Architect Archive
Thread: Critical Failures on Large Structures
First off, I am not adverse to the idea of failure resulting in a loss of some resources/subcomponets. When it comes to the total loss of all componenets I have to ponder the wisdom of the critical failure system.
This mornings critical failure (http://webpages.charter.net/eyvli/critfailure.gif) was very, very disheartening. The item that I failed on, a Deep Crust mining extractor required materials collected over several days of harvesting (Starsider Tatooine does not have any ore deposits that are accessible over 55% that I've found), considerable time and effort on my part...and, while tertiary a good friend will now be disapointed because I failed in my efforts.
It is one thing to fail on an item that takes a couple hundred resource units, it is quite another to fail on something that takes in the 10's of thousands. For me to construct a Deep Crust Mining Facility the following resources are needed.
Deep Crust Chemical Extractor
1000 Steel
400 Chemical
200 Metal
300 Low-Grade Ore
Subcomponents:
2 Generators (From Factory)
400 Reactive Gas
100 Steel
100 Chemical
1000 Aluminum
500 Copper
300 Non-Ferrous Metal
500 Carbonate Ore
4 Small Structure Storage Modules (from Factory)
400 Steel
320 Metal
2 Fluidic Drilling Pump Units (from Factory)
200 Steel
200 Chemical
400 Chemical
300 Metal
75 Metal
6 Wall Modules
1200 Metal
600 Metal
1200 Low-Grade-Ore
Subcomponent - 10x Structure Modules per Wall = 60x Structural Mods
3000 Metal
12000 Low-Grade-Ore
Total Resource Units: 24395
And this structure isn't the "worse" thing that can be failed on. I have also failed on a large house, and several other structures comparable with the Deep Crust Extractor. When a failure occurs...all of the preperation work, resources, and good will of the client evaporates. This seems to me to be an excessive "incovience" to the architect.
Again, I do not dispute that "failures" need to occur when crafting. But do they have to be failures that result in such extreme losses? When a combat player "dies" they are merely out a bit of time in the medical facility and the cantina, they...also have the opportunity to insure their equipment and thus retain it should they "fail." When any crafter fails they pay a very hefty penalty, a penalty that as the scale of the project increases likewise results in an ever increasing level of loss, inconvience, and enjoyment in their chosen profession.
A better solution, to me at least, would be to change critical failures to simply failures that would result in the loss of some but not all of the components used in the schematic. Additionally, if you are concerned about siphoning off some of the artisan credits...consider offering insurance for Artisans that mimics that of the combat player. I would happily have paid 30000 credits in insurance against my materials. For that price, I would still net a profit from my client, and I would have had the assurance that the time, energy, and effort that I placed into gathering the materials and crafting the components was not in vain or a total washout.
Please consider addressing this issue, I honestly do not believe that all types of artisans are equal in the amount of materials they must use when crafting. Architects suffer far too heavy of a loss, and there is little if anything that can be done to thwart this random, chance occurance.
I hear ya man. It is especially bad when someone gives you a sh** load of resources to lessing the cost of a build. I only had that scenerio happen once with the customer right next to me. OMG, what do you say? Ah sorry dude you know that 16k ore you just gave me...ya well it is toast. I agree with the Critical Failure system needed to be in place, but crap man. Do I dare say this...NERF the system!!!
Ashman
This is a major problem. We lose all of the resources, and don't even get exp from it.
In real life, we can sometimes learn more from mistakes than from successes, so we should at least get some sort of an experience bonus for something as bad as a critical failure.
Im very suprised they didnt fix it in the big patch. I mean, it is a SERIOUS issue.
Whos bright Idea was it to implement failing on multi-componant structures? Seriously! Is failing supposed to be an "exciting twist" or a "fun challenge?" NO! The only thing crit fails do is add REAL aggrovation and REAL anger. Losing days worth of time, losing thousands of credits, and losing customers is NOT what I call an "exciting twist." I call that a big SLAP IN THE FACE.
The last time I checked, games were supposed to be fun. Crit fails on structuresare NOT fun.
CamaroMullet wrote:
IIt is especially bad when someone gives you a sh** load of resources to lessing the cost of a build. I only had that scenerio happen once with the customer right next to me. OMG, what do you say?
I tell the customer beforehand if they are supplying the materials that if I fail they are out the resources and they must agree before I do it. That way there is no problem. If they dont like it or don't trust me, then they can just pay cash or go elsewhere. I don't need the exp or anything, by taking resources instead of money I'm doing them a favor so they better be able to accept the risks.
I also only take resources under certain conditions. If I build an item that would normally cost 50k, brining me 50k worth of resources (market value) isn't going to cut it. This helps discourage an overabundance of resource trades and helps me net some extra resources to ease the cost of a crit fail.
About crit fails in general. I would like to see a system implemented that based on the quality of your tools and station you would get a certain amount of your components back. Failing large structures (and small ones for that matter) sucks.
agreed, crit fails are teh suk, but i think i've noticed a trend ... not 100% sure, but it seems EVERY time i am making things, if i say, use 50 copper and then 200 ore on a structure module, but mean to use 50 steel and 200 ore, if i pull the 50 copper out and put the 50 steel in, almost every time its a crit fail, and right now with patch, when you crit fail the materials stilll show graphically in teh thing you're making, so you have to hit cancel then reload the schematic, which is annoying.
crit fail penalties should be twice thought, lessened on us hardworking crafters
master arch, master art, master ch
Heck yeah. I'm still angry after critically failing on a medium house last night. Now I know that people have failed on larger things. Myheart truely goes out to those who have crit failed on PA Halls. I'm also a one man show so losing that many resources is several days work for me. But I had to immediately log off for fear of doing something stupid like giving up all my architect skills. I had just trained in Furniture 4 and I crit fail on a feaking medium house. I just hope I didn't wake the neighbors. I would love to see either a decreased chance for failing on large structures or what others have suggested and only lose a % of the resources.
Obosk
TKA/Architect on Ahazi
I have been incredibly lucky. I know its far from skill and is pure luck. I have yet to crit fail on anything larger than a med min harvestor. Everytime i click the construct button my sphincter muscle contracts to such a state that inserting coal would produce diamonds.
Having read the many horror stories every large structure i have built has been scary. After I figured out (with help) the work around for power core units i went to build my first (and only in 2 weeks of being a master) PA hall. I seriously would have cried if that thing had failed.
I know my luck will run out and i ask that this is fixed for both those that havent shared the luck and for the few that have been blessed so far. It makes me scream when i fail a wall module so i can only try to imagine the pain of something larger.
i crit on my first heavy too , just dont think about it and work on getting the resources to build your next one.
if you think about it i starts hurting
Well I agree that i also have had more crits in the lastweek or so since makng Master Architect, 25% of all final structures, during trainingit was training less than 10%.
I also have tried recrafting (and experimented to highest level) all my tools and stations. makes no difference.
I feel this is obsured, im a master now and ammaking very only VERY resource hungry structures and have finnished my training.Should Master not mean anything? I would like to see the abolishion of criticals for Masters. I understand the need perhaps to make the road long and difficult to get to the top of your chosen proffesion but this is rediculus.
Please someone do something about it.