Architect Archive
Thread: Critical Fails are driving me from the architect class
No other crafting class takes a beating like architect does from a critical. A deep crust chemical extractor takes 24,600 resources. If I buy them at 3cpu then my cost not including travel time, factory cost, vendor cost, and house cost is 73,800 cr. If I make four and sell three to one customer at 140K each, and have one critical fail, which the customer won’t buy, I make only 124,800 credits. Factor in all costs I bet I make less than 100K for an entire afternoon worth of work. I know that I can mine my own resources for 1cpu cost, but then I make just a few deeds a week. The money is so slow at that point that I can run 1K mission and make more money faster.
I bet a master rifleman can make more on missions in an afternoon. Well you say, he has a chance to die. Fine, but death isn’t permanent, and besides imagine if critical fails in combat happened like they do to crafters. If they did nobody would play SWG. Imagine if a critical fail in combat broke your gun by 15% effectiveness, and imagine if the critical fail happened 5% of the time that you pulled the trigger.
I hope beyond all hope that build seven will bring some sanity to the crafting experience. If it doesn’t I will be leaving the class.
Perhaps I am the strange one, and the rest of you find critical fails to be thrilling, and interesting--I doubt it.
I feel much better now after that rant.
Hsing-i
Starsider
The failure rate you're getting during experimentation is about what I see.
Its not fun but I just consider it a cost of doing business and add it to my pricing equation.
If you can gather the resources to do so, I'd highly recommend making schematics and running off around 10 or more deeds. 1 deed to make the schematic and then perfect deeds after that for as long as your parts and materials last. I'd much rather dispose of one to make 10 or more perfect than having sub par results for 1 in every 4.
At least they got rid of crit failure during assembly.
I have been pretty frustrated too....last night, I tried tomake a BER 13 Deep Crust Schematic with a decent hopper size, and failed 3 times: It was something like this:
Try 1: Great Success on BER (8 points), Crit. Fail on hopper size (2 points) with my last 2 points --> BER 13/100K hopper.
Try 2: Good Success on BER (8 points), Great SuccessBER (last 2 points) = BER12/109K hopper
Try 3: Moderate Sucess on BER (8 points), Good Success on BER (last 2 points) = BER 11/109K hopper.
Normally, if I get get a great with my first 8 points on BER, and a great with my last two points on hopper, I end up with a BER13/117K hopper.
So out of 6 experimentation attempts (43 station, 14.x tool, research center), I got 2 greats, 2 goods, 1 moderate, and 1 critical. Needless to say, I still don't have that schematic.
....but here's a suggestion for you -- take some of those harvesters you can't sell, and spend some time getting your own resources, enough to,make 100 harvesters. Pick two or three types, make a set of schematics for each one (including separate subcomponent schematics), and then crank them out in factories.
AvaroT wrote:
....but here's a suggestion for you -- take some of those harvesters you can't sell, and spend some time getting your own resources, enough to,make 100 harvesters. Pick two or three types, make a set of schematics for each one (including separate subcomponent schematics), and then crank them out in factories.
I hear you friend. I had a really bad day with medium flora's once. Nearly dropped the prof after something like 6 out of 8 crit fails. It was horrible.
As to the profit margins of an architect, if you aren't mining your own resources, and/or don't have a contract for under 3 cpu, it's a tough, tough journey. Personally, I wouldn't do it.
The other suggestions about factories is good, but sacrificing 7 walls to a heavy schematic is painful. Really painful. I've yet to do it. I'll make schematics for mediums, but a heavy...
Critical failures are supposed to be reduced for master crafters in the next publish--BUT experimentation will be nerfed (imagine nerfing something that doesn't work well ENOUGH), so we'll be worse off than before.
Thanks, devs!
I will probably do the same for mediums as well.