Architect Archive
Thread: How often are you getting critical failures? Is this many unusual?
I seem to be getting more crit fails since the last patch, and it's very annoying. I'm an architect with Installations 2 and Furniture 2, which means I have +10 to "assembly", which is supposed to improve your chances of success.
Yet today, right after getting furniture 2, I tried to make a "small couch". I got two crits in a row, losing 200 hides and 200 steel.
I also built two factories today. You know how many resources and bits are required for those. During the process I'd say I got probably 4 crits, including one on a Generator, and one on a manufacturing unit (which includes a generator). This resulted in a loss of over 1000 aluminum, not to mention all the other stuff it takes.
I also had a failure on a wall module. That of course is about 2500 ore and 700 metal down the tubes.
Is this the sort of failure rate others are seeing? For most of this crafting, I'm using a tool I made myself at master artisan level that was experimented up a lot and was an Amazing success. THe other tool was also experimented up and was a great success. Although since I use the amazing tool more, I actually get more failures on it.
A factory takes about 36 crafted components. I built two, so that's 72 crafted items. At least 4 crits in that time, plus 2 crits in4 couch attempts and an armoire. So my results for the day are:
6/76 = 8% critical failure rate. Most of them happened when I only had Furniture 1, so I was at +5 assembly, but a third of them were at +10. This just seems too high to me for the amount of resources I'm losing each time.
Finally, do we have any info on what else affects your failure rate? When I had two couches fail in a row, my action bar was mostly gone from sampling I'd just finished. I let it recharge and got a success. Coincidence?
Yea, i critical faild on the final stage of a house twice in a row...not fun. ![]()
Unfortunately, the crafting game in SWG decided to be an independent, not UXP based solo treadmill race. (when the original design was much different
)
The downside, is there is no risk since you arent dependent on the customer to advance. There is no risk in the crafting profession because you can craft and destroy all day long and still become a master.
So...they added these critical failures for the sense of "risk" that is lacking. All it is is annoying to me. ![]()
As far as frequency, its the same as it always is. Critical failures is completely random...which means it IS possible to get a failure 10 times in a row. Also, you might not see a critical failure for a long time.
well im no architect yet, but i have been crafting alot , and i notice i have been getting 2 x more crit failures than before.
I am seeing more Crit Fails also... just had one on a house. I logged off for the night, as several hours of work went down the drains.
I think the results of Crit Fails are too extreme. In items that have components, the components should not be lost. We already risked the loss when assembling them.
Maybe we need to petition the Devs? Crit failing on a large item is like having a markman's gun blowing up in his hand whenever he misses.
To reduce your chance of crits:
- Each time you skill up, craft NEW tools. Your amazing success tool at Master Artisan level will not be as good as what you can make at your current skill level. Continue crafting those tools till you get an amazing success and then label it.
- You should level up your construction skill first, before you try to build a level above or equal to that.
- Build a personal crafting station with the best materials you can find, and replace this one as well when you skill up.
- When you get a crit, exit from that crafting tool you used before you try to craft again.
- If the server is lagging, wait till it is not.
- Build a house in the boonies where it is lag free. Don't craft in the cities. Not only is it lag free out in the country, but you can concentrate on what you are doing. Save those trips to the cities for when you want to see your trainer and visit the bazaar.
Crits happen to everyone. I critical failed on my very first house. I've crit failed on several more. I've built 30+ houses and out of that had about3 crits. If I crit, and I am veryupset about it, I log. Taking a break does your mind and your crafting hands well.
SacredNemesis wrote:
To reduce your chance of crits:
- Each time you skill up, craft NEW tools. Your amazing success tool at Master Artisan level will not be as good as what you can make at your current skill level. Continue crafting those tools till you get an amazing success and then label it.
- You should level up your construction skill first, before you try to build a level above or equal to that.
- Build a personal crafting station with the best materials you can find, and replace this one as well when you skill up.
- When you get a crit, exit from that crafting tool you used before you try to craft again.
- If the server is lagging, wait till it is not.
- Build a house in the boonies where it is lag free. Don't craft in the cities. Not only is it lag free out in the country, but you can concentrate on what you are doing. Save those trips to the cities for when you want to see your trainer and visit the bazaar.
First of all, making a crafting tool is an artisan skill. Having architect skill shouldn't have any effect on it, so once I hit master artisan, I'm pretty sure I'm not going to be making any better tools than I can make at that point just because I'm also anarchitect.
If I understand it correctly, the construction branch adds to your experimentation only.This should notaffect your overallsuccess, only your chances of successfully experimenting. What *is* supposed to affect your success is the Assembly skill, which you get by gaining furniture boxes. Is that what you meant?
I'd like to think the crafting station has something to do with it. But when you build it, is there really any sort of indication that using better materials and getting a good experimentation from it helps? I think we all assume it does, but things like this for now seem to me more voodoo and legend than reality. Has anyone seen something posted by the devs that there is a tangible effect from using tools made with better materials?
Finally, what in the world does lag have to do with failures? I imagine lag could cause you to lose an item, but the math is all done server side, and the results sent to you. Lag is irrelevant as far as crits go.
Philomorph: Regarding making new crafting tools. Have you made crafting tools with exceptionally good materials? I've got three structure tools that have 99% efficiency. I rarely experience critical failures.
Another thing. If i make a wall module at anything less then 4%, I delete it, period. No sense in chancing the final combine on one crappy component.
Quadork wrote:
Philomorph: Regarding making new crafting tools. Have you made crafting tools with exceptionally good materials? I've got three structure tools that have 99% efficiency. I rarely experience critical failures.
Another thing. If i make a wall module at anything less then 4%, I delete it, period. No sense in chancing the final combine on one crappy component.
My Amazing success tool I think was experimented up to about 67% I believe, so I guess I haven't tried it with the best components
I've never even been able to get anything I've made up past 79% I think, so I suppose I need to scour the galaxy for some better resources!
It makes sense that poor quality components would increase your chances to fail, but I really wish the devs would give us some details of whether this is actually taken into account. Since there is no indication of how good a product is once it's crafted, there's no incentive to make really really good stuff until they confirm the difference it makes. But since it should in theory, I'll look for some better materials and try a new tool. Thanks!
What's interesting to me is that every other crafting class gets a mod to assembly and experimentation at Novice level except Architects. Anyone else notice this? And oneof our ranks in Construction only give +5 to experimentation which means we don't get a second experiment point until construction 3 (correct me if I'm recalling incorrectly).
Seems bassackwards given how dramatic architecture failures are to us. I weep for the non-MonCal Architects that don't get the +10 assembly bonus.
LeafyDoom wrote:
What's interesting to me is that every other crafting class gets a mod to assembly and experimentation at Novice level except Architects. Anyone else notice this? And oneof our ranks in Construction only give +5 to experimentation which means we don't get a second experiment point until construction 3 (correct me if I'm recalling incorrectly).
Seems bassackwards given how dramatic architecture failures are to us. I weep for the non-MonCal Architects that don't get the +10 assembly bonus.
I agree that it's gimpy to not get better experimentation up front, but you might be confusing "Assembly" with "Construction". Assembly is supposed to improve your odds of successfully crafting the final item. Construction is supposed to improve your chances at experimentation. If you aren't going to experiment (and at this point why bother it seems) then getting your Assembly up (Furniture branch) should improve your odds of succes overall.