Architect Archive
Thread: Question on what Architects look for in resources
Greetings.
I just recently started in the mining business. I've gone to swgcenter.com to see what kind of resourcesArchitects need, but do not know what specificresourcestats Architects need intheir materials.(i.e. weaponsmiths look for high conductivity, and overall quality)
Thanks for helping.
ore .... any ore .... architect experimentation doesn't do squat and as far as we can tell stats alter nothing ......
lots of ore
Price is the most important thing. We deal in bulk.
Ore and metals and a little chemicals. We need a bit of reactive gas and a little inert gas, but not huge amounts. Hide is needed for some furniture.
Sorry guys...high unit toughness, decay resistance and decent malleability. I get a chuckle every time I read a post about someone saying that they had 900+ OQ and they are going insane because theycontinuously crit fail.
Remember if you're selling exclusively to architects, we have the lowest profit margin per unit of resource of any other profession. You're better off getting metals and selling them to weaponsmiths and such.
The rumor that UT or any other stats helps with crit fails is just that...a rumor.
My fail rate doesn't change a bit, whether I use 900 UT or 20 UT. Critcal fails are based off a random number generator and that is the only thing that affects them - a random number. There does tend to be strings of fails (up to 5 in a row for me at times) but random numbers are usually based on clocks, right? Complexity may be a factor as well which is why I always laugh at "solutions" to crit failures that include experimenting the subcomponents.
Anyhow, once you get a fail, for the love of god makefurniture till the string is over. Heh.
Stats on materials only affect experimentation, and as you all know experimentation does nothing for us.
Resource stats in structures don't mean jack. I dare anyone to show prrof in code or from a Dev Team member that it does. Like was said above, it is just a rumor and BS from people saying they never crit and try to use it to blame the ones that do crit for using low quality.
Fact is, failures happen no matter what your quality is. Anyone saying it matters on structures without proof is just blowing it out their...
Also, what RabidDawg said. I would gladly buy a lot of resources if I could get them for 2CPU to help suppliment my constructions hwen I fail on medium and large items. Thing is, everyone wants 3 - 7 CPU for resources and we can only sell for about 3CPU as it is.
Sure, you could buy for 3CPU and then sell for 3CPU and just break even and get the experience but....
I know a testimonial won't sway anyone but I have to say that UT, DR and Mal are the way to go. Of course I can't produce lines of code to prove this, just what I've seen myself. I've been an architect since day one. Back then I had no clue...lots of crits...more than my fair share I felt. I was all into OQ at that time. That was phase one.
Phase 2 was the period where you could make a structure out of oatmeal and it wouldn't fail. I'm pretty sure the devs had some love for us at this point, because you had to try really hard to fail.
Phase 3, the current phase, I used the garbage I was using in phase 2 and bam...first building...a medium house...up in smoke. Several failures later (3 heavies) and I went back to the drawing board. Since I went all UT and DR with some Mal, I've had no failures...not a single one. I've done about 12 heavy harvesters several houses and a factory or two since the last patch, so I'm convinced. This comes at the same time I see people still complaining about critical failures, so I assume I'm either exceptionally lucky (which never happens) or I'm on to something. Needless to say, the knot in the pit of my stomach that appears every time my pointer hovers over the assemble button is all but totally gone.
Of course, I could be wrong. The devs could have snuck in more love.
Dueric, nope, I was one of those guild supported folksand made master pretty quick. There were severe bugs with the architect building process, and I got crits at the same rate (if not more) than I did once I hit master. My success rate on factories was about 40%. This was something that was fixed. It wasn't until long after I hit master, there was a patch and after that no crits.
Deoka...you must have a lot of friends or a lot of accounts, and a whole lot of luck. Depending on how fast you made master that'saround a million units of resources every week. No way could I keep up that kind of production. Nice work. I'd definitely say you're the exception though, not the rule.