Artisan Archive

Thread: Crit Fails no longer destroy components/resources: Discuss

Guruweaver
Tue Mar 01, 2005 11:03 am
#1

I missed this when it got posted.

Clicky

Apparently it's live now.

Thoughts? Opinion?

Guru



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SmokingFrog
Tue Mar 01, 2005 11:09 am
#2

My primary prof is architect. Critical fails for architects always retained the resources (exceptwhen makingfurniture), so we just had to click again. Personally I liked it due to the sheer number of resources involved in the profession. I've got mixed feelings about sharing that perk with everybody though - it virtually renders the assembly CAs useless to a degree.



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Crimsonsplat
Tue Mar 01, 2005 11:18 am
#3

Also mainly an architect. It affects looted schematics/items tremendously. I might actually do them now; I didnt' want to before since a crit fail would destroy the item and I had no way to prove that to someone that hired me to do the combine. Only ever did one av-21 for a guildie and I was a nervous wreck. EQ had a feature where everyone in your group would get the crafting message, so if you hired someone and handed them the items, you knew that they'd tried.


Other than that, it doesn't affect me. Since I was thinking structure assembly CA's didn't work, I was concentrating on structure experimentation. And I have no FS crafting.

Fodder650
Tue Mar 01, 2005 11:31 am
#4

Oh im going to get slammed for this....

Wheres the risk then? I mean as a crafter there needs to be some sort of risk that makes you want to do whatever you can not to fail. Pyrollian cake, bespin port, the right kind of town to experiment in. I hated losing Geo Cubes and other loot items but to be honest moderate successes are the bane of my existence not crits.

Moderate success is evil pure pure evil. Its got to be broken in how it operates and i guess we wont see a fix for it anytime soon.

In the least this should have happened when you mastered a profession not all or nothing change.

Message Edited by Fodder650 on 03-01-2005 01:40 PM



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Leafthemedic
Tue Mar 01, 2005 12:09 pm
#5

Well while the resources are not "lost" when you get a failure and for instance your swoop that was going to be a 97% build turns out at 0% due to a bad roll of the dice that hurts.


G'na

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captenjonny
Tue Mar 01, 2005 12:12 pm
#6

IT'S CHRISTMAS AGAIN!!!!!!



Captain Jonny
Tralmek
Tue Mar 01, 2005 12:51 pm
#7

I'm sorta glad about this--no more losing components due to a bad roll. However, I don't think it will really affect me a bunch. Yeah, I've gotten the occasional crit fail on an AV-21, and who knows how much avian meat I've lost when I've gotten a crit fail on buffpacks, but the system never really bothered me a whole lot unless I was getting 10-20 failures in a row.


I think I could have put up with them just reworking the numbers so fewer rolls came out with critical failures.


So do I like the change? sure, but I still would have been satisfied if they hadn't gone to the full extent of pulling crit fails altogether.




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Guruweaver
Tue Mar 01, 2005 3:17 pm
#8



Jagii wrote:
Let me make sure I understand this-
This means that critical failures will no longer happen during assembly, but still may happen during experimentation, correct? If that's the case, I don't think it's such a bad change. Sure, it does take away some of the risk involved in being a crafter, but it also takes away some frustration. Now I just feel bad for the people who got shafted for getting themselves assembly mods.

What exactly was the problem that this change was supposed to fix? Player frustration? I just can't figure out why they would do this.

= Andrew
Chilastra.Palacek


Kinda. Crit fails still occur on assembly too, you just don't lose the resources. You will have to re-combine the items to try again.

I had been lobbying to have critical failure assembly rolls not destroy rare looted components (like AV-21 powerplants), but I didn't really see this coming.

Meh. It's all good with me. Architects already had this feature.

Guru



--
Former Artisan Correspondent
Eoto LightDark, MIA, TestCenter
Noeco, Trader (Engineering) Chilastra
Atren, Medic, Chilastra
GraySeven
Tue Mar 01, 2005 6:56 pm
#9

As a DE, I am very, very happy.


Nothing hurt worse than doing a custom job involving 15 or so sub-components and then losing everything. I simply see no harm in this. Most of us will still destroy something that doesn't turn out well, so its not like we will polute the DB. If anything, now I don't have to keep as many crates of sub-components around because I won't lose them during critfails.



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PaladinX333
Tue Mar 01, 2005 9:02 pm
#10

I always hated critical fails on assembly. It always felt like the game was stealing my parts and giving me nothing in return. It never failed to anger me. I am certainly not going to miss it. I love this change.
Jagii
Wed Mar 02, 2005 1:00 am
#11

Let me make sure I understand this-
This means that critical failures will no longer happen during assembly, but still may happen during experimentation, correct? If that's the case, I don't think it's such a bad change. Sure, it does take away some of the risk involved in being a crafter, but it also takes away some frustration. Now I just feel bad for the people who got shafted for getting themselves assembly mods.

What exactly was the problem that this change was supposed to fix? Player frustration? I just can't figure out why they would do this.

= Andrew
Chilastra.Palacek



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Dariane_Kamutsovy
Wed Mar 02, 2005 5:13 am
#12

I'm not too happy about it.


I can see why it would be done: AV21, Recyclers and such, but then again... Mostly involves the risk of taking bad resources, or no use of food (bespin for example), being in the wrong city (for loot got to manufactur city, less chance of assembly failures) and such.


Doing like this makes all assembly CA's to be put into the drain as well as Crafting Mastery Assemble (yet another FS tree tuned to uselessness)....


They should TWEAK the chance of failures, taking into account the *rare*-ness factor of the schematic and the ofcourse assembly skills of the crafter doing it.


*sarcastic on*


Why not, while we're add it, alse remove the critical experimentation failure and critical repair failure???


Then an artisan or elite profession never has to worry about anything anymore...




Warryyr
Wed Mar 02, 2005 10:25 am
#13






GraySeven wrote:

As a DE, I am very, very happy.


Nothing hurt worse than doing a custom job involving 15 or so sub-components and then losing everything. I simply see no harm in this. Most of us will still destroy something that doesn't turn out well, so its not like we will polute the DB. If anything, now I don't have to keep as many crates of sub-components around because I won't lose them during critfails.





Agreed.


I'm a Master Artisan and Master DE, and lemme tell ya, when someone on the street would ask for a crafting R2, and I was out of various components, I'd have to hand-build a few.


Then, I'd assemble and...critical failure. Then that person had to wait AGAIN for all my subcomponents to be ready.


As an idea of just the subcomponents involved in an R2 (basic, not even advanced) we have:


3 droid modules (let's say weapon droid station, 10 item storage, level 6 data storage)


Those 3 droid modules are combined into a combat-capable droid socket cluster (requiring 1 droid brain, upon critical fail before you'd lose the droid brain and all droid modules you put in the socket cluster - chance #1 to fail miserably)


When you get the cluster, now you put it in the R2 schem with a Droid Sensor Package, Droid Motive System, Advanced Droid Brain, Advanced Droid Frame, Manipulator Arm Package Set, and some chemical.


Imagine a critical failure on that final assembly - OUCH. It's happened to me, and it takes that much longer to totally recreate those components and try again. Very often I'd end up low on components, use the last one, critical fail, then have to hand-build the missing component lost to a crit fail.


This change alone will make me more inclined to attempt to provide custom droids on the spot. Before, I wanted to be in the peace and quiet of my house while I cursed the crafting system when I lost 10+components on a critical failure during final assembly. On an R3 Advanced, that subcomponent count shoots up to around 15. That SUCKS to have to recraft, especially the 6 modules someone wanted in the first place. Imagine waiting around for about 5 to 10 minutes, then the DE says, "what did you want again? I had a critical failure when making the droid."


Some impatient people would just say, "forget it, i need to run." Then I would just lose the subcomponents, and get screwed for bothering in the first place.


From a DE standpoint, this change is a godsend. There is already risk in this crafting system, in the form of experimentation failure. I see no need to have failures on assembly cause massive loss of components. Especially loot ones - losing an AV-21 Powerplant on a critical failure was about the worst thing ever. Telling someone to get back on the Corvette and findanother made me feel ill.


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