Bio Engineer Archive
Thread: PLS stop our DNA dissapearing when we crit fail!!
It seems to go like that...
Try crafting something else when you fail once.. donno, might help
Architects got a perk a few pubs ago that allows them to retain their resources when critfailing on anything in the 'installations' section of their crafting line, ostensibly to offset the huge losses of material that happen. My alt is an architect, and I can say that it's a godsend, but if the devs consider losing a batch of EASILY GATHERABLE materials, no matter how large, a point that needed fixing, what about DNA templates?
They're a heck of a lot harder to get in quality than ore, steel, etc (for which, btw, quality only matters on harvesters). And actually carry risk-factors in gathering. Architects may have to sit for 4-6 more days to get back the amount of ore they'd lose, but that's the point...they can just sit back, run to a harvester and collect at a set rate.
So why don't we get that consideration?
Couldn't agree more.
If you sample Mutant Rancor, getting even half a pack of DNAcan take a good 8 hoursof actually sitting at the PC, so a fail or two in a row really bites...
Cypher29 wrote:
Architects got a perk a few pubs ago that allows them to retain their resources when critfailing on anything in the 'installations' section of their crafting line, ostensibly to offset the huge losses of material that happen. My alt is an architect, and I can say that it's a godsend, but if the devs consider losing a batch of EASILY GATHERABLE materials, no matter how large, a point that needed fixing, what about DNA templates?
They're a heck of a lot harder to get in quality than ore, steel, etc (for which, btw, quality only matters on harvesters). And actually carry risk-factors in gathering. Architects may have to sit for 4-6 more days to get back the amount of ore they'd lose, but that's the point...they can just sit back, run to a harvester and collect at a set rate.
So why don't we get that consideration?
The most gut wrenching feeling ever experianced in this game so far... loosing all that 750+ stats BMBQ dna
Yet i don't feel it needs to be removed, but i do think the creature combine experiamentation needs to be put back in, whats the point of making us possibly fail twice?
3 templates using mutant/bull as primary materials, with surefoot brackaset as the last slot to "temper" the CL and raise the kinetic resist slightly.
1 creature - a fantastic CL 70 Bantha
1 crit fail, losing the template
1 creature, CL 73. Poofed on first resample attempt with no DNA.
Only 2 of the Mutant rancor samples came from the same beast, btw. I can get 10 samples from a Gnort or a Kaadu, but almost never more than one from the highest level creature we can sample in game.
Does ANY of this make sense?
LLan
I posted this in another thread but I'll paste it here as well. Hopefully our correspondent will read it and say something to someone about it.
A weaponsmith, an armorsmith, chef, tailor.....you name the crafting profession. If their fail rate is 10% and they craft 10 items one of those items will fail in theory. BUT...what are they crafting? Schematics. That's the whole deal right there in a nut shell. So what if 1 in 10 schematics fail? Lets sayit takes 50 units of resourcesto make one schematic. Each schematic will make 1000 items. That's a potential of 10,000 finished goods. That one schematic fails which destroys50 units of resources. They craft another schematic which is a success and run off the 10,000 items. For those 10,000 items they only lost 50 units of resources. That doesn't sound like 10% to me.
A bio-engineer has the same 1 in 10 chance to fail right? But what is a bio-engineer making? Animals. They all have to be crafted by hand. You can't make a schematic for them. In short, if you made 10,000 animals,1000 of them would fail and the resources to make them would be destroyed. You'll lose a lot more than just 50 units of resources when you craft animals. How is that fair?
The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.
The 10% and the 50 units is arbitrary but you can see even at 5%, the fail rate is still very expensive for a bio-engineer versus any other crafting profession.
Spazzers wrote:I posted this in another thread but I'll paste it here as well. Hopefully our correspondent will read it and say something to someone about it.
A weaponsmith, an armorsmith, chef, tailor.....you name the crafting profession. If their fail rate is 10% and they craft 10 items one of those items will fail in theory. BUT...what are they crafting? Schematics. That's the whole deal right there in a nut shell. So what if 1 in 10 schematics fail? Lets say it takes 50 units of resources to make one schematic. Each schematic will make 1000 items. That's a potential of 10,000 finished goods. That one schematic fails which destroys 50 units of resources. They craft another schematic which is a success and run off the 10,000 items. For those 10,000 items they only lost 50 units of resources. That doesn't sound like 10% to me.
A bio-engineer has the same 1 in 10 chance to fail right? But what is a bio-engineer making? Animals. They all have to be crafted by hand. You can't make a schematic for them. In short, if you made 10,000 animals,1000 of them would fail and the resources to make them would be destroyed. You'll lose a lot more than just 50 units of resources when you craft animals. How is that fair?
The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.
The 10% and the 50 units is arbitrary but you can see even at 5%, the fail rate is still very expensive for a bio-engineer versus any other crafting profession.
Very well-put, Spazzers. I think that's the most well-thought-out post I've yet read regarding the critical failure rate and bio-engineering. I agree with you 100% (or is it I agree with you 95% of the time and critically disagree 5%?)
This is the reason why i havent made any pets in 2 weeks.
I tried a few times and crit failed about 100 DNA samples in 3 days ( NO wounds, NO BF, using Chef-Goodies ) a Master should not be failing THIS much. Fails are ok - we all can spill a coffee from time to time.. but not 20 times in 2 days.