Bio Engineer Archive

Thread: suggestion for crit fail on combine: keep dna, drop quality

Wekai
Mon Jun 07, 2004 8:53 am
#1



I had a lousy night recently where I burned up a lot of good multi-generation pets trying to get to one perfect result. In the end I sampled all my "pretty good" pets to death, then blew all the resulting dna (plus lots of quality wild dna) on the final combine. Essentially, I flushed 3 hours and a packful of work down the toilet. Without a doubt, it's incredibly frustrating to get through several generations only to be foiled at the very point when you have achieved your night's work, and are holding the dna template you've been looking for.


As usual, accept my apologies if someone has suggested this before...


I've been seeing a lot of discussion of crit fails. I find that I agree with folks who say that there should be risk in the process, but nights like I had are brutal - and I'm not the only one watching their hard-won samples disappearing by the bushel. So here's two suggestions that I think would be fair:


1. Don't destroy samples or DNA templates on the final combine of a template or creature. Instead, drop the quality of the samples or template by one level. In this way we get to keep our work, but we still pay the price for our failure. It puts a premium on using the best quality dna from the beginning, and failures may make the pet undesirable for further generations. So there's a penalty, but not as crushing as before.


2. Drop xp for sampling pet deeds and make them more durable. A finished pet with certain stats is our stock in trade, and a good source of useful samples. It's also a great way to solve a little of the dna storage problem -a precompiled template with some useful attributes. But there's nothing worse than creating a great donor pet and getting only a few lousy samples from it. Pet deeds should be easier to sample, and give more samples than a creature in the wild. To avoid abuse they should not give xp.


Just my 2 cents.
Bracci
Mon Jun 07, 2004 9:23 am
#2

we've bitched, we've moaned, we've made suggestions.


we've been told to shut the hell up and deal with it.
Wekai
Mon Jun 07, 2004 9:54 am
#3

Looks like we've reached the end of polite and thoughtful discussion as well.



Bracci
Mon Jun 07, 2004 1:16 pm
#4

It's not that I'm not trying to be polite, it's just that we've been told that NOTHING will be done with regards to BE critical fails (pet OR tissue). Since we've been told that no matter what we do the system will not change, there really is no point to us discussing possible solutions, is there?
NancyJ
Mon Jun 07, 2004 3:55 pm
#5

Actually we've been told that we should keep it in our list of top issues and that it can be revisited but that we wont ever get critical fails removed from our crafting.




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Kevie
Mon Jun 07, 2004 4:03 pm
#6

actually i wouldn't mind losing the dna if the template critical faild if we could circumvent critical fails on the creature combine


that one hurts the most because you know how good of a pet you just lost






Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Wekai
Mon Jun 07, 2004 4:36 pm
#7

Bracci,


Pardon my kneejerk reaction there.


One of the reasons I posted this was because most of the discussion I've seen of it has been an all-or-nothing "give back my samples" approach to it. While that would be great, the devs are not interested in it - as you've noted. And it was noted that this isn't the final answer - as NancyJ said above.


The devs can and will (ormaybe, might)soften the blow of crit fails, but they need to be presented with a compelling case. Apparently the architects did so. For me, losing carefully crafted pets has been harder to take than losing apron schematics and sets of heavy leather - those are easier to come by in some ways. I think the devs have been looking at crits as a question of "destroy or not" in regards to the components. Unlike other professions, we can offer a third option - downgrade. Depending on what we're going to do with the finished product, this can be just as bad as losing the template.


Anyway, this seemed like a way to soften the crit without removing the element of risk.


OrionSeven
Tue Jun 08, 2004 4:43 am
#8

As far as I know, Jedi get to keep their pearls and/or crystals when they crit fail on lightsaber construction. As far as i know, they only lose the resources (whatever those might be). If they are allowed to keep their components, shouldn't we be allowed to keep ours?


I don't mind crit fails at all. I just don't think we should lose either DNA samples, or Generic DNA Templates.


I've heard that the reasoning the Dev's had for letting the Jedi keep their pearls was that pearls are so hard to get. But everyone knows that Jedi have their Main Characters, plus all the members of their PA (i've never seen an unguilded jedi.. and if one exists, they prolly have a whole lot of friends). With all that support, taking down a Krayt Dragon should be no problem.


I'd like to see those groups of people get 5 DNA samples from a Rancor. As you can see, we have to do things on our own. Personally, I'm a Smuggler/BE. When I go looking for DNA, the only things my friends can do is keep me alive when creatures Aggro me. That doesn't help me get the DNA I need. Plus, we Bio-Engineers need our creatures alive. So, killing them doesn't help us at all either.


Since it's far more difficult, costly, and dangerous for us to get DNA than it is for a Jedi to get pearls or crystals (which they can craft on their own), I think we should be given the same respect from the Developers.


I don't think that our quality should drop on Crit Fails.. I think we should suffer the same setbacks as the Jedi do with Crit Fails. Fair is fair, and I don't believe that the Developers should show favoritism to any one profession.


Just my 2 credits.


Avae Aibei-Bekwen, Head of Crafting G-D, Wanderhome


/bump





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