Bio Engineer Archive

Thread: Critical failure rate

Gael
Thu Nov 20, 2003 9:54 am
#1

Since the last patch, I have not crafted many droids -- I have living off some "buffer" stock. Anyway, I had to restock last night, so started crafting replacements. While I did not attempt (nor log) enough iterations to make a real judgement, I had a TON of critical failures.

Did I just have a serious run of of "bad numbers", or is our failure rate up?

Rhose
Master DE, Starsider
Sketh
Thu Nov 20, 2003 9:58 am
#2

It is up a bit, I think.


I made 10 advanced R2's in the past 2 days... well, 12, actually, but the duct tape lost it's sticky on two of em in the final assembly phase.


BTW, that is with a +42 crafting station and 14.95 tools.


All components made of good and/or great materials, and all components experimented as much as possible during assembly. (Why you ask? Because I think that someday, the devs will to/for DE's what they did to/for archs with experimented values).




______________________________________

Sketh Rial - Acting CEO CGZ Enterprises - Trade Minister for Riverveil
Master Droid Engineer - Master Artisan - Propagandist - Novice Carboneer
Visit Sketh's House of Droids (Tent) -3814, -1683 Riverveil, Corellia, Chilastra
Droid Owner's Manual - Version 4
ftong
Fri Feb 20, 2004 11:39 am
#3



I am a master BE. I was using a 14.64 effective food and chemical crafting station and a 41.984436 rating food and chemical crafting station. I know they're not extremely well, but they're the best I can find. I was trying to make generic DNA templates (complexity only 18). Out of 5 combinations using mutant rancor (HQ or VHQ) and rancor youth (all VHQ) DNA samples, 2 of them resulted in critical failure. Critical failure rate is 40%.


I've made 3 gurrecks using the 3 successful DNA templates, CL of 2 of them have gone beyond CL70 (CL71 and 73 respectively), which means that they're unusable by anybody. So I get DNA samples from them, and have sucessfully gather 6 samples before the pets are killed. I used 5 of them to try to make a DNA template. Viola, critical failure.


With the remaining 1 DNA sample, I again combine it with some mutant rancor and youth rancor DNA samples. No surprise, critical failure again.

In short, out of 7 combines, there're 4 critical failures. Failure rate is almost 60%.


Out of 35 DNA samples, I can only make 1 usable pet.


This is not the first time it happens to me, but I'm really fed up now.


So there're 3 questions I wish to ask:


1. Devs claimed that critical failure rate for all crafting professions is around 5%. Does this apply to BE as well? Am I particularly unlucky, or is it a bug, or is it intended?


2. Does the rating of crafting tools and stations have any effect on critical failure rate?


3. Why would the system allow a BE to make pets that no one can use (e.g., CL>70), especially when we have no way to determine the CL until it is too late. (yes I can avoid making a CL>80 pet, but it's tricky to determine whether it would be, say, 69 or 71 instead of 70).



-----
Tucuxi Sousa, a Mon Calamari in Flurry.

Some of my old bio-engineered pets:
CL10, CL23, CL31, CL70
Spazzers
Fri Feb 20, 2004 11:47 am
#4

I noticed things were not right last night. My mount stored himself a few minutes after getting off him leaving me stranded out in the middle of now where without a camp. I sent in a bug ticket every time my mount stored himself not that they read those things. It just made me feel better.


Every animal I sampled aggro'd on me either right off the bat or after a few samples. Animals not associated with the lair I was working would aggro on me for no reason when my scent was masked. It reminded me of the 100% aggro on sample days.


For those reasons I knew crafting would be hosed. I did none for fear I'd lose my DNA because of lag or some server glitch.





Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Cesaire
Fri Feb 20, 2004 12:09 pm
#5


Spazzers, I have noticed my speeder will up and poof on me sometimes too. I was in the middle of nowhere the other day, nocreature in site to kill for hide/bone and nearest house was 1400m away...I was pissed.


Back to the original post:


I use 14.91 tools and 49 crafting station and I fail about 40% of the time as well. If you read the publish 7 notes they are making changes to the crit fails so the higher you are in the tree, the less it will happen. I still think they should still look at our fail rates. I don't think they are on the same level as other crafting classes.


Message Edited by Cesaire on 02-20-2004 11:10 AM



_____________________________________

INA TAHAZI
Grey Haven Fire-Breathing Head Mistress
LadyMorana
Fri Feb 20, 2004 2:18 pm
#6


I tried to make only one pet last night. I just wanted to resample a clone and put it into a different skin. You can imagine how that ended.





~~~~~~~~~~~~~~~~~~
Morgaine - Eclipse * Morana - Sunrunner
The dancing shoes have been put away
The pets have all been set free
Apr 03 - Nov 04
Talthazar
Fri Feb 20, 2004 2:46 pm
#7


With the remaining 1 DNA sample, I again combine it with some mutant rancor and youth rancor DNA samples. No surprise, critical failure again.

In short, out of 7 combines, there're 4 critical failures. Failure rate is almost 60%.


Well, you've taken a single night where you've had a bad run and when you take those numbers by themselves, sure it looks like 60%, but it's not. What about the night before that, or the one before? You have to count those as well. It's like saying if you flip a coin and it comes up tails three times in a row it will always come up tails.


Now, that said, I know it's frustrating, so do the devs. If you check the post from TH about the next publish, you'll see that this is changing. Your skill will reduce the base fail rate.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
ftong
Fri Feb 20, 2004 7:23 pm
#8






Talthazar wrote:


Well, you've taken a single night where you've had a bad run and when you take those numbers by themselves, sure it looks like 60%, but it's not. What about the night before that, or the one before? You have to count those as well. It's like saying if you flip a coin and it comes up tails three times in a row it will always come up tails.




Thank you for a correspondent reply.


Yes I cannot agree with you more. As I've said, it's not the first time I'm hit by a high failure rate.


I have made about 15 pets using the same/a similar formula (i.e., mutant rancor + rancor youth) in the past 2 weeks. 3 of them accidentally gone beyond CL70 (from CL71-CL80). 2 of them are sold. Another 2 are still sitting in my vendor. All others are critical failures.


2nd generation pets are not counted here. For your record, all were critical failures.


To sum up, there're 8 critical failures out of 15 attempts. Of the 7 successful clones, 3 are unusable (or can only be resampled). Only 4 are actually usable.


I've also made about a dozen other clones in the last 2 weeks, using frenzied graul, grassland voritor tracker, bark mite burrower queen DNA samples. None of them are beyond CL70, but only 4 products were made.


You can see that I didn't make much clones actually. I have only made about 30 pets (this time including 2nd generation attempts) within the last 2 weeks. 7 of the 30 attempts were done last night, and 4 were critical failures. In other days I only make 2 or 3 clones a day, and can accept it when there were only 1 or 2 failures. But at last the failure rate becomes visible.


And I guess I'm not the only one who have reported this?


I have read that failures rates would be improved soon. I only hope that it would actually work.



-----
Tucuxi Sousa, a Mon Calamari in Flurry.

Some of my old bio-engineered pets:
CL10, CL23, CL31, CL70
ftong
Fri Feb 20, 2004 7:26 pm
#9




Cesaire wrote:


I use 14.91 tools and 49 crafting station and I fail about 40% of the time as well.




Oh so we can see a pattern here.


With my 14.64tool and41.984436 station, my failure rate is around 50-60%.


With your 14.91 tool and 49 station the failure rate is only 40%


Ok I'monly kidding



-----
Tucuxi Sousa, a Mon Calamari in Flurry.

Some of my old bio-engineered pets:
CL10, CL23, CL31, CL70
AnakinsClone
Fri Feb 20, 2004 7:38 pm
#10







I think I've mentioned my frustration with the crit fails a few times


What I still don't understand is what TH means by a "risk/reward" system.


I know a Critical Failure destroys everything.
I know a Moderate Success lowers the stats by a lot.
I know a Success lowers them a little.
And I know that a Great Success actually makes the pet as it show's before the combine.

But what does an Amazing Success do for my pet combine? Anything?


Still, that's 4-5 different results that can ruin my pet, and only 2 results that won't?


I understand that the crit failures are going to be adjusted, but why do we have a "risk/reward" system at all with pet crafting?? At the very least, tell me what our "reward" actually is.




Kuma's Pet Shop - Closed forever...
kadore2000
Sat Feb 21, 2004 9:08 am
#11

so until publish 7, I should expect more critical fail then usual and be happy, you seem a good guy Talth, but since patch 6 we started to get higher crit fails than average, most days I go 10/36 in a research city on a 40 machine with a 14.98 tool, the other day makeing reclones at the house went 2/11 on a 38.99 machine same tool, 4 days ago went 6/14 at the research city .... things werent perfect before patch 6 but were a far site better than they are now, this wait till next patch stuff gets old, its the same old excuse time after time


I'm sorry I just dont think TH is a god, and everything he says is going to happen, and the rate new publish's come out, patch 7 will be around april and the speed things get done around here, so until then, what exactly should I do, just be happy as things are?


sorry if I seem to rant a bit, I've just had so much sunshine blown up my backside I glow in the dark


Kadore Damadred ~ Eclipse



TodoProudfoot
Sat Feb 21, 2004 9:13 am
#12

Be sure you have no battle fatigue or mind wounds before you start assembly your creatures. IMHO, this has helped reduce my critical failures a ton. I used to get them too quite a bit but now when I come back from a DNA run, I make sure all of my BF and mind wounds are gone.


--

Erais on Scylla
Sooty
Sat Feb 21, 2004 9:43 am
#13






ftong wrote:





Talthazar wrote:


Well, you've taken a single night where you've had a bad run and when you take those numbers by themselves, sure it looks like 60%, but it's not. What about the night before that, or the one before? You have to count those as well. It's like saying if you flip a coin and it comes up tails three times in a row it will always come up tails.




Thank you for a correspondent reply.


Yes I cannot agree with you more. As I've said, it's not the first time I'm hit by a high failure rate.


I have made about 15 pets using the same/a similar formula (i.e., mutant rancor + rancor youth) in the past 2 weeks. 3 of them accidentally gone beyond CL70 (from CL71-CL80). 2 of them are sold. Another 2 are still sitting in my vendor. All others are critical failures.


2nd generation pets are not counted here. For your record, all were critical failures.


To sum up, there're 8 critical failures out of 15 attempts. Of the 7 successful clones, 3 are unusable (or can only be resampled). Only 4 are actually usable.


I've also made about a dozen other clones in the last 2 weeks, using frenzied graul, grassland voritor tracker, bark mite burrower queen DNA samples. None of them are beyond CL70, but only 4 products were made.


You can see that I didn't make much clones actually. I have only made about 30 pets (this time including 2nd generation attempts) within the last 2 weeks. 7 of the 30 attempts were done last night, and 4 were critical failures. In other days I only make 2 or 3 clones a day, and can accept it when there were only 1 or 2 failures. But at last the failure rate becomes visible.


And I guess I'm not the only one who have reported this?


I have read that failures rates would be improved soon. I only hope that it would actually work.





Also, server lag seems to have been made worse by this last publish and that certainly seems to have an adverse effect on failure rates (there is probably some complicated reason for this as well). Try crafting during quieter times of the day if you can. Oh, and make sure you have zero battle fatigue as well, that again seems to increase failure rates.


My personal advice - when you get 2 crit fails that destroy a template or creature in one session stop working. IF the above factors are in fact true then you are simply likely to get more failures and even if they are not and it really is just a run of really bad luck, taking a break from it for a bit tends to lower the frustration levels


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