Architect Archive

Thread: Issues with Critical Failures/General Observations

Fitzhume
Sun Oct 05, 2003 4:11 pm
#1

Hey, I have been having a bad experience with my critical failures. Yes, they are definintely not random since I have had three in a row before, luckily not on anything too significant but enough to question any kind of randomness. I have two major observations that warrant some kind of action to help improve these issues hopefully in an update. 1) The obvious high number of failures is alarming in my opinion. As I stated earlier I have had instances where there are two even three in a row. This should not happen to anyone, and needs to be resolved. 2) Less talked about, and in my opinion reveals a larger concern, is that I noticed throughout my journey to Master Architect that my critical failures never became less frequent as I gained levels and experience, most notably my Structure Assembly experience points. If there was ANY improvement to my crafting it was minute enough that I never noticed, and still do not notice. My critical failure rate is essentially the same as when I started crafting and that, to me, reveals that there is some kind of flaw in how the outcome vs. assembly exp pts are weighed. I worked closely with another Master Architect and he feels the same way I do. I simply feel that at the level of Master Architect there should be a significant improvement in ones ability to craft. Even if it means that low lvl architect objects never fail, or just the overall rate of failure is actually effected by Structure Assembly would be helpful. These are just my observations for the last month or so I have been an Architect. Granted, as one improves and makes harder objects I can see how critical failures might parallel the increase in difficulty of the items, but Master Architects should NOT have these types of problems. As with all other professions in SWG, being a Master of a profession should distinguish oneself from those who are not, and in crafting it should extend to crafting abilities and not only more structures that can be crafted.


Other Ideas to Consider: Why are the max item limits in most small houses the same as medium houses? This just doesnt make any sense- Larger house, more resources, more space, should equal more room. I really feel that Medium houses should have a 200 item limit. Its enough to have presentable furniture as well as keep room to maintain resources/items/components needed for the daily grind. And hey for Large houses, 6 lots? They should have alot more space for that kind of lot commitment. Personally I think 6 is too much, or the item max limit should be higher.


Why do generic houses require more walls, yet provide no more space, if any, much less space than regular houses? This also logically does not make too much sense.


My last observation is that I dont understand the purpose in enabling people to craft lamps without allowing them to produce light. In this 'world' that our characters exist in technology has enabled interplanetary travel and elaborate structure creation yet has not been able control electricity? I think that it is unrealistic to keep this aspect of the game the way it is.


Well these are my observations, sorry for rambling on. But I feel these are things that should be addressed in an update. I also dont see how they could be that difficult to change on the programming side of things. Anyways, any thoughts on this whether they be pro/con are appreciated.


Fitzhume Emit


Master Architect - Kettemore




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Sien_Chotor
Sun Oct 05, 2003 6:42 pm
#2

/agree



You are right about everything, im just off the brink of failing a medium house, its just plan gay




Horox Airago
Jedi Master
azn_jedi
Sun Oct 05, 2003 7:10 pm
#3

What do you consider to be truly random?




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Fitzhume
Sun Oct 05, 2003 9:39 pm
#4

well I think that multiple failures in a row conveys that somewhere there is a flaw in the system to decide failure/success. If failure is determined by say percent chance, like 5% chance of failure, then the probability that it would happen three times in a row is nearly impossible. I am not sure what the probabilities are that are set, the randomness just helps to prevent these kinds of freak things. If someone crit fails as a Master Architect, they should be confident that it will NOT happen the next craft. If anything, I have found that it has become VERY likely that after one failure that another will follow it. That doesnt seem right to me.


Fitzhume


Master Architect - Kettemore




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Ndainye
Sun Oct 05, 2003 9:54 pm
#5

Random Number Generators can be streaky it's fairly common and really no way to get around it.


We need to have our skill mods brought up to par with other artisians. I feel that many critical failure issues would be resolved by that and it is the first thing that needs to be done for our class.




Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

Lakys
Mon Oct 06, 2003 4:06 am
#6






Fitzhume wrote:

well I think that multiple failures in a row conveys that somewhere there is a flaw in the system to decide failure/success. If failure is determined by say percent chance, like 5% chance of failure, then the probability that it would happen three times in a row is nearly impossible.




Well you are right... but the chance to get that case is 0.05 x 0.05 x 0.05 = 0.0125% not impossible but nearly the chance you have to gain to the lottery. Some people win you know but they are rare


So in a day of bad luck that case of 3 failures in a row can happen. Nearly impossible as you said, but still possible even




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