Bio Engineer Archive
Thread: High quality crafting tools and stations are a bad thing
Been reading about other people having lots of crit fails with Crafting tools over 10 and stations over 35. I did some testing and found that the better the station is, the more likely you will fail. Making Pet Stim C's I get less than 5% fails with the worst crafting station (my droid) and more than 50% fails with a +44 crafting station. Couldn't get definitive numbers on impact on experimentation, but I do know you don't get better experimentation with higher number stations. At best its even.
My best results are with my droid and my 0.0 crafting tool.
This is another shameful bug, like our creature experimentation that works backwards as well. Level of testing done on this stuff= dookie. But since no devs actually play any BE's they wouldn't notice this stuff. I'd be embarassed if I were the BE dev. Expect it to get worse, due to the current policy of rolling stuff out faster to Test without as much internal testing.
At least it's consistently wrong. Picture the architects when people ask them for their WORST possible crafting station.
Reasonable1 wrote:
and more than 50% fails with a +44 crafting station.
I've been hearing people talk about this highfailure rate but I'm not getting that. I use a +42% personal food & chem crafting station and a +14.88% food & chem crafting tool and my failure rates are very low (if I had to guess I'd saying under 10% but certainly not anywhere near 50%). Perhaps there is more to this high failure rate then the station/tool being used?
Erais on Scylla
P.S. I've never seen a +44% crafting station. Is that possible? I always want the best and if they are out there I want one.
~Rathnak
Also I think my experimentation is more successful when using the high quality tools, but I haven't looked into this as much as the others so I don't really have any hard data.
I won't say that the differences are earth shattering, but they are enough to make the purchase price of the high quality tools worth it.
I haven't had any of these problems at all. For the last month the only critical failure I can remember was on a torton. I still have problems with other medical components but I've chalked those up to lack of skill. Have you put any thought into the possiblity that the material quality has anything to do with it? Also are these experimentation failures you're talking about or entire loss of the item critical failures?
I have noticed something with crafting that could account for what is being observed. I noticed that the resouces used will affect failure rates. I was crafting B's with3 different tat fiberplasts. The one with the higher OQ was failing experimentation 85 - 90% of the time. While the one with lower OQ was rarely failing experimentation, the third which had a relativley high OQ (slightly lower than the first) had similar failures as the second. I am thinking that there are properties of a resource that affect success rates even though they are not properties required by the schematic.
It was only an off handed observation I never did any serious testing.
I've not noticed a large number of critical failures, but when I critical fail, I can click Assemble and reuse the same materials (meaning a critical failure does not destroy any materials, it just fails)
Chewiciiirevge - Sunrunner > Master Creature Handler / Novice Bio-Engineer 3-2-2-2
ROFL that's funny. I haven't really had that many critical fails in BE products lately, but have been having a ton as a master tailor with good tools. Maybe this is part of the bigger issue.
Agree about the quality problems. Pretty apalling that they have so little pride in their work and put so little effort into testing. How can you not know that a factory doesn't work with tissues? Or that experimentation on critters is so broken? or that there is no milk? Umm, how could you have tested tissues that require ingredients that don't exist? Then when you hear statements like "I don't believe they are broken across the board" that just sends a shiver down my spine. All I can say is "owch".
Reasonable1 wrote:
Been reading about other people having lots of crit fails with Crafting tools over 10 and stations over 35. I did some testing and found that the better the station is, the more likely you will fail. Making Pet Stim C's I get less than 5% fails with the worst crafting station (my droid) and more than 50% fails with a +44 crafting station. Couldn't get definitive numbers on impact on experimentation, but I do know you don't get better experimentation with higher number stations. At best its even.
My best results are with my droid and my 0.0 crafting tool.
This is another shameful bug, like our creature experimentation that works backwards as well. Level of testing done on this stuff= dookie. But since no devs actually play any BE's they wouldn't notice this stuff. I'd be embarassed if I were the BE dev. Expect it to get worse, due to the current policy of rolling stuff out faster to Test without as much internal testing.
At least it's consistently wrong. Picture the architects when people ask them for their WORST possible crafting station.