Bio Engineer Archive
Thread: Something needs to be done about Critical Failures
AMEN to Nyria's comment. I was looking forward to this Friday night of crafting - had enough huurton pup DNA to make (I thought) 5 level 10 mounts for orders. I critial failed on 4 of the5 and on the 5th oneI failed on 3 experimental points!GEEZ! What fun is this????
BTW, I am a master and use a top of the line crafting machine and had no BF.
*sigh* what a crock.....
Ebacca
Geez Psiko,
I'm with Nancy. This is a game, not a real-world bio lab. (BTW, where generally you have better control over the situation than a dice roll) If it were that scientific, there should bea pattern. I can get better results on junk resources than I can on good ones. Same for crafting tools and stations.
And the 'addressing failures' was kicked out cause they were gonna trash it worse, not fix it. Which is about par.
I would be okay with losing *resources* in a crit fail (final combine)...but I think you shouldn't lose DNA samples or templates.
Architects got that kind of love because they lose so many resources in a crit fail. I partly agreed with that change. I actually think they should lose resources, but not components. LIke...you could lose resources while constructing a structure module. But when you make a wall...if you crit fail, you'd lose the resources, but keep the structure modules. Then when you make a house or harvester, you lose the resources, but not the walls or other mechanisms.
I think same should go with BE, except never lose DNA samples. DNA samples are odd because they do NOT stack. Even if you have every single lot taken up by a factory for 1000+100+110 (approximately) inventory spaces..you are extremely limited compared to other crafters for what resources you can keep on hand (using vendors as storage is very risky). Also, DNA samples are extremely risky and time consuming to get themselves...you face death, decay (crit fails in themselves).
I like the risk in getting all these things..it's the attraction to BE for me--it allows me to experience more exciting aspects of the game (combat)...but it hurts to lose those things...more than when I was an architect before changes and lost things that way.
Besides, crit failure rates were addressed recently, but the players decided they didn't want the changes.
Besides, crit failure rates were addressed recently, but the players decided they didn't want the changes.
Well, having just lost my only Toxic Merek Battlelord and Bark Mite Burrower Queen samples to a stupid critical fail while using a +15% tool and standing infront of a +42% Crafting Station, I'd say critical fails are more than mildly annoying...maybe I should move to research centre and eat that crafting food everytime I want ot make something? May be not!
That fail cost me a LvL 40, 10K HAM, 50% Kinetic,AR1 Strong Poison--Blinding StrikeMerek that I could've sold for a lot more than a T21. I used to be a Master Weaponsmith andcritical failiures werefar less painful. Besides, where's the danger in mining resources and running schematics through factories (this is a rhetorical question btw)?