Architect Archive

Thread: SWG Show us the percent chance to fail

gweth
Tue Aug 05, 2003 7:38 am
#1

I would like to see my percent chance to succeed, or fail, however they would like to display it.


I would also like to know what the numbers mean when i experiment and how I can get a crit failure experimenting with a 0% in the little window. Did the random number generator actually produce a 00?


I would like to know the formula that uses my Assembly skill, tools and materials to calculate my chance at success.


This morning I did a little experiment on making a crafting station. In the past I had always fully experimented all the components before making the crafting station thinking that the higher percent components would give me a higher percentage crafting station - WRONG - I made all the components with out experimenting them and the final assembly only took the raw materials into consideration when allowing me to experiment on the final product. So does the Experimental effectiveness actually do anything? I would guess not.


I would also like to know where in the SWG movies and books it shows an example of someone making something and lossing everything when the final product didn't work (So Anikens pod racer didn't start on the first try = Crit Failure = It should have disapeared in the movie). C3PO was pieced together, impossible, in swg there are no used parts. Its either a raw material, a working model or just something you imagined you were building for a customer.


Please get rid of Crit Failure and replace it with something a little more believable. Please tell us our chances and if everyone knew they only had a 20% chance to assemble the Heavy harvester, we wouldn't harp about our failure rates being 50%.


Feedback Devs, I havent see any posts in this forum from a DEV.


Quadork
Tue Aug 05, 2003 9:02 am
#2

When you are crafting, look to the right side of the picture on the crafting screen. There is a little slider bar called "risk" the higher the bar, the more risk you are taking in combining the current items in the schematic.


BTW, the devs don't post in the profession forums, that's why they instituted the correspondant program. Zarcath is ours.




N PercH N
KoA: We're so uber that people take out restraining orders on us!

RovaniDragon
Tue Aug 05, 2003 9:33 am
#3

as an architech, try using VERY HIGH UNIT TOUGHNESS resources.

I have honestly gone from failing 9 out of 10 wall modules, to making 4 medium and have gone to making 4 medium houses in a row without a failure of any kind. (subcomponents included)

the UT property i used on all of this was very high.
Tyrannux
Tue Aug 05, 2003 11:07 am
#4

The architect profession is still only a somewhat operational skill tree.


1) Experimentationand qualityof thesub-components has absolutely no effect on the final product. Know this for certain from building endless medium extractors.


2) Experimentation on the final combine has no effect on the product at all currently. You can make medium harvestors, for example, with poor resources, good resources and good resources with experimentation put them all down on the same area on the map hauling the same resource and each of the extractors will pull the exact same number of resources and cost the same maintenance. Been theredone it...tested it over and over.


3) There seems to be something funny going on with the critical failures. There has been alot of speculation about crafting stations, equipment, resouces etc. I can't sayabsolutely for certainbut in myexperience andopinionnone of it actually matters. I have used public, poorly crafted private and top of the line private crafting stations. I have used good resources, horrible resources and everything in between to craft furniture, buildings, subcomponents etc. In my experience (I know others seem to havehad different experiences)the only thing that had any impact on critical failure for me was getting more assembly skill (ie getting more furniture tree boxes filled).


JMnITup
Wed Aug 06, 2003 12:04 am
#5






Quadork wrote:

When you are crafting, look to the right side of the picture on the crafting screen. There is a little slider bar called "risk" the higher the bar, the more risk you are taking in combining the current items in the schematic.




The risk meter is in the experimentation screen. You would think it might be the chance of failing or succeeding an experimentation attempt, but.. if that's true, what is the bar on the right with the percentage chance of failure?


Anyway, that risk meter only shows AFTER you have successfully combined the materials.. from that point on, you are guaranteed to have a finished product (unless you cancel out of the screens or go LD, etc). Crit failures happen on the resource input screen... Unless they've added the risk meter to that screen (possible I just missed it, but I don't believe it is there), that risk meter isn't going to help give an idea what the percentage chance of crit failing when you click assemble is.


It would have been nice, after having just crit failed ona generator turbine, 2 manufacturing mechanisms, and THREE LARGE HOUSES in the span of 30 minutes last night. I vented that in a different post, won't worry about linking it here... needless to say, it would be nice to have some info on crit failures so you can at least be prepared when you crit fail your life savings away.




- Ian Steele - Master Architect/Artisan/Merchant - Ahazi
Venutian Steele Trading Association:
(Ahazi / Corellia / Tyrena / -6260,-3430, just SW of Tyrena along the beach!)
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