 'great' experimentation success for all of them. The station did not include the droid storage compartments but included heavily experimented of the other two optional items.


My results?


Crafted 15 walls in front of it. 0% failure rate.


Created 1 Guild Hall in front of it. Failed.


This is in addition to the 1 Guild Hall Failure and 1 Heavy Mineral mine failure last week. The only thing I succeeded on was a Fusion reactory after the big patch. That's a 75% failure rate (I know its a small dataset)


-Using old tools with negative ratings, before the patch, I had a 95% success rate or more. No experimentation on ANY component.


-Using old tools, after the patch, I failed 2 out of 3. No expermintation on ANY component.


-Using new tools after the patch, I still failed the guild hall. Experimented on EVERY component.


THEREFOREthe new toolsdid not improve the crafting of large items for me after the patch.


Something is wrong. Others have reported a high rate of failure. If this continues, and I succeed only 1 out of every 4 items I make (or more!), I cannot continue as an architect. I have no incentive to play a game where I fail most of the time and only succeed rarely.


Can you take this to the devs to look at please? Enough people have reported it for it to be a possible problem. Maybe some characters have become bugged? Maybe they are trying to reduce the number of BIG items in the game by making them nearly impossible to craft? These are the top tier items I am attempting here and as a Master Architect I would expect a success rate better than 25% with them.


Thank you for your time, and good luck in your architect career if you can craft these things, you're doing better than I =(


Mysterious Lass


Failed: 2 Guild Halls, 1 Heavy Mine


Succeed: 1 Fusion Reactor


Master Architect indeed...

Quadork
Mon Aug 25, 2003 2:39 pm
#2

I implore you to read this post. Really READ and comprehend it.


Having high quality tools is only apart of the equation for successful combines.


Equally as important is the quality of the materials used in the final combine and the quality of the sub components used. Before you click that final button on a guild hall, have you put in resources that have very high numbers in the important categories? Most structures rely heavily on unit toughness, some rely soley on Decay resistance. When you put in your 15 wall modules, were they 45% plus experimented on wall modules from a factory, or were they a haberdash of hand crafted ones you clicked together while your factory cranked out structure modules? Sometimes its better to wait on that final combine until you have the right HIGH QUALITY resources rather then just try to make it because you have any old resource that fits in the slot.


I've posted my equation for success on these boards and I'm doing it again. I've been a master architect since the middle of July and by using quality tools, in front of a quality station, using high quality factory sub components, and high quality final resources, i've NEVER, yes, i said NEVER failed on the final combine of a large structure. In fact, most of my combine percentages come out to be a base of 25% to 30% and I can experiment up to 50% plus on the final deed. I'm talking some serious numbers of large structures, 10's of large harvesters, guild halls, large houses, factories, you name it, NO failures.


I also know that if I put ONE crappy resource in the final combine window that my percentages drop WAY down so don't think that just because you've got 3 out of 4 great resources that you'll be ok.


I hope this helps you man, good luck


Floyd Wright, Bria Server




N PercH N
KoA: We're so uber that people take out restraining orders on us!

TwoHead
Mon Aug 25, 2003 2:52 pm
#3

/agree Quadork

When it comes to final combines fill the slots with good quality resources or expect to fail more often.

Just to include a bit more anecdotal evidence, over the weekend I created 2 Fusions, 2 heavy minerals, 3 large houses and 2 generic PA halls. Biggest failure was on a wall and if memory serves it was just one wall out of all those units listed.

Tued the Master Builder
Quadork
Mon Aug 25, 2003 2:54 pm
#4

Last night I built 6 heavy harvesters (4 mineral, a gas and a chem) no failures on any component, all 100% factory built items.



N PercH N
KoA: We're so uber that people take out restraining orders on us!

Otso
Mon Aug 25, 2003 4:16 pm
#5

I went days with no crit fails on anything...making all medium harvestors and factories...today I go to make wall units for a heavy mineral harvestor...fail...succee...fail....ticked off so I go do some harvestor tending...hoping to break the streak...try agian...faill....what the hell...3 wall modules gone in no time...this crit fail thing is an absolute insult to people...does SOE have agreement with a high-blood pressure drug company or what?


Just wish we knew of a way to reduce this stupid failures!

Ropock
Mon Aug 25, 2003 5:17 pm
#6

Quadork,


I haven't been at this as long as you, but I'll be honest, I never look at the materials quality. Ever. I've been lucky enough that my failures have consisted of only 2 things, 1 medium house and 1 small house.


Now, i've failed on the occasional wall or small item along the way, but really, I don't see where its made a difference using higher or lower quality resources. Maybe there's a connection, maybe not, but based on my experience it hasn't been a problem using whatever is available.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Perpetual_Dark
Mon Aug 25, 2003 6:09 pm
#7

In my experience (granted less than 200 4th tier and master structures) The quality of the resources only affects the experimental quality of the final assembly. I have had more fails with good sub assemblies and resources than with bad.. In the end, the results are the same.. pure randomness with the ONLY association being the crafting tool. I have stood in front of a fully loaded -4 crafting station with a +14 tool and made fusions, heavies, large houses, and even PA halls without so much as a single failure on any component, regardless of the resources. I even did a final assembly on a PA hall with some siliclastic that had a 54 toughness and 4 decay resist.. 4!!!.. the experimental effectiveness was at zero, but who cares?


On the other hand, I had a PA fail, a factory, 8 strucure modules failed in a row immediately after the factory, and the same day held 3 walls, a turbine, and a medium mineral in the failure que as well.. That was with a crap tool before the patch.. (In ONE day!)


Since getting a decent tool, I have had all of 2 walls fail in about 80, and a few pieces of furniture.. thats about it..


I chalk it up to pure luck and total randomness with only the tool to affect things..


I would not be suprised if they cached the success/failure rate and your chance for failure was affected by the number of failures you have had in the past.. I doubt it, but I would not be suprised..





________________________________________
Kasre
Retired Master Architect
Restuss, Rori, Tarquinas
Visit my vendor at 4500, 3850 (before it is gone!)
ScytheX
Tue Aug 26, 2003 2:55 am
#8

My resources were all above 500 in unit toughness. I think the ore (by far the greatest requirement) was 850 unit toughness and 900 quality! Still failed...Do we NOW require 999 quality materials? This is rediculous on top of the ~60% ore spots and the high number required, now we have to wait for perfect quality too?


Before the patch I did no experimentation and had a 95% success rate.


Now I do ALL experimentation and nearly 100% failure rate (on large items)


Mysterious Lass

ScytheX
Tue Aug 26, 2003 3:03 am
#9

Oh and I've been playing since the game came out so my comparison reference is from the start of game to the big patch.


Pre-patch: 95% success using bad tools and whatever resources


Post-patch: 75% failure using good tools and good resources


Without knowing exactly WHICH statistic to look for on the resource, how are we supposed to have an effect on our success rate?


I made sure, on the last guild hall I made that the resources were 500-800 of the essential qualities listed in the guild hall...Still failed.


What else can I do? 999? Or perhaps some other statistic is now being taken into account?


What qualities are you guys using?


I really want this to work but I've lost over half a million in revenue because of the last patch. It's getting harder and harder to 'experiment' what mysterious and random item the devs changed in that patch to cause me to fail so much.


Mysterious Lass

Zarcath
Tue Aug 26, 2003 3:08 am
#10

I read it, and have had similar problems with critical failures. I think I craft better with my droid then I do with a personal station.

ScytheX
Tue Aug 26, 2003 3:34 am
#11

Thanks Zarcath.


I had better results with my droid too before the patch. But since I couldnt inspect its effectiveness, and still failed while using it,I moved to trying my newly crafted station after the patch. Which of course didnt help


Mysterious Lass

Creadux
Tue Aug 26, 2003 9:11 am
#12

I've been giving this a lot of thought ... I don't have nearly the same problems with failures that it seems a lot of others do. I have all 14.9+ tools and stations ... I consistently survery and catalogue the whole galaxy for the best possible resources that don't require ridiculous travel and I pretty rarely fail things. I have failed a heavy or two but by-in-large I have a high success rate. I keep wondering if malleability has anything to do with the assembly of anything. After all the deffinition of the word is :


"1 : capable of being extended or shaped by beating with a hammer or by the pressure of rollers
2 a : capable of being altered or controlled by outside forces or influences b : having a capacity for adaptive change"


It would stand to reason that if the malleability of an item stinks it is difficult to work with and thus has a higher chance of failure. Just a thought

Dragon942
Tue Aug 26, 2003 9:31 am
#13

I have used high quality materials and tools, I still have a large failure rate. This is no accident, our assembly modifiers don't add up to what they should. If you are a master just look, you only get like +55 when every other profession gets +100.


Failure rate is too high, the numbers prove it.


On another note, I don't think we should loose components when failing. Why? Because it means you risk the same pieces twice, or even 3 times before it is finally assembled. This multiplies the failure rate. So while the failure rate may only be 10%, the rate of lost materials to failure is more like 50-60% for the average large structure.




Starscreamer Sapphire
Starsider
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