Architect Archive

Thread: Crit Failures on Final Combine

VarRoncill
Wed Sep 10, 2003 10:55 pm
#1

Ok so let me preface by stating that I am not an architect.Iam however, at least 30% certain you are all out of your minds or completely addicted to gambling, to even consider this profession. Having said that, I'll let you know my brother plays an architect. And tonite, whilst performing the final combine on a heavy harvester, he received a critical failure. Tonite tons of time was wasted, and his profits cut in half (it was an order for 2 heavies, the other successful).


FLUSH 27700 resources and a good half hr at least of mindless clicking.


So I propose this solution to the Devs in the hopes that perhaps a simple question based in logic (and expectations not higher than the moon) might receive an answer.


Please make it so architects do not critical fail on the final combine. Admittedly its rediculous that a master architect would mess up an end table or bookcase, but its your (devs) decision that it can happen. Ok. There are tons of components (generator turbines, storage modules, structure modules) that can be failed during the creation of a single sellable item. No other class needs to jeopardize 25k resources on the single click of a button. Because LITERALLY, it is only spinning the wheels on a slot machine. There is NOTHING (not crafting stations, skills, kits, pagan rituals, sacrificing npc vendors) that an architect can do to prevent this.


Please devs, please please please (beggin' enough for ya?) remove the possibility for critical failure on the final combination. Leave it in for the other combines, but not the last one.


Stated simply: Devs will you even consider (read: make no guarantees, only discuss AND REPORT BACK THE DECISION) removing possibility to critical fail on the final combine for large (read: bigger than other profession's requirements) combines?


To you architect types. I apologize if this is old hat, I don't read your boards. To be perfectly honest its kinda' like reading a racing form. I sympathise with you, and hope maybe to get a response. If I'm rediculously off base, please feel free to flame like mad. My shield of ranger ignorance will defend me!

VarRoncill
Wed Sep 10, 2003 11:51 pm
#2

Ok so the stupid thing killed my post. Here is the abridged version. I researched the threads to be less uneducated about the problem. I found:


The dev responded to this issue:


5) Critical Failures – Critical Failures for Architects can be disastrous due to the amount of resources used in the creation of their items. This results in players feeling cheated and frustrated.



This should be better as of the last patch. There might be some more changes in the future depending on how things go. Let us know how you like the changes and we’ll move from there.



This post shows that no one likes the changes (except a few non architects that believe crits are fair unilaterally):


forums.station.sony.com/swg/board/message?board.id=architect&message.id=21066



So moving from there, we compare to the risk vs reward for other professions:


Master Armorsmith risks no more than 502 resources on a single combine. 55 times LESS than an architect. Sells for 20-40cr per resource used, when an architect sells for 3 cpr.


(the above example is for the composite chest piece, about the biggest thing I could find)



So I have now 2.1 questions instead of just 1:


1) Given the communities lack of support for the changes you implemented, is the possibility of removing the potential for critical failures on combines of over 1k resources, a viable solution?


2) Is the risk vs reward for critical failures in line for the architects with other professions? Keeping in mind they risk less at any one time than an architect.


2.1) If the risk vs reward is not inline, then what justifies the discrepancy? Given that they risk more to profit proportionally less.



Thank you for reading this. Again flame away. I'm a ranger so I can go hide in the woods for weeks, and you'll never find me!! MWHAHAH.. oh.



Var

Sevarhin
Thu Sep 11, 2003 1:30 am
#3

I know crit-fails suck. I do sympathize. Really I do. I'm sorry it happened to you.


But honestly, the more crit-fails happen, and the more people learn their lesson about architecture pricing, the better off we all are. My two cents.




Tranquility Shipyards
Vendor wp: -3291 5615 (Tranquility, Naboo)
Founder of Tranquility, Ahazi's first Player City

VarRoncill
Thu Sep 11, 2003 3:00 am
#4

What does that mean?


"But honestly, the more crit-fails happen, and the more people learn their lesson about architecture pricing, the better off we all are."


Are you saying the more architects fail and become dejected at the loss of thousands of resources that we will be better off because there will be a better understanding of what it means to be an architect. And will therefore price accordingly?


Please tell me this is not the line of gibberish you're tryin' to sell us. That's like saying "We'll its good to stab yourself in the face! The more you do it the more you'll understand how terribly undervalued stitches are and develop a proper respect for doctors!"


The issue of underpricing is separate from this issue. While I appreciate you trying to make a point in favor (at least I think so) of valueing real estate more in line with other professions (a concept I embrace) I don't think this is the way to go about it. You don't break your nose to appreciate your lips more. You don't kill your dog, to spend more time with your kid. You don't burn down the garage to provide incentive to wash your car more often. That's masochistic and foolish. Neither of which are the way to solve the problem.


Because it was dragged into my thead I'll respond to the topic. There is only 1 way to set prices. It is NOT to encourage everyone to develop a communal attitude and a sense of brotherhood. The ONLY way, is for devs to code in the prices, and take the choice from the player. Which will never happen btw. This brotherhood thing is like the eco-tree-huggin' hippies trying to convince everyone to recycle to save the planet. You don't try to affect large scale changes in global consciousness. Its an ineffective waste of time. Too many recyclables making it to the dump? Make a machine that sorts trash between the house and the dump somewhere. This "we are brothers" crap sure sounds good. But it will never fly. People owe you nothing.


Incidentally, if I misread your post or intention, I really sincerely apologize for getting all flamey. It just seemed that you were saying something to which I disagree on a very basic level. And please, don't let this thread get hijacked by the whole pricing thing. Its here to give the devs a chance to answer some basic straight forward questions. Nothing more.


Var

Rath
Thu Sep 11, 2003 3:28 am
#5

Critical failures don't bother me. What bother's me is not getting payed in proportion to what other professions get payed. I'm not asking 100 cpu. I'm not asking 50 cpu. I'm not even asking 25 cpu. However I would like 10 cpu. If we payed 3-5 cpu for resources and critical failured a final combine at least we can still make a profit. As is, a critical failure on the final combine devastates even the richest of us.



Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
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Hoppkins
Thu Sep 11, 2003 3:52 am
#6

I'm an architect and i'm happy with crit faliures. Without them there would be no risk and no pleasure of building something.


If there were no crits it wouldnt be exciting, i find it quite a rush to hit combine on a really expensive thing. Your right, it IS like gambling, the same feeling i get playing roulette. Without crits i wouldn't play Architect, it would be boring....


I think what they need to add is a boneified REASON for them e.g. using crappy materials....


I dont pretend to fully understand the things which affect crits 100% but without them it would be plain dull, like grinding day in day out just to fill the boxes.

Dlarkin
Thu Sep 11, 2003 4:05 am
#7






Hoppkins wrote:

I'm an architect and i'm happy with crit faliures. Without them there would be no risk and no pleasure of building something.


If there were no crits it wouldnt be exciting, i find it quite a rush to hit combine on a really expensive thing. Your right, it IS like gambling, the same feeling i get playing roulette. Without crits i wouldn't play Architect, it would be boring....







It is clearly obvious you have never failed a Heavy Harvester, Large Home, or PA hall. Please, do that a few times and then come back and tell us about the "Happy-Fun joys of Crit-failing".


Moron.




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This is my lame sig - apparently html is too complex for this site.
Gulak Sslarin [-TC-]
Kettemoor Galaxy
Sobel
Thu Sep 11, 2003 4:19 am
#8

I've critted on 2 Heavies, 1 Fusion and 1 PA so far.


And im still here


Still crafting


ALL i want is a reduced chance at a critical failure and prehaps NOT lose nested components. Without crit failing whats the point of crafting? there needs to be some risk involved. But right now the risk involved is higher then the payout, and thats not right.



If they lower the possibility of crit failing, to about 1/2 of what it is now, I would be satisfied. Right now when I click combine I don't think "hmm.. there is a chance this could crit, but Im sure it won *cringe*...click"


I think "There is a small chance this is going to succeed this time"






Sobel - Master Architect - Naritus
Building everything from Small Homes to Giant Player Halls
Contact me In game to place an order
Hoppkins
Thu Sep 11, 2003 4:44 am
#9

Call me what you like cretin. I know i failed to combine my grandmaster tradeskill item in Everquest and it cost me all my savings.


What i find fun and what you think is stupid is none of my concern. Loss is all relative, my faliure on a small house is proportional to your loss on a heavy harvestor since the resources I draw on are far smaller than yours. My loss hurts in a similar way, i wont pretend its the same but its close.


Me failing a house means I have to wait another day to try another.

Xlot
Thu Sep 11, 2003 4:44 am
#10

Dlarkin waffled:

>It is clearly obvious you have never failed a Heavy Harvester, Large Home, or PA hall. >Please, do that a few times and then come back and tell us about the "Happy-Fun joys of >Crit-failing".
>
>Moron.

Charming.

Did it ever occur to you that if you find that aspect of the profession so hard to deal with, you're in the wrong profession? This is a game.. unlike RL, you don't have to get up and go to a job you hate

I personally think crit fails should stay. If you can't take the stress of failing, or the excitement of wondering for that moment you click whether you're going to fail, don't be an architect.

In my architect career, the worst final-combine crit fails I've had to date have been:

1 Heavy Mineral Harvester
1 Large House
3 Medium Houses
1 Medium Chemical Harvester
2 Small Houses
2 Factories
2 Mineral Mining Installations
heaps of walls, and smaller parts.

I've successfully built 4 PA halls, 40+ Heavy Harvesters of various kinds, 10ish Large Houses, and more factories and medium houses than I bothered to count.

I make sure I use one of my 99% (14.7 effectiveness rating) tools for the final combine on big things, and I have a 38.5 functionality crafting station.

I also habitually make sure I don't have any wounds/fatigue before final combines.. I don't think it makes a difference, but call it an in-game superstition if you like

I do think we should get 10 experimentation points and 100 skill at Master like most of the other crafting classes. I don't think we should see crit fails reduced across the board though.

Geno
______________
The Mercantile
Theed, Naboo, Tempest
Dlarkin
Thu Sep 11, 2003 5:43 am
#11






In my architect career, the worst final-combine crit fails I've had to date have been:

1 Heavy Mineral Harvester
1 Large House
3 Medium Houses
1 Medium Chemical Harvester
2 Small Houses
2 Factories
2 Mineral Mining Installations
heaps of walls, and smaller parts.

I've successfully built 4 PA halls, 40+ Heavy Harvesters of various kinds, 10ish Large Houses, and more factories and medium houses than I bothered to count.

I make sure I use one of my 99% (14.7 effectiveness rating) tools for the final combine on big things, and I have a 38.5 functionality crafting station.




Its unfortunate that noobs like you find it neccessary to turn this into a genital measuring contest.


Do you think I care at all about what you have or havent combined? Do you think your rather minuteresume is going to impress me at all with what you have or havent accomplished in this game?


Do I care what crafting station youhave, or does anyone on this board really give a flying "f" just how great and wonderful your tools are?


No, we dont, and we didnt ask.


And on top of that, my point wasnt directed at you, son, it was directed at the obvious "greenie" (who has since proven me correctly, I might add) to the Architect field that talks about this ficticious"Thrill" that failing on the final combine brings about.


If you disagree, then go visit some of the other 500 different threads on these boards that argues just how devastating critting has been lately, and how overal annoying it can be for the young or beginning Architect that saves up for a long time to build his first large structure and fails.


Yeah, thats a load of fun. Almost as fun as a hernia.


And if I want thrills like that, ill pay a soccor player to kick me in the junk for 50 bucks. At least that only takes about 30 minutes of pain, vice the1-5days down the tube of critting a PA hall.








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This is my lame sig - apparently html is too complex for this site.
Gulak Sslarin [-TC-]
Kettemoor Galaxy
Sedryn
Thu Sep 11, 2003 5:53 am
#12






Its unfortunate that noobs like you find it neccessary to turn this into a genital measuring contest.

Do you think I care at all about what you have or havent combined? Do you think your rather minuteresume is going to impress me at all with what you have or havent accomplished in this game?


Do I care what crafting station youhave, or does anyone on this board really give a flying "f" just how great and wonderful your tools are?


No, we dont, and we didnt ask.


And on top of that, my point wasnt directed at you, son, it was directed at the obvious "greenie" (who has since proven me correctly, I might add) to the Architect field that talks about this ficticious"Thrill" that failing on the final combine brings about.


If you disagree, then go visit some of the other 500 different threads on these boards that argues just how devastating critting has been lately, and how overal annoying it can be for the young or beginning Architect that saves up for a long time to build his first large structure and fails.


Yeah, thats a load of fun. Almost as fun as a hernia.


And if I want thrills like that, ill pay a soccor player to kick me in the junk for 50 bucks. At least that only takes about 30 minutes of pain, vice the1-5days down the tube of critting a PA hall.



Bravo! I put these (I have to say just the opposite of what you say) people in the same category as the ones like when you say "Hey I made it to Master Architect today.. man what a haul it was" they reply "Oh I have 2 Master Architects.. Had them the week after launch. It was easy"

I think the term is "One Upper" I would like to give them "ONE" upper



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Lordomatic
Thu Sep 11, 2003 5:57 am
#13

I feel your pain. I have critical failed on numerous buildings, the worst being the PA Hall. That hurt.


(I later figured out that the tool I was using on that combine was a -10 rating. That was given to the Kreetles for a play toy quick.)


We do need crtitical failures but it would be nice not to lose ALL resources used. Lets us salvage some and still get the exp for it.



Just my two cents.



Shylok


Lowca


UPSWG


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