Architect Archive

Thread: Critical Fails are driving me from the architect class

Cadaith
Tue Mar 02, 2004 12:23 pm
#1

I have yet to make more than four medium or heavy harvesters in a row without a critical fail ruining one. I have the best crafting tools (around 15%), the best crafting station (around 40%), I eat and drink the food that helps reduce crafting errors and still I end up ruining 25% of what I craft. I realize that a BER 9 medium still functions fine, but I have yet to sell one, ever! A BER 12 heavy goes for 30K less than a 13, and takes over a week to move off from my vendor. People complain at times about my prices, but I have to keep them super high, to offset the horrific losses of a critical fail.

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
Pawlin
Tue Mar 02, 2004 12:45 pm
#2

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.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
AvaroT
Tue Mar 02, 2004 2:07 pm
#3

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.





____________________________________________________
Tekhap Ybrae: RIP
Avaro Trimihow: Back For More

"Our enemies are innovative and resourceful, and so are we. They never stop thinking about new ways to harm our country and our people, and neither do we."
AvaroT
Tue Mar 02, 2004 2:11 pm
#4

....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.





____________________________________________________
Tekhap Ybrae: RIP
Avaro Trimihow: Back For More

"Our enemies are innovative and resourceful, and so are we. They never stop thinking about new ways to harm our country and our people, and neither do we."
dantaglo
Tue Mar 02, 2004 2:21 pm
#5






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.








AMEN!! FACTORIES RULE.. and have saved me from beating my monitor to death
CraftDragon
Tue Mar 02, 2004 3:40 pm
#6

If the kitchen is too hot for you then, get out of the kitchen.



CraftDragon Elder Jedi
(Thank GOD I can kill BHs again)
Alt: KraftDragon EX-Master Resourcer>(I miss my harvesters)
Master Architect Master Artisan Master Merchant


Member of
ATF Rebel Colonel
Does my sitting on a throne of bloody Imperial skulls bother you?
Manipulative
Tue Mar 02, 2004 4:08 pm
#7

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...


Also, to the guy that burns 8 exp points all at once on BER, I've found that approach will yield considerably lower results than if you use fewer exp points and experiment repeatedly. In fact, it's been my experience, that using them 2 at a time yields me the overall best results.


Results do vary. And qty's are limited. Hurry for rush delivery. YMMV.



Cher & -Chastity- SuperStar - Shadowfire
Master Sharpshooter, Master Combat Medic
Master TK, BE, Smuggler
Mayor Juliani - Master Architect, Master Artisan, Musician, Politican - City of Angyls, Tatooine
Astronaut_jones
Tue Mar 02, 2004 7:30 pm
#8

My private crafting station is a 12.something that I threw together with spare resources. The last 7 heavy schematics I have made for factory runs have been done without a single crit fail. That aside, I agree with the others, sacrificing one build to the schematic then doing a factory run is the way to go.
BoberFett
Wed Mar 03, 2004 12:04 am
#9

To be fair a combat character spends a lot of money on weapons, armor, buffs, spice and food in order to run the big money missions. They don't just run out in their Boba Fett Underoos and have money thrown at them by rancor.


Anyway...


Is your shop in a Research Center? If not, you might try to find one you can put a house in, or use somebody's station that lives in one. I'm doing more factory runs of heavy harvesters now, but even when I was making them all by hand I would make ten before I critically failed on experimentation and ended up with something less than maximum.


Also, experimentation methods have been discussed here several times recently. When building harvesters by hand I use the "2 Points Per Experiment" method. If you use every point on your first experiment and it goes wrong, then you might as well flush that harvester down the toilet.With my method ifI happen to get a critical failure, I still might be able to get to 80% and BER13 with an amazing success. If not, I'll end up with a BER12 which will still sell for a profit, even if it is a small one. I've sold a number of BER12s for 100K, more than my material cost. And if I get two critical failures, well then I get a BER11, but that doesn't happen often. I think I've had maybe two BER11, and sold those for slightly less than my cost, but they did sell and I only lost a small amount of cash.
ElevenFortyOne
Wed Mar 03, 2004 1:35 am
#10

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!

Cadaith
Thu Mar 04, 2004 1:49 am
#11

I appreciate the help guys. I am going to take some time and accumulate enough resources to do factory runs of 10 for heavies and then put them on my vendor. It will take time, but will pay off over the long haul.

I will probably do the same for mediums as well.
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