Architect Archive
Thread: Why make Master and have the best tools and stations if?
You continue to fail when crafting.
Making Master status should contribute to having fewer crafting failures.
Using a 14+ crafting tool should contribute to having fewer crafting failures.
Using a 40+ crafting station should contribute to having fewer crafting failures.
Using resources with required stats all 900+ should contribute to having fewer crafting failures and a quality product.
Is it really that hard to make use of your masterstatus and the tool and stations effectiveness actually count when crafting?
My reasoning behind this is after the patch today I have exhausted my instock resources in attempts to make just 1 rate 13 harvestor. I'm not failing in final assembly, just when experimenting. I have not had 1 session where it did not fail at least 1 time keeping me from reaching my goal. My first attempt took a 29% starting % and knocked it back to 0% so the remaining 9 points I had were useless except making a rate 9 with a lot of storage. Closest I have come today is 12 after that when I added another point of exp, it failed and I used the rest of my points to get it back to 12.
Sigh.......this is a game, it is supposed to be fun not frustrating....I should not want to give up a master after I have achieved it.
Yea to me it doesn't matter how good your tools are or the station you are experimenting on.I have a +43 crafting station, and +15 tools, and I still get critical failures sometimes at an alarming rate. I think there is a hidden random counter that can screw you at any moment. I have talked to different architects in the business some have different approaches, usually I will build a few small insignificant items to see if I get a failure right off the bat, or during experimentation. I always hope for a instant "tank" on something small so I know that if I use that crafting tool to do the final build - I will be successfull. Just thought I would add my two cents.
VVV - MadCoyote - Naboo - City (Sedona)
and after crafting thousands upon thousands of items, one thing has become clear from our experiences:
the quality of the tools doesnt mean crap when it comes to crits on experimentation.
My experimentation failure rate, and my wife's, has always been about 5-10% regardless of the quality of the tools being used or the resources.
ET429 wrote:You continue to fail when crafting.
Making Master status should contribute to having fewer crafting failures.
Using a 14+ crafting tool should contribute to having fewer crafting failures.
Using a 40+ crafting station should contribute to having fewer crafting failures.
Using resources with required stats all 900+ should contribute to having fewer crafting failures and a quality product.
Is it really that hard to make use of your master status and the tool and stations effectiveness actually count when crafting?
My reasoning behind this is after the patch today I have exhausted my instock resources in attempts to make just 1 rate 13 harvestor. I'm not failing in final assembly, just when experimenting. I have not had 1 session where it did not fail at least 1 time keeping me from reaching my goal. My first attempt took a 29% starting % and knocked it back to 0% so the remaining 9 points I had were useless except making a rate 9 with a lot of storage. Closest I have come today is 12 after that when I added another point of exp, it failed and I used the rest of my points to get it back to 12.
Sigh.......this is a game, it is supposed to be fun not frustrating....I should not want to give up a master after I have achieved it.
I'm having no trouble at all producing BER-13 stuff. T
The key, in my experience, is to spend experimentation points in bigger blocks. Here's my method:
1. Max-experiment (8 experimentation points). On a great success this gets you to BER 12.
2. Experiment with 1 point. ON a great success, this gets you to BER-13
3. Experiment on hopper with 1 point.
Using this method, with a 29% or so on initial combine, I get BER-13 about 2/3 the time.
I then make a schematic and mass produce stuff.
ET429 wrote:
You continue to fail when crafting.
Making Master status should contribute to having fewer crafting failures.
Using a 14+ crafting tool should contribute to having fewer crafting failures.
Using a 40+ crafting station should contribute to having fewer crafting failures.
Using resources with required stats all 900+ should contribute to having fewer crafting failures and a quality product.
Is it really that hard to make use of your masterstatus and the tool and stations effectiveness actually count when crafting?
My reasoning behind this is after the patch today I have exhausted my instock resources in attempts to make just 1 rate 13 harvestor. I'm not failing in final assembly, just when experimenting. I have not had 1 session where it did not fail at least 1 time keeping me from reaching my goal. My first attempt took a 29% starting % and knocked it back to 0% so the remaining 9 points I had were useless except making a rate 9 with a lot of storage. Closest I have come today is 12 after that when I added another point of exp, it failed and I used the rest of my points to get it back to 12.
Sigh.......this is a game, it is supposed to be fun not frustrating....I should not want to give up a master after I have achieved it.
This really sounds like your tools have decayed. - I have tried this on several occasions and get consistent results.
I use 2 tools in my experiment, both have a rating of 14.17, and stand at a +43.445 station. One tool is 100%, the other has been on me when i died, 2 times, uninsured and is at 90% (although you can't actually see this rating i dont think... it still exists)
I fail 90% of experimentation with the decayed tool, and fail 4% of the time on the 100% tool.
Rebuild your tools, see if that helps
I read the postings about crit fails, and wonder what is going on. I haven't taken any furniture yet, and haven't rebuilt my tools or stations in a while,but seem to get critical failures less often than somemasters with top stat equipment.
I can't complain, but it does seem wierd.
True I'm pretty much a miner and if i hear you al correctly you should be getting crit fails on strucural modules and walls. I'm not master and my tool is at 85% decay and i have only had 3 critical fails since i've been an architect.
Malability weather it is listed in the schematic or not affects the critical rate in experiementation. try using a resource with better Mal.
Well, my crafting station is +43.59, my tool is 14.85 (though I can make a better one now) and I've only had decay twice since it came out. So my tool should have a 2% decay that I didn't consider.
But I had all of this before the vehicle publish and could craft 13's with 2 points to put toward storage. The day of the publish I could not get by without a failed experimentation.
I would try to day, but wasted all my resources yesterday trying to make just 1 harvester.
I hope it was just a bad day and things will turn around. Didn't have any problems crafting vehicles only structures.
I'll try a new tool, but from the sounds of it it is all just random luck on how it turns out, this unfortunately is not good for me since Mr. Murphy (from Murphy's Law) is always trying his new inventions on me....
But I feel there should be some consistancy in the crafting world. I think they have a good basis for the system, but need to work on the code a little more.