Weaponsmith Archive
Thread: Critical Failures: Yours go up after the latest 2 patches like ours?
I am on Naritus and I have noticed something that bothers mea little bit. Now before you go and say do you have this or that, trust me I am cooking with the best. I have a station the is as close to maxed as you can get, along with the tools.
What I have noticed is I have gone from about a critical failure ratio of 1/20 to 1/10. It also seems to be centered around sub-components and not the final builds. Now I just kind of chauked this up to be reallying feeling it when I am using Krayt tissues but I asked some of the other weaponsmiths and armorsmiths. Before I could even ask the questions, they where asking me. So what gives? Did they SBD us and we are standing here getting a little hosed?
Anyone else get a wiff of this stinker? Do I just have the worst luck on the face of Naritus?
Let me know guys, it is start to make my ass twitch.
I'm normally the largest skeptic about this, but my anecdotes on this are the following:
Right after the last big publish, I stopped getting critical failures in experimentation. Didn't get one the entire week. So I decided I'd try one of these new-fangled experimented stations. Sometime about 8-9 days after that last publish, I got hit with a barrage of failures in experimentation. I think I got 3-4 in one day, whereas it's normally around 1 every other day, on the experimented 42.94FR station. This behavior continued until about Wednesday.
After Wednesday, everything seemed back to normal. Normal amount of moderate successes, normal amount of crits, etc.
/shrug
well i have a 40 plus station in my house anda 46 rated droid
as far as crit failures on combines, its the same as always for me, but on experimentation, i have had several of those runs that will make you cry. 10 to 20 weapons without getting all greats. I have had this happen a lot more lately than it used to happen. Almost every other item lately when i am trying to get a schematic i have been doing 5 plus weapons to get one with all greats. But on the other hand, I am seeing more amazing results.
I'm on Intrepid and since the patch I've had many more failures and alot more moderate successes. I've only had a few amazing success as well. Obviously the Dev's have snuck after nerf/fix to our profession.
guys this is slightly off topic but I get the feeling that the actual goal here is to broaden the price gap between money comming in and the price we sell at. Consider the following:
exhibit A:
Mission pay outs have had a barage of nerfs including ones now where by yourself you can only get 5k missions but in a group it grows to 20k depending on group size. This is quite obviously done to prevent the 180k per hour mission runners and slow the influx of cash.
- now the initial response to this from fighters is 'looks like you crafters are going to have to come way down because we cant afford your crap anymore'. And in a lot of cases I saw WS drop pricing in half the VERY DAY this nerf went into effect. There was no real reason for them to have to do that, 12k for a fwg5 is still less than a days worth of work even doing starter planet 1.5k missions.
exhibit B:
Previous patch to harvesters reversed. Now instead of energy > 600 PE getting double output, instead energy < 600 gets half output and energy >600 gets normal output. This ofcourse would increase our operating cost in turn make us consider raising prices.
exhibit C:
Devs attempted to sneak in double maintenance and energy rates into the harvesters. This would have doubled our money sink thereby making us have no choice but to charge more for crafting wares. There was a public outcry and they undid this but not without trying once more on the publish of TC code.
exhibit D:
Devs proposed more money sinks for crafters by making NPC vendors have a new rate of 1/1000th listed value deducted every 45minutes. This, when calculated, would cost a tailor some 100k a day in vendor maintenance on items that sit on vendors weeks before selling simply because the vast variety of style AND color in their profession. This was only averted due to a MASSIVE public outcry against this.
exhibit E:
experimentation seems to be riddled with more bad rolls. Regadless if its on assembly or experimentation, anything less than all greats is crap and you have to start over. This number of 'start overs' seems to have risen drastically from 5 retries to as many as 15 to 20 for some people. This ofcourse increases your overhead production cost, reduces your final product numbers in some cases, and gives incentive to again charge more to raise pricing.
exhibit F:
New condition nerf on TC not only damages he weapon you carry by 20% but any factory crated weapons you happen to be carrying to the vendor. This ofcourse is going to drastically increase your overhead because even 1 incap by wrix on the way to your store is going to make your entire product worthless to the extent that you could be producing 100 weapons to actually get 25 sellable weapons to your store without hastle. Either your overhead goes up due to recovering cost of damaged merchandise, or your overhead goes up because your having to tip the hell out of people so they leave what they are doing to take on the boring arse task of protecting your butt. In any event once again your costs go up thereby giving incentive to raise prices again
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considering all the evidence, I really get the feeling that they want to force us to charge more and give the fighters less so that it takes more than 5min worth of work to buy everything in the game. If all the money eventually comes to us, they know how to sink that from us fairly efficiently.