Bio Engineer Archive

Thread: Critical Fails

Destryr
Fri Oct 10, 2003 6:20 am
#14

well ive critted 6 heavy harvies back to back now..and 1 complete..tbh i was ready to give up if it wasnt for some generous souls giving me bits of ore to make walls and various other bits just so i could kill the ghost..im extremely cautious of trying to make any more.



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DeejZozzle
Fri Oct 10, 2003 7:02 am
#15

I am on Wanderhome and I am crit failing about 1-in-7 crafting attempts since the patch, regardless of what I am making. I was using the finishing macro before on large architect non-experimental items. Even my artisan stuff that I would experiment on (didn't use fininishing macro) is now failing about double of what it used to - maybe it's just coincidence. Now for the time being I will just not produce as many large items - stick with furniture, small houses and med. harvestors. I will also be raising my prices on everything by 10%-20%. I can't imagine that anyone that does not currently have crit fails built into their pricing can avoid raising prices with the changes. Still amazes me that they would nerf the crafting macro without addressing the issue of losing ALL COMPONENTS in the final combine -this is just not fair IMO.



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NinjasLovePirates
Fri Oct 10, 2003 12:10 pm
#16

Before patch, Armorsmiths were getting Crit Failures left and right (and I was getting them as an architect too). After patch, I haven't failed yet as an armorsmith (and I've made over 50 pieces easily)... Maybe I should try making Architect goods and see if I fail... Maybe I shouldn't temp the failures though.




Rick Maher
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Jolcon
Thu Nov 20, 2003 10:20 am
#17

I have noticed, and so have others. Since the last update, my critical failures have increased excessively. I was making buffs last night, which I have made many times, same material, same components...got 8-10 critical failures making 4 or 5 enhancement packs.




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Birdman100
Sun Jan 18, 2004 3:50 am
#18

Is anyone else having this problem? I spent 13 hrs collecting samples today... had over 100 to work with when i sat down to craft. After all the critical fails costing me the DNA samples trying to make templates I then had WAY to many critical fails crafting the pet. Those 100 + samples ended up making 2 pets with 1 sample left over. I am a Master BE and should not have that many fails using a +14.31 tool and a +41 station. I have 2 accouts and my other is an artisan and NEVER fails like that. Devs need to fix this if they expect people to keep playing and paying
Pemphigus
Sun Jan 18, 2004 5:30 am
#19

I didn't have that much bad lcuk yet, but it has happened to me too.


It happens more if you try making a level 30 Cu pa Or a level 10 rancor I think, you need to it the right dna in the right body.


At least I think that could be the problem.

CaptFisticuffs
Sun Jan 18, 2004 4:50 pm
#20

A developer responded to this in the State of the Profession thread (amazing isn't it?). He said there's a dev scheduled to look into in for the February publish. Ouch. Guess another month won't hurt. At least they've acknowledged it.



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darthkoodar
Sun Jan 18, 2004 4:55 pm
#21

How did u have that many samples because each sample takes up 2% in inventory so u should only be able to have 50 samples. Do u store them in a droid or somin?



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Birdman100
Mon Jan 19, 2004 3:28 am
#22

I store them in inv, backpack and storage droid.. also in my store, my house, my other house, my factory, my other house......
GTOfire
Tue Jun 01, 2004 1:27 pm
#23

yeah, I must say I wouldn't mind asafeguard, DNA samples from animals with CLs over 50 shouldn't be lost on critical failures, something like that. I was pretty DAMN pissed off for a while when I lost the 5 best samples for the ultimate creature I had. I know it's the ultimate creature because the 5 second-best samples made the most kickass CL60 pet I've ever seen, and the first samples were significantly better in the right areas. For the record, I'm talking about am AAQMerek Harvester, 3 Mutant Rancor (all AA, only had4 AA totaland I needed it to be AA to carryboth specials on sample 5), 1 Ancient Graul VHQ. Four of those being quite hard to come by without combat skills to make a high level animal spawn.


Jedi get safeguards for their pearls and such, and I know mutant rancor DNA samples aren't as rare, but they're still very valuable to us, and 'making due' on your ultimate creation with stats that are almost 100 points lower on some important aspects is really a big dissapointment.





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Talthazar
Tue Jun 01, 2004 2:20 pm
#24

Honestly this will be a tough one to get, but I still feel strongly about it. I don't think we can get crit fails removed totally, and really we shouldn't. What I'd personally like to see is something like what Archi's have on our final clone combine and normal chance of loss on the dna combine. If we make it to the clone combine and crit fail, we get one more chance to combine, if we fail there we lose it. That's what Archi's have and I think that's fair given how long it takes to gather dna. We'd still have the 5% loss on DNA combines that the Devs want and getting two chances on the clone combine would still leave a very rare chance to lose the template there but would effectively eliminate the loss of templates for the most part.



Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
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NancyJ
Wed Jun 02, 2004 12:45 am
#25

Ok, I've asked about critical fails and the loss of DNA samples. I found an old quote that made it seem as if BE's didnt used to lose DNA samples on a critical fail in the old system - so I asked if I could get some sort of a comment to relay to you guys on why we now lose DNA samples when we didnt before.
This is what TH had to say:

Sorry NJ, but not right now, though you should put it on your list of BE issues. We can revisit the issue, but for all intents and purposes, crafting failures are meant to be in the game. They are a very small number (5% or less at the master level). I've done just about all I can do on this issue.

I understand its painful though.





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Talthazar
Wed Jun 02, 2004 12:57 am
#26


Actually, I can answer that.Originally all crit fails were supposed todestroy the resources for all prefessions, but nearly none of ours worked this way.Not losing resources was considered a bug and was fixed at the same time as the cloning revamp on clones. We had the same bugon tissues and never lost resources on tissue combines until, I think, the big tissue fix that made them all work in and the schematics work in factories.


I am glad you got confirmation that we could revisit this issue. I don't have much gripe with crit fails in general. I certainly don'thave issue with them on Stims or tissues. It's the double whammy on DNA that hurts. I never could make anyone understand that it effectively doubles our fail rate for clones.


Edit: heh, now that I think about it, you guys can blame me if you like. It was mentioned when I was gathering my first issues list and I passed it on to the Devs... Be careful what you ask for.

Message Edited by Talthazar on 06-01-2004 03:59 PM



Brutir Llecc'Honep
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Brutir - Master Bio-Engineer - Test Center
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