Bio Engineer Archive
Thread: CORRESPONDANT: Something Needs To Be Done Regarding Critical Failures.
I completely agree. I'm thinking I'm dropping my master BE after losing 8 mutant rancor tissues in two consecutive crit fails tonight. Do the clueless devs have any Idea how long it takes to collect mutant rancor dna?
Oh wait, I guess I just answered my own question if they are clueless.
I took this profession for fun. At least i figured it would be fun to make my own pets but critical failures are not fun. (along with no documentation at all for the class. I mean experimenting is fun but how about a few guidelines on what does what...)
After several more hours tonight my experience is just like yours. I was trying for level 70 creatures, and some dual level 35 or so creatures with AR1 etc...
I spent the last week looking for samples of all sorts of good creatures, and had one house full completly of samples, plus my packpack and my main inventory and 3 droids 100% full of samples.
I lost most of my best stuff either to critical failures, or going over level 70, or level 40 as the case may be for what i was trying to accomplish, or on experimentation failures, or on a critical failure of putting a successful dna combination into a creature skin.
On the ones that did make it, most of those did not carry over the specials as they should have based on my own testing, info from here or how they usually work.
Needless to say I'm very disappointed. It surely seems to me that with all the hassle involved BE is just not worth it unless the devs figure out a way to simplify the process, give us some hard and fast rules of what works and what doesn't, and fixes the critical fail rate. I hate to just dev bash but what do they expect when their system causes this much aggrivation instead of fun? I said they are clueless earlier and I'm sticking by it. Not only that (more ranting...)I thought I understood thatBE's are supposed to be able to make what is better than in the wild? Well after trying this system out I think that is false considering all the factors that go into a creature.
We might be able to lower the CL of a creature and add armor, but the damage goes way down. We might be able to make a high damage creature but the specials don't carry over or else we lose the armor. I've had pets that should have worked but came out with a horrendous to-hit ratio and attack speed. So far I'm convinced (someone show me otherwise...please I'd love this to work) that we can create creatues that are different that what is found in the wild. NOT superior. Now I am also a master CH and i know some CH people say BE should not make better creatures but I say...
why not?
I also enjoy searching for rare/fun creatures. There is a nice balance that could be achieved and I for one am getting really tired of paying to play a game that is so obviously still in beta it's driving me crazy. It's really too bad Lucas Arts gave the license for swg to SOE. They are so obviously in over their heads it's amazing. I've decided I'll give BE one more night to use up the rest of my samples then I'm selling it back and going for a combat class where at least I can be out having success instead of inside my house having critical failures.
Ok, my rant is done and It's late so forgive any spelling or grammar errors ![]()
i don't wanna talk about the criticals anymore.
i just make sure that i have the resources for 10xthe object i wanna create, hoping that just one is getting true alive, without a critical in the process, and even this is hard to do.
sometimes i just believe i didn't had this many criticals when i wassn't a master.
it's a good way to reduce the uber stuff, but it's the most frustrating a crafter canwalk into.
* Craft at my +44 Station with my +14.9 Tool
* Have my droid out with its crafting station (which my DE ensures me is the best)
* Assume 2/3 of my uber kimos will critical fail on the combine
* Only craft when I have no wounds or Battle Fatigue
* Cross myself multiple times, say 10 Hail Mary's and 5 Our Fathers before risking rare/hard to get DNA
* Only craft when the moons is full
By following this crafting routine I have minimized the loss of high-end DNA samples and had fewer customers walk away empty handed because I had to tell them I crit failed all my good DNA away.
"Sorry sir, your Kimogila will be another 3-4 days. Unless you have some Mutant Rancor DNA on you.... you don't, do you?"
I agree 100% the crit failures seem to happen like one in every 10 creatures as a master. i am starting to get pissed and after sticking to my guns since the beginning. I am ready to dump BE as a result.
Its hard enough just to get any consistancy out of the crap deal they delt us with this latest nerf patch break fix. pile that on top of constant failures and crit failures and inability to sample decently even as a master and it boils down to startingto suck bad.
yup i crit fail alot too, and i just got bio-engineer. but thats because i'm novice
it is quite a problem though espcialy when it fails this much
I just spent the entire day when I got home from work collecting mutant rancor samples. Got myself up to about 25-ish VHQ samples in the old backpack, at about a 1 sample for every 5 deaths ratio, making the samples cost about 8K of insurance each. Flew back home to make the "ultimate" rancor, was shooting for CL 70 with similar stats to a wild mutant. Threw in one rancor youth DNA to bring down the CL and give me the knockdown special in slot 1, trying to also preserve dizzy strike from the mutant rancor in slot 2. Easy enough idea?
First combine: Critical failure. I growl at my PC, having lost 4 VHQ mutant rancor DNAs.
Second combine: Great success. But I overkilled on the experimentation, CL 76. Grumble...
Third combine: Great success. CL 69, damage over 600, great creature. But the knockdown didn't stick... wish I had some documentation that explained WHY NOT when normally it should have, based on my other experiments... no matter, I still have DNA left. I'll try again...
Fourth combine: Critical failure. I scream and slam my keyboard.
Fifth combine: Critical failure. The sounds that I made normally do not come from a human being. The dog runs under the bed. I log out, managing somehow not to break something.
There is NO excuse for 3/5 of my attempts to be critical failures. None. I use a 42.60+ crafting station and a 14.77 crafting tool. I'm a master bio-engineer. I was using all VHQ samples. If an architect can keep his 37K of resources on a critical fail, why can't I keep my mutant rancor samples that take me HOURS of frustrating deaths, insurance costs, wanting to toss my PC through the wall when I get aggroed and slain without a sample for the 5th time in a row, etc.
An architect throws up a harvester, waits a couple days, and has all the stuff he needs. I'd be happy to throw up a harvester, wait a couple days, and come back to 50 samples. But we have to hand-sample. You aren't asking the architect to hand-sample their ore, but you are letting them keep it when by rights it should be trashed on a critical. So if you're letting them keep it, let us keep it. What did I do, dump the petri dish of rancor DNA on the floor and one of my kusaks sitting in my shop licked it up? Seriously.