Bio Engineer Archive
Thread: PETITION... Fix these crits
/sign
I thought it was my lack of exp, but when I see masters complaining there's something wrong. As a master medic, I have very few crit failures and high experimentation success.
Crit fails are part of the game, but when I'm an MBE experimenting with a +15% Tool, on a +49.9% Crafting Station, in a city that gives a +15% bonus to experimentation, I don't expect to see them maybe more than 1 in 20 tries, at worst. My Tailor makes stuff all day on similar stations with less than a 1 in 20 fail rate on crafting, which doesn't get the city bonus...and my architect can do 5-6 pip experiments with far less fails. Easily half, if not more, of the single point tries on experimentation end up as crits...that shouldn't be happening that often....something is WRONG.
/sign
As long as dev is in denial, this wil not get fixed.
Explain the logic to me on crits. In real life, if I am a professional, doing something that was exceptional trivial.. long ago. I have a total loss of all components used, they say one in 20 tries? First of all, you would never loose everything. and in real like, if you fail at something that is trivial, even 1 in 20 times, I would fire the guy.
I think what the truth is.. is that the computer sees what you have put in, the calculator goes to work, it has not figured out an answer, time out, crit. That is why you usually get 2 crits in a row, by the 3rd though, it has an answer. You wont usually get 2 crits in a row on an item that you have been making.
If crit-fails make it a "game", then the game is too heavily stacked in favor of the house for me to continue placing bets of hours of my time, thousands of credits in cloning, travel and insurance costs, and the feeling of being cheated every time all of that is tossed away by the random number generator.
It is quite apparent that they messed up on the latest patch with the crit failure rate; there is not a single crafting profession that is not complaining bitterly over the issue. How long does it take for a development team to get over the idea that they could not have possibly made a mistake and fix this absurdity?
LLan
/sign
Since the last patch I've seen a marked increase in crits during both initial DNA combine and final creature creation. Without the same consideration as given Architects with regards to our DNA samples and template, I've pretty much given up on creating pets. It's infuriating to lose the results of hours of effort to a random event, even more so when the dev team thinks this makes the game "fun".
I can deal with experimentation failures in making tissues, the resources used there are much easier to acquire. But pets are no longer worth the effort required to get the DNA or the aggravation involved in losing it while crafting.