Armorsmith Archive

Thread: No more crit failures!

jason67
Tue Mar 01, 2005 3:35 pm
#14






Brutus_Krylop wrote:





ZionHalcyon wrote:

IF you are talking hard fact over impression, given that none of us have the actual data, then you have nothing more than impression to go on as well.



THEREFORE, quit being a hypocrite.







No, I'm being an empiricist.


We have gobs of data that suggest a high correlation between a higher assembly mod and a lower critical failure rate. It is therefore logical and reasonable to posit as fact that higher assembly mods reduce your chances of getting a critical failure upon assembly.


You, however, are positing that higher assembly mods increase the chances of amazing successes on assembly, which then increase the chances of amazing successes on experimentation -- a double correlation. While it could be true, we lack the data to do the appropriate statistical tests.


There's no hypocrisy here other than your railing about people who've been doing this since beta "having NO CLUE," slinging perjoratives, and stating that no one who doesn't share your views should ever represent the community.





I have never noticed a correlation between amazings on assembly and amazings on experimentation. However if you did any research on this or payed attention as you were crafting you would know that the community generally agrees that the amazings/greats etc.... tend to run in spurts. There is nothing remotely indicating that they are related in any way to assembly.






HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
Brutus_Krylop
Tue Mar 01, 2005 4:06 pm
#15

Since the almighty ZionHalcyon seems to understand every detail of armor crafting, has been collecting data forever, and has access to theheretofore forbidden knowledge of the random number generators of the crafting system,perhaps he will be willing to share his rawdata with the ever-so-humble, supplicantarmorsmith community, so that we may see for ourselves what so few have seen before?


You areclaiming knowledge of the system in all its intricate detail, suggesting a system that, on its face, seems overly complicated. I would suggest that it is far simpler. The generally accepted idea of how the crafting system works is that each stage's results are independent of each other -- the roll of one die does not affect the roll of the other, although their results are additive. This is exactly how it works in combat, as well. A miss on one shot has no bearing on the hit or miss roll of the next shot. It is reasonable and logical to assume that this holds for all random generations in SWG until significant, reproducable evidence shows otherwise.


You think what you want, I'll think what I want, but at the end of the day neither of us have the exact formulae, nor does it have much bearing on the actual issue at hand.


For what it's worth, this is no pissing contest. I'm not throwing perjoratives around, I'm not calling other members of the community "morons," and I'm certainly not claiming to speak for anyone but myself. Nor am I whining. You, however, are coming at this with a very abrasive attitude, using name-calling, personal attacks, insisting that you are right, and that anyone who claims otherwise knows nothing. I would suggest that you step back and re-evaluate you approach, as I'd say you are rapidly losing credibility or respect.



At any rate, none of this changes the fact that people picked up the FS assembly and techniques lines, assembly tapes, pyollian cake, or used manufacturing centers to prevent critical failures on assembly. With that possibility gone, there seems to be little point in worrying about the assembly mods EVEN IF they somehow have a minor affect on experimentation every once in a while. Experimentation mods will continue to be the primary focus for that.


I would hold that this is a poorly-thought-out change on the developers' part, although that seems to be the hallmark of their decisions these days.


Good things this change does:


  • Save some looted components

  • Save some time


Bad things this change does:


  • Devalue a chef product

  • Devalue a city specialization in politician

  • Devalue two lines of Force Sensitive Crafting Mastery

  • Devalue a number of clothing attachments / modded items




Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Brutus_Krylop
Tue Mar 01, 2005 4:10 pm
#16






jason67 wrote:

I have never noticed a correlation between amazings on assembly and amazings on experimentation. However if you did any research on this or payed attention as you were crafting you would know that the community generally agrees that the amazings/greats etc.... tend to run in spurts. There is nothing remotely indicating that they are related in any way to assembly.






Simple statistician answer: People notice spurts. They don't notice overall random results.


Go ask the smugglers. You always notice the runs of 6 straight speed slices, or the speed-damage-damage-speed-damage-damage pattern, but these are the results of a random system. Our minds always try to create patterns where none exist.





Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Okram2k
Tue Mar 01, 2005 4:32 pm
#17

I'm mixed on this whole issue but I imagine for SW's and architects this is a god send. Ya know when you can loose 50k resources on one assemble failure.


Armor wise, will make me breath easier when crafting RIS, and yeah will devalue asembly tapes (although as furia pointed out assembly gives a higher chance for more sockets which can be handy)


Overall for the average crafter who doesn't have millions invested in tapes and food and bribing a mayor to set a town a certain way and the force sensitive trees this is probably a nice change, but I understand everyone else being a bit upset over it.



Now let's calm down a bit shall we?



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Baccarat
Tue Mar 01, 2005 5:05 pm
#18

Kron i don't think they're upset about the change, the debate is on whether amazing assembly has any effect on the chance of amazing experimentation. I am taking data now and will post soon.



Furia, Kavala, Xana, Tarantella (Xana's alt, before NGE), all cancelled.(3 accts total)

Okram2k
Tue Mar 01, 2005 5:17 pm
#19

mmmm well then let's get those numbers



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Baccarat
Tue Mar 01, 2005 5:47 pm
#20

Ok here are the numbers.



Furia, Kavala, Xana, Tarantella (Xana's alt, before NGE), all cancelled.(3 accts total)

Brutus_Krylop
Tue Mar 01, 2005 6:09 pm
#21






Okram2k wrote:

I'm mixed on this whole issue but I imagine for SW's and architects this is a god send. Ya know when you can loose 50k resources on one assemble failure.


Armor wise, will make me breath easier when crafting RIS, and yeah will devalue asembly tapes (although as furia pointed out assembly gives a higher chance for more sockets which can be handy)


Overall for the average crafter who doesn't have millions invested in tapes and food and bribing a mayor to set a town a certain way and the force sensitive trees this is probably a nice change, but I understand everyone else being a bit upset over it.



Now let's calm down a bit shall we?





My understanding was that shipwrights and architects already had this type of system in place. Assembly mods aren't that important for tailors and chefs, though Icould understand a Droid Engineer's or BioEngineer's frustration at losingcomponents that took a long time tomake or collect. For armorsmiths and weaponsmiths, the only items for which high assembly modifiers have been desirable have been the high-end, loot-dependent schematics (RIS, DE-10s), and loot-enhanced products (Janta Hides, Krayt tissues). The same goes for doctors and combat medics.


I rarely encountered a critical failure on assembly prior to this change, but there was always the risk, the chance of failure. This opened up another avenue for product and service differentiation. I could do things to mitigate that chance of failurethough acquiring better gear, certain food, becoming force sensitive, or working in a Manufacturing Center.


Now? None of that matters. In the interests of making the game easier or less worrisome, the developers have dumbed it down. They've removed some of the challenge. They've made things which people have worked very hard to get virtually useless. Couple this with the proposed galaxy-wide vendor searches, the anti-decay kits, and some other changes, and you get the feeling that the developers just want to make things easy and comfortable for everyone, regardless of the overallbalance, concepts, and systemsalready in the game.


Personally, I'm not losing much of anything, although the crate of Pyollian Cake I bought last week is now superfluous. I don't have the FS assembly or techniques lines, and I didn't pay much for my +25 assembly suit -- I got it through gifts from friends and things I looted myself. So I'm not out much of anything. But for those people who ground out the FS assembly and techniques lines, for those who dropped millions on the assembly tapes ... ugh. They have nothing but my sympathy over this.


Oh, and lest we forget ... Mon Cals and Rodianstook a hit today, too, since their inherent +10 weapons assembly mods were devalued.





Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Law421
Tue Mar 01, 2005 7:00 pm
#22

Hmmm



Law/Geezer
Rebel Scumbag/Dirty Imp

Vendors located at 5461, -3484 on Talus.
Baccarat
Wed Mar 02, 2005 1:13 am
#23

From here






Hotfix Update

Version 0.114815


Crafting


  • There are no longer critical fails on crafting (which would previously destroy components involved)





I haven't had a crit fail in ages, but this will definitely help save money on pyrollian cake when crafting RIS etc. I'll save it for when i'm trying to get 4 sockets (which is based on assembly roll).




Furia, Kavala, Xana, Tarantella (Xana's alt, before NGE), all cancelled.(3 accts total)

Brutus_Krylop
Wed Mar 02, 2005 1:20 am
#24

Yay, let's make assembly suits, pyollian cake, and two lines of force sensitive crafting skills utterly useless.





Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

UmmonPrime
Wed Mar 02, 2005 1:22 am
#25






Brutus_Krylop wrote:

Yay, let's make assembly suits, pyollian cake, and two lines of force sensitive crafting skills utterly useless.








Are we going to get into that again....



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


ravingbantha
Wed Mar 02, 2005 1:23 am
#26






Brutus_Krylop wrote:

Yay, let's make assembly suits, pyollian cake, and two lines of force sensitive crafting skills utterly useless.








yeah, cuase they certialnly have no effect in getting an amazing success, and thuse making better items.
Page 2 of 3