Architect Archive
Thread: Please Take Away Critical Failures!!!!
yeah, and while you are at it, take away the resource requirements to build somehing
/shakes head
if you are smart and plan how you work, a critical failure may slow you down, but won't bankrupt you.
Absolutley......
You stood to make anywhere from 8-12k in credits and roughly 2500 xp (forgive me for not knowing the exact number...didn't feel like looking it up) for making that house. So where is the risk? You don't have to worry about producing a rifle that only does 40-50 damage because you used inferior materials. You don't have to worry about making an armour breast plate that has such a high encumberance that no one can wear it. The only risk we have is the critical failure. We have much more to lose with failures than any other crafting profession because of the amounts of materials we deal with. But ask any other crafting class if they would risk critical failures for the chance to make over 50k xp for one item and they would jump at the chance.
PersonallyI think once our +assembly is brought into line with other crafters, we will be ok.
Yes we will still have fails, and yes they will hurt. But your pricing reflects that cost, right?
With +100 assembly at master, the number of crit fails WILL decrease substantially.
Hmm....10% of 200 xp....quick...grab me a factory
Anyone trying to gain any skills in other crafting classes doesn't use a factory. Granted, the ones trying to make money use them all the time....and sell for insanely high prices. But I wasn't talking about what we can sell our items for. They may be apples and oranges....but it's still a valid point. Risk vs Reward.....
I also agree that critical failures should be part of a game, but make them reasonable. I mean I am 2 blocks away from master arch and failed today on 2 wall mods. That's like 10k in materials. I can see failing on stuff like structural mods and little componets, but failing on large objects. I mean if you were able to create all the componets for a large house without failure don't you think you could assemble it without failure also. That's just my opinion, but I think a lot of people would agree...
Vik Vega
Novice Architect
Master Artisan
Novice Sharpshooter
I've lost 2 medium houses, and several days of work went poof with them. It hurt, but having 150K + in the bank from my other sales really goes a long way into understanding the reason for balance.
I am sure a lot of people have even more money then me, I give a lot away to my kids.
Some people may have it tough, and may have lost everything. In that case I'd suggest NOT putting everything on the line when you do a build. Build some smaller stuff, get some money in the bank and then build. Ours is a very profitable profession and this is a setback that we can painfully afford.
It will truly help to keep the economy more solid.
Leave the critical fails in the game.
If they take away crit failures i want 1 hit kills on dark Jedi's too.,i want a machine that gives me credits in amounts set ,and i want PA halls to fall from the sky..
Come on people if you cant afford to lose all the resources you have used to make something you chose the wrong skill...
Can we get a tissue dispensing machine in game please..WE NEED IT..
I have furn IV and have failed to date- 2 Heavy mineral miners- 3 Fusion power Generators - 2 Large houses.
So far i have succesfully made - 3 heavy mineral miners- 6 fusion power generators - 3 large houses.
Those are just the expensive htings ive made, am i doing something wrong or is this for everyone? (my crafting station effectivness is at 92% but my private large crafting staion is just minimum stuff.)