Bio Engineer Archive
Thread: Critical Failures
Man the crit failures have been sooo frustrating lately. I used to have a doc and would notice periods of time when crit failures would increase for unknown reasons, only to have them magically return to normal levels at a later date. I never once saw anything from the devs on this issue and was not able to track a pattern. Just one day crit failures out the wazoo and a couple of days/weeks later, back to normal levels.
With the recent rise I'm witnessing in my Architect character, I'm beginning to wonder if there is a simple variable the devs are tweaking which effects the crit fail rates. It's starting to seem like these crit. fail rates are shifting like resources, with our superior crafting tools/stations being totally absent from the calculations.
Sure wish I'd saved my money on that nice +35% food/chem station and those +14 tools because theydon't seem to change anything.
JeCy wrote:I have posted this many times and will post it again. Its all about the tools and your crating stations get a 40+ statino and a 14+ tool and you will notice a huge difference. Also make schems and have your factory make the stuff thats what they are for. It shouldnt take you more than 1-4 trys for a great schem and then guess what no fails for the next 1000 items if you soo choose.. or at least 100 depending on what you are making.
JeCy Dax
Merchant, radiant
Bull crap
I am a master architect I have a +42.75 and a +14.71 tool i crit fail all the time in 1 day of crafting in about 1 hr i failed 35 times and 3 were heavy harvesters
I have been a master architect since week 3 this game came out the Devs dont care just like they dont care about me missing neary 30 buildings from my vendors im talking tatooine shuttle ports, hopstials,Large houses,Medium house,small houses ETC
Made my second Guild Hall last night, no probs. Failing on the small stuff like crazy, but better than failing on teh Guild Hall.
So far Fluffy The Virgin Sheep has been spare, the hail marys seem to be working ok.
Something is definately askew with the crit forumlas. Today I trained my last twoboxes to get my Master Architect. (Large house and Master). I went to my shop and started crafting (using the same resources I've used for the last 2 weeks and using the same tool and station).
After 18 items, I had crit 5 times on final assemblies. I got so frustrated I logged off.
So the higher the craftingprofession ladder you climb, you become less profiecent at that profession.
Relax. In the next patch, crit failures on assembly wont be an issue. On installations, the resources will stay, and you will be able to simply click the assemble button again. I've tested this on TC with personals at least, and it does work. It was posted in a dev comment, in the TC forum I beleive.
Use of factories in final combines substantially reduces your risk.
A few notes...
- You only take risk on the first combine, the schematic.
- Factories do work with heavy installations, I use them for mine all the time.
- While generators, small structure storage modules and extraction sub components (light ore, Tubo Fluidic etc.) need to be the same as the schematic the walls do not. You can use any wall from any lot with your installations.
- Factories correctly pull from crates for all subcomponents that I have used (light ore, fluidic, manufacturing)
- Making walls in a factory works, and it does not require the original structural modules. All you need is the original resources and any lot of structural modules will work.
For lvl 10 mineral extractors factories are a must, and with some planning you can do very effective runs of larger installations in factories as well. If you figure failure rates that sit at about 10% for critical on assembly and more so on experimentation not using factories is not really an option and the cost of the schematic more than pays for itself after even a run of 10.
Total cost of a run of Heavy Minerals + Schematic
Low-Grade Ore 169,400
Metal 82,280
Steel 16,940
Alumimum 11,000
Carbonate Ore 5,500
Chemical 5,500
Copper 5,500
Inert Gas 1,650
non-Ferrous 3,300
Reactive Gas 400
Sure it costs a fair amount of resources, about a weeks worse, but you only have to risk making one harvester instead of 11. Also you could work with other architects to make the run and split the final result.
JeCy wrote:
I have posted this many times and will post it again. Its all about the tools and your crating stations get a 40+ statino and a 14+ tool and you will notice a huge difference. Also make schems and have your factory make the stuff thats what they are for. It shouldnt take you more than 1-4 trys for a great schem and then guess what no fails for the next 1000 items if you soo choose.. or at least 100 depending on what you are making.
JeCy Dax
Merchant, radiant
+15 tools, +43.3 structure station, critted almost always on the finals only. Ruined 4 fusion reactors to get 7 least night. 4 out of 7 on the final. Tell me that makes sense.
Fivo Asia
Master Artisan - Master Architect - Merchant 3/4/2/4
Tempest - Dantooine - Vesnia