Droid Engineer Archive
Thread: Critical failures must be abolished
The current system of critical failures is absurd. Apparently, there is NOTHING you can do reduce critical failures. I am a master architect, working with a 39 crafting station and a 12 crafting tool, and I can't reliable make BRICKS. This is absurd and unacceptable, and I'm tired of it.
If you could DO something about critical failures, then it would be a game. Given that you CANT do anything about them, all they do is randomly screw people. They add NOTHING to the game, and SUBTRACT from the enjoyment of the game.
Sure, if you experiment, you should have a chance of a critical failure. But for normal, nothing-fancy crafting - they should be removed from the game, pure-and-simple.
I call on all crafters to join me in demanding the elimination of critical failures when you don't experiment.
Here is the link in the discussion group. Bump early, bump often.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=504545
The current system of critical failures is absurd. Apparently, there is NOTHING you can do reduce critical failures. I am a master architect, working with a 39 crafting station and a 12 crafting tool, and I can't reliable make BRICKS. This is absurd and unacceptable, and I'm tired of it.
If you could DO something about critical failures, then it would be a game. Given that you CANT do anything about them, all they do is randomly screw people. They add NOTHING to the game, and SUBTRACT from the enjoyment of the game.
Sure, if you experiment, you should have a chance of a critical failure. But for normal, nothing-fancy crafting - they should be removed from the game, pure-and-simple.
I call on all crafters to join me in demanding the elimination of critical failures when you don't experiment.
Here is the link in the discussion group. Bump early, bump often.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=504545
I think critical failures are an essential part of the system. In anything you do, even the most mundane of tasks, there is the chance that you screw something up bigtime. This has to be reflected in the game, and if you're doing decent business having a critical failure now and then isn't going to hurt too bad. besides, if there were no element of luck in it then what would be the fun?
I'm a firm believer in not losing pre-made components in a critical failure. Components already face the chance of being lost to a critical failure when they're initially crafted. Factory made items are the exception, but those are offset by the use of resources for the schematic, the chance for a critical failure on the schematic, the use of a lot for the factory, the maintenance of the factory, the power use of the factory, and the slow production rate of the factory.
Critical failures really don't add anything to the game except frustration. They don't drive up the cost of goods since most crafters will just end up taking the loss out of their own pockets. Losing 6 synthetic cloth, 2 reinforced fiber panels, and 3 metal fasteners in an all-or-nothing combine justmakes no sense.
The failures are a frustration for tailors, but my heart really goes out to the architects. ![]()
I'm hoping it's a bug and not some intentional nerf that they thought they could just slide by with.
Critical failures make sense, but only based on skill level. I would expect someone in casual wear 3 to fail maybe 1 out of every 10 cloaks they make. but not someone in 4 or even master! I'm a master tailor AND master artisan and I'm failing on shoe soles and fiberplast panels and wrinkled pants and stupid stuff like that on top of my big losses like grand ball gowns, flight suits and camos.
This is not helping the economy. This is ticking off crafters. When I make a big item i wince because I'm afraid it's going to critical fail. That's tooo much.
Anybody care to test to see if its a percentage and not just totally random? like see how many failures happen out of 10, 20, 30 synthetic cloths and compare notes? I'm thinking about doing it just to see. I know it's not based on the item being made.
It's definitely not my equipment and resources... I use a 13.82 crafting tool, station's around 10 and i generally dont touch a resource thats under 500 quality unless it's free.
Oh yeah... and critical failures on items that take factory components should only eat the resources such as leather/metal/plast/polymer. Some people can't afford factories yet. And lord only knows nobody's gonna run out of their way to make crates for the competition. (though i've done it a few times *shrugs*)
I do agree on the "Sucker Punch" effect of a final build crit. I've had a few times where I wanted to throw my monitor across the room.
Arkkyle
Gunsmith
Expert Weapon Tech
Advanced Melee Weapons
Intermediate Droid BluePrints
Archy as a hobbie to pay the bills.
Critical failures frustrate me, but honestly, they are the most exciting part of my beingDE right now.
I say we keep 'em!
For DE's it's not as bad, because failing on a heavy harvester is about equivalent to failing on 15 R2's in a row: it just doesn't happen to us, so we don't care as much.
Selfish DE's! No droid for you! Instead, I choose YOU Rancor-chu! (Rancor? Pika?)