Architect Archive
Thread: Crit FAILS
Tonight, I have had 1 out of every 4 items I made crit fail.
and that is an average...but I did consistantly fail on every single large item I made tonight. 1 Large house, 2 Factories and 1 Med. Harvester.
Not sure what is up...I destroyed my crafting tools and made new ones out of spite.
If Cirt fails are going to happen so often...seems to me we should be able to salvage SOMETHING from them, not a total loss.
It's incredibly disheartening and I had to post to get some sympathy ![]()
Great idea lets take out fails and drop the prices of housing even more..Crits are ingame design if you cant handle them you chose the wrond field to go into..
Its like saying they should take out guns that do 50- 100 damage cause the dont do 100 every shot..
I hadn't heard about quality having anything to do with crit fails...that is an interesting thought though. Do you know where you read/head about it?
Considering how truely difficult it is to find quality ore sometimes in any real quantity, its tragic.
And I am starting to believe the Devs do have issues with the crafting classes. *L*
I found I really like this profession...but some nights just make you want to cry.
Thanks for the sympathy.
right now im more than i little mad, last night i had 2 crit fails on heavy harvies...made my own walls..bought the factory bits (no factory of my own) and 2 crit fails..ho hum i say..
tonight i buy factory bits for a heavy mineral and chem harvie..make walls...and another 2 crit fails.
now im guessing this isnt usual...i even made modules until i did crit fail before i went to make the harvies...every time.
this is more than just a little ridiculous...are SOE deliberately trying to kill the architect profession apart from the ones that the uber guilds can support with free ore and metal...cos as an independent i sure as hell cant keep this up indefinately.
I feel your pain thus far since being master about a month, i have Crit at Master withwonderful Tools andStation.
1 generic PA,
1Medium Houses Tatooine
1 Large Generic
4 Medium chemical Harvesters < ------- this is weird why do they crit so much
and tonighti Crit a heavy Gas and a Heavy Mineral.
See screenshots attached..
http://www.bentekonline.com/link/heavy2.jpg
http://www.bentekonline.com/link/heavy.jpg
This is becoming soso painful
Its days of resources gone and i dont think my young heart can take another failure hehe. All this at Master level>, surely this cant be right?
I hardly had any crits as novice, nothing to the scale iam getting now, Not really a master of my class if i critical this often, My resources are of quality in fact i spend along time each shift looking for the best spots to place my harvesters.
Devs please give us a break,
My Solution to Criticals.
If on final combine i critical, then tell me whatresource critical'd and give me 1 more chance too replaceit, not walls, generators etc because i feel we have already made that item.
Ifonce i have replaced the 2500 ore it needed or what ever resource, and i then clickedand got another failure, fair enough i loose the whole lot, but give us that once chance to recover all that work. Also if we have no resource too repair the ciritical then fair enough we also loose the item, becuase you cant really run off down the bazaar to pick some say copper up just too fix the problem.
I wish all you other Arcitects out there the best with your combines, i pray that everyone of yours is succesful.
Of course Experimentation should be +100 too, but devs seem to have put that on the bottom of their priority list too (since it has no affect on the outcome of the structure).
Why is it that the profession that stands to lose the most resources from a failure can not improve itself to where it has a better than 90% chance of success (since I seem to get failures 1 out of 10 times).
My Two Cents Worth!
i seem to be getting 1 in 12 crits...very rough numbers...but beyond rational explanation why 4 heavy fails right after a previous crit fail....oh and is anyone selling low grade ore?
cardish /eclipse
Critical failures is one of the issues that may havealready been hashed and rehashed a thousand times but I'm not sure I'm ready to jump on the wagon train of players demanding a change.
I too get critical failures, sometimes 2-4 consecutive failures but it's not that often that I get them. As an example last night I did about 15 furniture combines ( dining tables, large beds, couches sofa chairs etc) and 7 walls with0 failures. Granted they are very small and trivial but that's 92 combines without a crit.Every timeI do a combine on a large complex item I cringe expecting to see a failure but it hasn't happened yet. I know it will, and perhaps with a string of bad events I will change my opinion.
imho if there is a reason to the rhyme then maybe we should not be so quick to judge. If the amount of failure is based upon equipment, resource, or player stats esp... then I say let it happen. If it is just a random variable, then yes I would agree it should be eliminated entirely for all professions on all combines.
swg-albert wrote:
With any luck, the devs will FIX the assembly number for architects so it is inline with other crafting professions. Does anyone else feel like the devs are ignoring Architects altogether? Weaponsmith, Tailor, Droid Engineer, ... all have +100 Assembly at Master. Why would Architect be +55 ????
Of course Experimentation should be +100 too, but devs seem to have put that on the bottom of their priority list too (since it has no affect on the outcome of the structure).
Why is it that the profession that stands to lose the most resources from a failure can not improve itself to where it has a better than 90% chance of success (since I seem to get failures 1 out of 10 times).
My Two Cents Worth!
Before you start shouting off numbers, why not add up the assembly points that you get for those professions. - It's not 100 for all of them (check DE atleast).