Bio Engineer Archive

Thread: Critical Failures

Albjorus
Sat Dec 06, 2003 3:02 am
#105

Just thought I would add to this mess. I think I am getting some kind of failure on heavy harvesters about 60% of the time - either during construction or during experimentation. Maybe one third of the heavy harvesters I make (with quality materials, etc., etc.) come out decent. What a joke. This is utterly devastating.





Albjorus

Master Architect/Master Artisan/Teras Kasi Master
Albjorus
Sat Dec 06, 2003 3:03 am
#106






Albjorus wrote:

Just thought I would add to this mess. I think I am getting some kind of failure on heavy harvesters about 60% of the time - either during construction or during experimentation. Maybe one third of the heavy harvesters I make (with quality materials, etc., etc.) come out decent. What a joke. This is utterly devastating.







And yes, the high quality materials ar high UT, SR, HR, or whatever the schematic says.



Albjorus

Master Architect/Master Artisan/Teras Kasi Master
ImLucas
Sat Dec 06, 2003 4:22 am
#107

Yeah, crit fails really bug me.

This is how things currently work:

1 crit fail = lose 14% of experimentation.

That's right... a crit fail not only eats the one point, but 2 great successes as well.


This is how I would like it to work:

1 crit fail = lose 14% - 1% (depending on how good/bad the station is)
Let's face it... a good station should stop us from completely ruining our project, just because it has those great microsensors and conrtol units monitoring it.

For those devs that want a formula already made, here it is:

CritExperimentaffect = -14 + (((Functionality Rating +45)/90)x 13)


Granted, that's an overly simplistic formula, and you'd want to adjust it a bit to have a larger impact at higher functionality ratings, but you get the idea.



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Poldano
Sat Dec 06, 2003 2:40 pm
#108

I am of the opinion that critical failures are entirely random, and that no bonus number in the game affects them whatsoever. I have been keeping records of artisan mission critical failures for months, starting from when I was a newbie novice artisan and I first saw artisan mission terminals. The rough statistics show a failure rate of about 7% no matter what. These statistics are comparable to the statistics I kept on wall grinding.There might be a slight effect from repeated use of the same crafting tool, but I don't do this often enough toget good statistics. There might be an INCREASE in critical failures from being close to a crafting station. I suspect there is a certain critical failure percentage hard coded into some aspects of the game. The more actual commands being generated by the game's engine, the more likely a critical failure will occur. For me, critical failures seem to occur more often in the proximity of a crafting station. The presence of a crafting station would tend to trigger more decisions in the game engine, hence greater probability of a critical failure even in initial assembly. I am sure this is a deep design decision, prompted by theperceived need to ensure some "thrill" in crafting.


I do believe that critical failures are generated differently than experimentation success. That is, experimentation modifiers are applied only during the experimentation phase, after the critical failure chance is computed.


Schematics, of course, are the way to beat critical failures in the long run. The problem with schematics on heavy harvesters and other large structuresis obvious. How does one accumulate the500Kor so NAMED resources needed toguarantee sufficient crated components for an efficient run, without being independently wealthy in the first place?


Saego Kennar, Master Architect, Wanderhome.


kiluiwil
Mon Dec 15, 2003 10:10 pm
#109

does anybody know that macro that was supposed to save your resources if you had a critical fail, and if it still works. I use a 42 station and 14+ tools, and I still manage to critical fail too often. I just crit failed two +70 krayt laser carbines in a row, its just sickening, there goes a million credits.



Kiluiwil, TKM-Fencer
244, -5572 South of Coronet
ttu
Sat Jan 10, 2004 12:25 pm
#110

Anyone else having problems with critical failures? Before the "hotfix" I would occasionally get critical failures on my pets - it was painful but only happened every now and then so it wasn't something I was going to complain about. Today I have over 50% critical failures on both genetic templates and pets. I'm doing everything else the same as before, its just that I now get critical failures over half the time.


Any ideas or suggestions on this one?


Ka'rar

DeneziB
Sat Jan 10, 2004 6:02 pm
#111

I've also been getting crit failures with more frequency. It seems that they upped the frequency for failures. Perhaps they determined that there were too many creatures being born into the world by our hands and raised the failure rate to compensate?


Oh well.




Denezi Bo'o: The Hero of Naboo
Queen of the Bantha. The Emperor's Right Pinky. The Slayer of Jedi (35)
Imperator Defensoris: "Vulpem pilum mutat, non mores."
What is <id>?

Seshemw
Sat Jan 10, 2004 7:35 pm
#112

It's not just bio engineering. Critfail rate (and simple 'failures') has been observed to be a lot higher this week in multiple professions. Their random number generator either sucks, or they made a change (knowingly or accidentally) to crafting code when they were after fixing bugged pets.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Fellstaff
Sat Jan 10, 2004 7:50 pm
#113

Are you using a house crafting station or a droid crafting station? Try a droid instead of a house station.



---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
chaos213
Sat Jan 10, 2004 8:34 pm
#114

It's not just with pets. I am getting some kind of failure 4 out of 5 times crafting stims. Up until this last fix I had little trouble getting great and amazing when experimenting while making stim components and the final combine. Today I have been unable to make a stim without some kind of failure on several of the components or during the combine. This is during the experimenting phase. Critical failures are way up also. It's not just making creatures they have nerfed! The have totally nerfed BE. Such a shame to they finally got part of the puzzle. I have confirmed this with 4 other BE's on the server and I get no failures making food using the same crafter and crafting stations. The small crafting unit is 14+ and the crafting station is 34+ and I can make B stims. I use to get B pet stims of about 600 regular now the best I can get is around 495. This is such a cheap shot at what is obviously something they decided was to well liked.
chaos213
Sat Jan 10, 2004 8:58 pm
#115

Did some experimenting. No difference when using a chem unit in a droid I have, a chem crafting station public and the 34+ one I have at a house. Some kind of failure on every component during experimentation. The people B stims I make now are less powerful then the people A stims I use to make with no experimentation? And this is with the same ingrediants. (I have over 100k of the needed ones of each type at the house!) I am a master medic also and my b stims today come in at around 110. 110 lol thats not even a good A stim. I'd have to say the powers to be got angry when we complained about the clone nerf and decided to show us good and proper!

MissileToad
Sun Jan 11, 2004 5:57 am
#116

I've been playing around with other crafting professions lately, namely Doctor, Combat Medic, and basic Artisan. Bio-Engineer has the highest rate of critical failures by far. Failure rate of the other classes was about 1:20, while it is common as a Master BE to critical fail about 1:5.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

ttu
Tue Jan 13, 2004 5:27 pm
#117

Thanks for the responses. At least now I know that it is not just me.


So, the next question I have:


How do we go about submitting this higher up for review? If it is not intentional, I'd like to at least get it added to the list of things for the devs to look at for the BE profession. Yes, I know that there are many other things on that list, but I'd like to at least get this added so that there is a chance that it will be addressed at some point in the future.


Ka'rar

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