Bio Engineer Archive

Thread: PETITION... Fix these crits

Timbiotic
Mon Feb 16, 2004 7:26 am
#14

/sign



Master Bio Engineer
CH 4-3-2-4
Pistoleer 0-0-1-0
fantoq
Mon Feb 16, 2004 12:17 pm
#15

/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.





fantoq
MCH
former Medic
App. Carbineer
Society of Interplanetary Mercenaries[SIM]/ stargate/ naboo
GreenStok
Tue Feb 17, 2004 12:34 pm
#16

Well I just left the game, 4 combines, 3 crits.. no wonder they don't fix this if they think there is a 5 percent failure rate. I can prove my crits... can they prove otherwise? Certainly they have the ability to track this sort of thing.



______________________________
______________________________
GreenStok, Master Bio Engineer, proprieter of Green Acres
Shop on Lowca server, Naboo, Theed
/waypoint -5430 3417
Also on Dantooine -595 2891
NancyJ
Tue Feb 17, 2004 12:37 pm
#17

Havent you read the official response to the issue? Critical Fails are what makes it a game - its not a game if e dont have critical fails




Nyria's BioShop
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200m South of Anchorhead


Nyria - Farstar



Cesaire
Tue Feb 17, 2004 12:46 pm
#18

What I hate is making a GREAT template and then I put it in the creature and poof, crit fail! All my beatiful dna samples down the drain...


I don't think crit fails should go away, but we get double hit...terribly unfair.


/sign



_____________________________________

INA TAHAZI
Grey Haven Fire-Breathing Head Mistress
Cypher29
Wed Feb 18, 2004 1:03 am
#19

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





Orryn Thorne,
-River's Edge Trade Federation-

Deputy Mayor of River's Edge, Dantooine
mesome
Wed Feb 18, 2004 1:56 am
#20

/sign



Bloodfin
Prolux Wolff (Master Doc / TKM) That's my template and I'm sticking to it.

HoKieVT - "I am having a Jaedewitch is stupid day."
GreenStok
Wed Feb 18, 2004 7:29 am
#21

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.






______________________________
______________________________
GreenStok, Master Bio Engineer, proprieter of Green Acres
Shop on Lowca server, Naboo, Theed
/waypoint -5430 3417
Also on Dantooine -595 2891
Tal-N
Wed Feb 18, 2004 8:20 am
#22

Oddly enough I have noticed that bio-engineers have a far better success rate for experiments than Artisan masters, however the actual assumbly criticals are far lower for them it would seem. Natually though the point is that it's never nice to spend several hours gathering the perfect dna only to have it destroyed in a blink of an eye with no way to get it back because the dna samples were unique.



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

Akelan
Wed Feb 18, 2004 8:49 am
#23

The apparent average for me now on final combines is roughly 30%, with closer to 50% on any second-gen template. As a master, with no possible way to increase my success rate, even working in a city with a high bonus and using the best tools I can find, it is, quite simply, driving me out of the profession.

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
Zaket
Wed Feb 18, 2004 10:42 am
#24

/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.





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Clerista Iewie
Master Shipwright
Templar1865
Wed Feb 18, 2004 11:34 am
#25

They've either changed this for Jedi or are planning to (when crafting sabers). We should get the same thing for our big-investment components (DNA).


Big ol' /sign to this one.
Frostbite43
Wed Feb 18, 2004 2:02 pm
#26

/sign


The failure rate is absolfreakinglutely insane.





Mitsuko Darko

Master BE\TKM - Bria
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