Artisan Archive
Thread: Crit Fails no longer destroy components/resources: Discuss
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BigZak
Wed Mar 02, 2005 11:16 am
#14
I am thrilled about it....I have 2 accounts, and play on two servers, so my crafter on each server is more than thrilled.
Radiant: Crafter, Master Artisan, Master Weapon Smith, Master Merchant, no big deal here, except for vehicles. Ah but main toon: Master Shipwright, Master Smuggler, Pilot, When making missile lauchers etc. it is a huge help (on ship hulls we also dont loose resources).
Sunrunner: Crafter, Master Artisan, Chef (inprogress), Merchant, no big deal here either, except for vehicles. Ah but then again the main toon: Master Creature Handler. Bio Engineer!!! here is the big one, I would almost half the time lose my best DNA samples on the first craft attempt, for some reason I got alot of critical fails here, and they hurt bad....those highend special DNA samples are hard to get, and take time. Here is where I am happiest about the no crit fails.
Violet Vette/Squiders, Radiant
R'ed Corvette/MrFixit, Sunrunner
Radiant: Crafter, Master Artisan, Master Weapon Smith, Master Merchant, no big deal here, except for vehicles. Ah but main toon: Master Shipwright, Master Smuggler, Pilot, When making missile lauchers etc. it is a huge help (on ship hulls we also dont loose resources).
Sunrunner: Crafter, Master Artisan, Chef (inprogress), Merchant, no big deal here either, except for vehicles. Ah but then again the main toon: Master Creature Handler. Bio Engineer!!! here is the big one, I would almost half the time lose my best DNA samples on the first craft attempt, for some reason I got alot of critical fails here, and they hurt bad....those highend special DNA samples are hard to get, and take time. Here is where I am happiest about the no crit fails.
Violet Vette/Squiders, Radiant
R'ed Corvette/MrFixit, Sunrunner
Smart_Darwin
Mon Mar 07, 2005 8:35 am
#15
I'm thinking this was one of those "it wasn't broken, but we fixed it anyway" kind of deals. I don't know how this got into the "to fix" list; my overal impression is bleh.
It is nice not to loose any more resources or components, but it was part of the crafting experience. I can't say I will miss it, but there are certainly better tweaks with higher priority.
MBLAST
Mon Mar 07, 2005 10:23 am
#16
I personally think that it is a good change. Although, yes, there is not risk any more, losing all those resources got REALLY annoying. Especially when you were crafting valuable composite armor, and you counted on losing 1/4 or your resources to critical failures, even when using tapes, research center, the whole works.
Yes, there should be some risk involved, and there still is when crafting. I think that this risk was a good thing to take out, though.
/bow2
Yes, there should be some risk involved, and there still is when crafting. I think that this risk was a good thing to take out, though.
/bow2
Br-10n
Wed Mar 09, 2005 12:59 pm
#17
Well, as a DE and a Shipwright, I could see critical failures destroying resources, but not components. So, when you're making that R3 droid you lose the polymer, but not the droid chassis, and socket clusters. Weaponsmiths would lose their steel, but not the krayt-tissue power handlers, etc.
For SW and Arcitecht, not losing the resources is a big thing, because even just plain steel, losing 70,000 units is a big pain.
For SW and Arcitecht, not losing the resources is a big thing, because even just plain steel, losing 70,000 units is a big pain.
ConfusedRecruit
Fri Mar 11, 2005 8:51 pm
#18
i have done armorsmith, weaponsmith, and doctor since nearly the beginning of the game. to me, this isnt that big of an improvement for my needs.
on average, there is a minimum of 4 or 5 total crafting steps for nearly everything i make: one to assemble the ingredients, two or three more to max out one line of experimentation, and one more to use the last of my points in a different line (i am a 12 point crafter). if any of these experiments is not at least a great success, the item is a total loss. whether i lose the whole lot on a critical fail assembly, or get a single moderate success in experimenting, the item is destroyed by me. with my prefessions, the moderate success means the buff pack is now 800 power instead of 900, the armor is 65i% instead of 72%, and the weapon is 350 damage instead of 400. sure, i have the items i made, and did not lose anything, but there is no resale on it now. on occasion, i will give it to a new player, or use it myself, but more often than not, i will just destroy it. i do not like to have crafted items with my name on them in circulation, unless i am sure that they are the best that they can be. i can see the benefit for professions like de, where you have nested custom-made subcomponents that take a lot of time to make up on the spot, or architect / shipwright where you have thousands of resources riding on the assembly, but i dont see the benefit for the professions where every experiment must be perfect.
as far as things like krayt weapons, ris armor, av-21's or other high end items, i usually tell the customer that unless he is willing to suffer the chance of loss of all his parts that he should wait until i have a minute where my stomach is empty, or just before i am logging off, so that i can take whatever food i want with no problems. i then use pyollian cake and bespin port when crafting. in all the tries with food & drink, i have never had less than a great success. i also have never had complaints from the customer. the guy who holding the 125 damage krayt tissues is rather attached to them and is in no hurry to lose them. the one dose of cake & 3 or 4 port is usually offset by whatever tip i get from the customer.
JeCy
Sun Mar 13, 2005 6:30 pm
#19
i love it.. for the normal stuff i honestly dont care.. like a power up for example.. but RIS, Av-21's, krayt stuff ext.. its great and yea i have crit failed on a hand crafted R3 Gahh that sucks
as for hurting crafting.. and assmebly tapes.. no way.. you still have a bunch of exp stages to get through soo those tapes still come in handy.
Je'Cy
Korlan
Tue Mar 15, 2005 8:22 am
#20
I'm of two different views of this...
I do like the idea of risk.. aka... you mess up... you fail.. this was good because it made you take that extra step to try and prevent "failures"... For me... I bought up tapes... ate food.. moved to a city that loved it crafters and took up the FS slots.. just to keep from failing... it help give me an edge...
BUT.. when loot items are worked into a crafting session... this takes a WHOLE new meaning... I have lost MILLIONS in game to "crit fails"... so this new rule is a godsend.
I'm thinking.. that if the rule only applied to just LOOTED items... it might have won me over complete... as of right now... I'm still 50/50... loving it and taking advantage of the ride
I do like the idea of risk.. aka... you mess up... you fail.. this was good because it made you take that extra step to try and prevent "failures"... For me... I bought up tapes... ate food.. moved to a city that loved it crafters and took up the FS slots.. just to keep from failing... it help give me an edge...
BUT.. when loot items are worked into a crafting session... this takes a WHOLE new meaning... I have lost MILLIONS in game to "crit fails"... so this new rule is a godsend.
I'm thinking.. that if the rule only applied to just LOOTED items... it might have won me over complete... as of right now... I'm still 50/50... loving it and taking advantage of the ride
Corpsecutter
Wed Mar 16, 2005 5:46 am
#21
Papa- is a BE now.. and when he's mixing DNA he gets crit fails.. and the resources are destroyed!!!!
sucks... everyone gets a free-for-all 'sept him !!
Parody
Sun Mar 20, 2005 10:15 pm
#22
As a Tailor, I could go either way. We only have loot schematic items and BE components that are affected by crit fails, and now the parts are readily available. Losing small amounts of resources whose stats you don't have to care about is not a big deal.
For the Architects who posted earlier: originally Architects did lose everything on a crit fail. This was complained about at length (the amount of money lost crit failing a guild hall was huge) and the devs changed it only for them.
For the Architects who posted earlier: originally Architects did lose everything on a crit fail. This was complained about at length (the amount of money lost crit failing a guild hall was huge) and the devs changed it only for them.
SgtSixpack
Thu Mar 24, 2005 11:31 am
#23
What alot of people seem to be missing is that in respect of assembly tapes being rendered useless; how many degrees of sucess are between critical fail and amazing sucess? If more amazing sucesses were found would this not but a big bonus? Why do people always seem to find something to whine about?
Fodder650
Mon Mar 28, 2005 6:48 am
#24
BTW, for the record, when a BE crit's they lose their samples.
CTRL_ALT
Mon Mar 28, 2005 8:53 am
#25
Moderate success.
Dariane_Kamutsovy wrote:
Then an artisan or elite profession never has to worry about anything anymore...
Fodder650
Mon Mar 28, 2005 9:03 am
#26
Moderate successes are evil! You can never recover from one. Its been broken for ages. As an armorsmith and weaponsmith those are what i fear more then critical failures
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