Bio Engineer Archive
Thread: For those of you experiencing a high rate of crit failures.
The Devs stated that meat/flora no longer effect the stats of any given creature, but the quality of the meat/flora, however, does effect the critical failure rate.
Those of you BE's who have been chuckin any kind of meat and flora into the combine have probably been experiencing this, something the Devs left out of thier little statement, so keep it in mind when making that critter you spent hours sampling friendly rancors to create, i've used very high quality meat and flora the past few days to make quite a few nice pets, and my crit failure rate has been around 5 out of 100 combines, using good crafting stations, etc, so i don't attribute the crit failures to some kind of ninja nerf/patch/fix, just my 2 cents, hope it helps
-Logatha
Not saying I dont believe you, but can you point to the devs confirmation of this or a comprehensive player test? Just want confirmation of it being true and not one of these player superstition deals that plagues every system in mmog history. ![]()
In my experience, it makes no difference whatsoever. I have used absolute rubbish for flora/meat before, also stuff with pretty high stats (890+ in pretty much everything). Doesnt seem to make any difference. I had 2 crit failures in a row on mutant ranc based templates the other night using high quality stuff, also had long streaks of no crit failures using garbage. ![]()
My experience doesn't back this up. I've been crafting a lot of creatures the last few days and using junk meat and veg' (about 200 - 500 OQ) and I get one crit fail for every 10 or so creatures crafted. Basically I can fill my inventory with DNA and I'll get one failure out of that. Of course I could just be having a purple patch, this weekend I'll get nothing but failures ![]()
Not sure if the skin type has something to do with it. I'm 3,3,4,3 at the moment, so I can't create the big monsters and I'm focusing on mounts at the moment, so they're all low level. Maybe when I get around to grinding Master, I'll start getting a load more failures. That seems to be the crazy game logic at the moment ![]()
My failures seem to fluxuate by the day.
Sat -1/3 to 1/4
Tuesday 1/8
Thursday 1/2-1/3
most happen at the template stage not final animal combination.
Not saying I dont believe you, but can you point to the devs confirmation of this or a comprehensive player test?
I remember a couple of months ago, there a Dev post aboutthe four things (now five) that effect how well your experimentation is. I wish I could find it now, but I think the topic had something to do with the effectivness of crafting tools and stations.
- Effectivness on the Crafting Tool
- Effectivness on the Crafting Station
- The players current skill
- Quality of the materials used.
- And now, Player City Research Center.
Albion_DeCrappa wrote:
Not saying I dont believe you, but can you point to the devs confirmation of this or a comprehensive player test?
I remember a couple of months ago, there a Dev post aboutthe four things (now five) that effect how well your experimentation is. I wish I could find it now, but I think the topic had something to do with the effectivness of crafting tools and stations.
- Effectivness on the Crafting Tool
- Effectivness on the Crafting Station
- The players current skill
- Quality of the materials used.
- And now, Player City Research Center.
Idont doubtthat info with regards to 'experimentation', but the issue is BE flora/meat quality possibly impacting oncritical failure rate. Can you remember if they said anything about that? We know for definite that the quality is irrelevant toour end product (clones only have experimentation at DNA stage), but if a dev has said critical failure rate is linked to resource quality (for all crafting skills eg Weaponsmith, BE etc)I would like to know.
Albion_DeCrappa wrote:Not saying I dont believe you, but can you point to the devs confirmation of this or a comprehensive player test?
I remember a couple of months ago, there a Dev post about the four things (now five) that effect how well your experimentation is. I wish I could find it now, but I think the topic had something to do with the effectivness of crafting tools and stations.
- Effectivness on the Crafting Tool
- Effectivness on the Crafting Station
- The players current skill
- Quality of the materials used.
- And now, Player City Research Center.
As a MBE, I DO take all of these things into consideration. I figured it wouldn't hurt to use my 900+ OQ meat and flora. I still get the same random crit fails. It is very depressing.
The Devs stated that meat/flora no longer effect the stats of any given creature, but the quality of the meat/flora, however, does effect the critical failure rate.
I've been using some very cheap meat recently and the last time I had a critical failure was around 5 days ago, since I've started using this poor meat I've made over two dozen clones with maybe around 2 or 3 failures at the most. If the materials are effecting the critical failures then it doesn't explain why the main times when I fail it's been at the template stage not the clone stage. One thing to remember is that certain clone bodies have exceptionally high complexity. A graul is complexity 30 and I've regularly seen these clones swallow a template when I'm making in them in the field so i save them for when I'm using the genetic research centre in Thalia.