Bio Engineer Archive
Thread: CORRESPONDANT: Something Needs To Be Done Regarding Critical Failures.
Maybe I have been really really lucky, but I made a ton of combines lately, and had only 2 crit fails in at least 100+ combines in a Player city that's a manufactoring center. My station there is only 32ish too.
Give it a try maybe
You still get crit fails in manufactoring center cities. Get this: I had two crit fails out of about 20 combines in a manufactoring center city with a 43 qual Food/chem crafter and 14.7 qual tools.
Tell me how THAT's supposed to happen . . .
Tobywan Kenobite
Master BE Bloodfin
I had 29 Bull Rancor samples. I got 4 critical failures in a row. I made one pet successfully with 5 samples, used 2 more successfully in another pet, andthen had another crit while using the final 2. So, I lost 22 of 29 Bull Rancor samples due to critical failures.
A while back I had 2 failures in 3 attempts using Mutant Rancor DNA.
I am a Master BE, by the way.
"I'm a master architect and master BE. All I have to say is I hate critting on a complex structure alot more than a high level pet."
Not me, when I crit on Mutant Rancor DNA that I have spent a day finding it make me turn off this game for about a week. One of these times its gonna push the cancel button for me.
/agree too many of these lately.
I've failed more in the last few weeks than my whole BE carrer (master since a month after launch)
As a Master, the only thing reallygetting me to see red with failures is inside of a template. If you fail on an experimentation point, the failure jumps to a non-related category. If that category was previous maxed out, you can not spend more points there to regain lost ground ![]()
My crit fail rate is around 1:20 on template or clone combines. This is perhaps a touch too frequent, considering the resources we use (DNA).
My failure rate on experimentation is a consistent 1:10... this means a template without a failure doesn't happen often. I'd like to see this changed to more of 1:20 so a Master can have a reasonable chance to have a template without a failure... the only way I've managed to cut down my risk on this is to spend 2 or 3 points at once in a single category after doing the math to see if I have room to fullly utilize all the points. Spending xp pts in multiple categories isn't a solution because thats a sure fire way to screw a template up... gotten some really weird combines doing points that way.
I think the "jumping fails" is a flaw of the actual crafting system. That doesn't make it any easier to acept I know, but it means it's deeper (and harder to "fix") than just redoing a few sections of code (though I thought I saw something from Talth saying Kel would look into it).
I had a fail the other day where Fort dropped from 49x to 1! I should have stopped there and made the thing into a critter. Would be interesting to see what effect a Fort of 1 would have on a final result![]()