Bio Engineer Archive

Thread: Critical failures are too common with high end clones

Tal-N
Sun Dec 21, 2003 3:04 pm
#1

Ok, today I've made attempted to make around 9 or 10 clones using some of the very best dna on Endor along with some mutant Rancor samples in some occastions. At least 4 times the template has crumbled as its assembled or the clones have. This is getting to be around a 1/3 chance of success which is totally unacceptable for a master consider the fact we put a huge amount of effect into gathering this dna in the first place. It's possible this is happening because im using a droid in a camp as my workspace, however it's simply not viable to need to go back to my lab with 50+ samples in my backpack.


The devs either need to address this issue or provide a way for us to stock pile dna because this current situation of feeling ill as you hit the assemble button knowing that around 2-3 hours of effort could be destoryed within seconds simply isn't enjoyable. Infact I slammed my fist down on the keyboard numberous times today it p*ssed me off so much.


And all because I found a way to make a CL30 clone with 60% kinetic, light armor and 11k HAM with 350 damage every 2 seconds and wanted to make more of them.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
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Malgor
Sun Dec 21, 2003 3:27 pm
#2

I thought that happened simply because I'm only at 2,2,4,2 right now. But, I would be extremely pissed off if it happened after getting great samples and losing 1/3 of them.


I spent 3 hours today getting rancor DNA just to play around with. I am taking a quick break from doing MNS to grind, but I have gotten 3 boxes from it in a few hours so I'll return to that later. Even losing just Rancor, Gnarled Rancor and Rancor Youth DNA to me was disheartening, so I imagine it's 10 fold for a master!





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neinnunb
Sun Dec 21, 2003 4:16 pm
#3

doh! I just critical fail on some bull rancor DNA.. man this blows!



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Cerano
Sun Dec 21, 2003 4:39 pm
#4

Unless you show us the specific DNA you used you provide 0 proof you made anything like that and are considered a lier



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fatgit
Sun Dec 21, 2003 4:40 pm
#5

I had 2 crit fails in a row using 4Mutant/1Rancors sets yesterday - took 6 hours to get those samples :/

wouldnt be so bad if it didnt take 30-40mins to get near mutants in the first place :/
AtlantisCH
Sun Dec 21, 2003 9:18 pm
#6

Don't craft during peak times.


I know it sounds silly, but seriously I'm an armorsmith and I notice MANY less crit fails when not crafting during peak times. Of course this seems to be related to server load/lag, but I'm 90% positive the chance to crit fail goes up with lag.




AtlantisCH

Master Armorsmith (Radiant)
Vendors: TBA
Anarrion
Sun Dec 21, 2003 9:29 pm
#7

This morning I failed two out of three times on clones from CL 63, Arachne Queen samples, and CL 60, Bark Mite Burrower Queen samples. Bothclones would have been CL> 60. Lost every one of my Arachne Queen samples without getting a single clone. That was right after I used three Mutant Rancor, CL 75,and two Bark Mite Burrower Queen, CL 60, samples to get a CL 73 Kimoglia. (75 + 75 + 75 + 60 + 60) / 5 = 69. It was not a good morning for me.
lammergeier
Sun Dec 21, 2003 10:39 pm
#8

they addressed crit fails for architects... and DNA/meat is a LOT harder to get than 10k ore/metal.


either address the rate of crit fails (which I think is FAR too high) or go the route of architect crafting: crit fails do not lose the components.




---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
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-------------------------------lammergeier tracker
Monthar69
Sun Dec 21, 2003 11:00 pm
#9






lammergeier wrote:

they addressed crit fails for architects... and DNA/meat is a LOT harder to get than 10k ore/metal.


either address the rate of crit fails (which I think is FAR too high) or go the route of architect crafting: crit fails do not lose the components.






Well before the publish we didn't lose the samples on a crit for the templates. Though we did still lose the template on a crit with the creature. Now they've made the crits hit us harder.



Looted crafting components Revamp idea
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lammergeier
Sun Dec 21, 2003 11:06 pm
#10

I'm pretty sure that was a bug that they addressed, since ALL our initial crit fails occurred without component loss... while it was nice to keep our components on a failed roll, I'm glad that they fixed this 'bug.' now they need to fix the RESULTS of that bug-fix.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Tal-N
Sun Dec 21, 2003 11:13 pm
#11



Unless you show us the specific DNA you used you provide 0 proof you made anything like that and are considered a lier


Next time you try and use something like what I said against me make sure it's relevant, there's a big difference between claiming your seeing alot of failures and someone claiming there's rouge CSRs intentionally giving out bio-harvesters.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

XyberViri
Sun Dec 21, 2003 11:18 pm
#12

take a look at the Weaponsmith or the armor smith forums, if there is so much as a thousath of a point shift in the incress of critical failures usally the armor smiths are the first ones to complain, secondly the weaponsmiths then doctors.


Those two forums may not be the best to get BE problems fixed but Crafting problems in general, I read in the armor smiths forums that some of them replace there tools with new unused ones some times even using a brand new tool just to make a custom tool.


I currently use a 43.3 Crafting stations and a 14.95 crafting tool with a crate of other tools waiting to be used. last night i started criting again after gathering some fresh dna so i dumped my tools and pop'd some new ones out of the crate.



try it and see if it helps.




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Xyberviri Bounty Hunter
lammergeier
Mon Dec 22, 2003 4:13 am
#13

here's one for you:


tools don't have a condition stat, but they DO decay when you die. when they reach zero, they become unusable. they cost 25k to insure (that's right, 25,000 credits... 250/per, 1% decay each time, and 100 deaths). the ONLY way to determine the current condition of a tool is to DIE, and check the resultant condition upon cloning. 25k insurance is ridiculous for a tool that MAY cost as much as 1k.


what does this decay do?


working in a city (of which I am a resident) with a manufacturing spec bonus (supposed to reduce crit fails), with NEW and UNUSED tools and a good crafting station, I got a heap of crits.


sitting at the starport offplanet, with my 'field tools' (the ones that are on me when I die on sampling runs), using a droid with a crafting station, I got crits. more? less? seemed like less, but I wasn't keeping a tally.


quality crafting tools/stations and city specializations are NOT giving me appreciably better results... and at 50k a week, a 'manufacturing center' should be doing something, if the tools/stations aren't.




---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
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