Bio Engineer Archive
Thread: Critical failures are too common with high end clones
Ok, today I've made attempted to make around 9 or 10 clones using some of the very best dna on Endor along with some mutant Rancor samples in some occastions. At least 4 times the template has crumbled as its assembled or the clones have. This is getting to be around a 1/3 chance of success which is totally unacceptable for a master consider the fact we put a huge amount of effect into gathering this dna in the first place. It's possible this is happening because im using a droid in a camp as my workspace, however it's simply not viable to need to go back to my lab with 50+ samples in my backpack.
The devs either need to address this issue or provide a way for us to stock pile dna because this current situation of feeling ill as you hit the assemble button knowing that around 2-3 hours of effort could be destoryed within seconds simply isn't enjoyable. Infact I slammed my fist down on the keyboard numberous times today it p*ssed me off so much.
And all because I found a way to make a CL30 clone with 60% kinetic, light armor and 11k HAM with 350 damage every 2 seconds and wanted to make more of them. ![]()
I thought that happened simply because I'm only at 2,2,4,2 right now. But, I would be extremely pissed off if it happened after getting great samples and losing 1/3 of them.
I spent 3 hours today getting rancor DNA just to play around with. I am taking a quick break from doing MNS to grind, but I have gotten 3 boxes from it in a few hours so I'll return to that later. Even losing just Rancor, Gnarled Rancor and Rancor Youth DNA to me was disheartening, so I imagine it's 10 fold for a master!
wouldnt be so bad if it didnt take 30-40mins to get near mutants in the first place :/
Don't craft during peak times.
I know it sounds silly, but seriously I'm an armorsmith and I notice MANY less crit fails when not crafting during peak times. Of course this seems to be related to server load/lag, but I'm 90% positive the chance to crit fail goes up with lag.
they addressed crit fails for architects... and DNA/meat is a LOT harder to get than 10k ore/metal.
either address the rate of crit fails (which I think is FAR too high) or go the route of architect crafting: crit fails do not lose the components.
lammergeier wrote:
they addressed crit fails for architects... and DNA/meat is a LOT harder to get than 10k ore/metal.
either address the rate of crit fails (which I think is FAR too high) or go the route of architect crafting: crit fails do not lose the components.
Well before the publish we didn't lose the samples on a crit for the templates. Though we did still lose the template on a crit with the creature. Now they've made the crits hit us harder.
Unless you show us the specific DNA you used you provide 0 proof you made anything like that and are considered a lier
Next time you try and use something like what I said against me make sure it's relevant, there's a big difference between claiming your seeing alot of failures and someone claiming there's rouge CSRs intentionally giving out bio-harvesters.
take a look at the Weaponsmith or the armor smith forums, if there is so much as a thousath of a point shift in the incress of critical failures usally the armor smiths are the first ones to complain, secondly the weaponsmiths then doctors.
Those two forums may not be the best to get BE problems fixed but Crafting problems in general, I read in the armor smiths forums that some of them replace there tools with new unused ones some times even using a brand new tool just to make a custom tool.
I currently use a 43.3 Crafting stations and a 14.95 crafting tool with a crate of other tools waiting to be used. last night i started criting again after gathering some fresh dna so i dumped my tools and pop'd some new ones out of the crate.
try it and see if it helps.
here's one for you:
tools don't have a condition stat, but they DO decay when you die. when they reach zero, they become unusable. they cost 25k to insure (that's right, 25,000 credits... 250/per, 1% decay each time, and 100 deaths). the ONLY way to determine the current condition of a tool is to DIE, and check the resultant condition upon cloning. 25k insurance is ridiculous for a tool that MAY cost as much as 1k.
what does this decay do?
working in a city (of which I am a resident) with a manufacturing spec bonus (supposed to reduce crit fails), with NEW and UNUSED tools and a good crafting station, I got a heap of crits.
sitting at the starport offplanet, with my 'field tools' (the ones that are on me when I die on sampling runs), using a droid with a crafting station, I got crits. more? less? seemed like less, but I wasn't keeping a tally.
quality crafting tools/stations and city specializations are NOT giving me appreciably better results... and at 50k a week, a 'manufacturing center' should be doing something, if the tools/stations aren't.