Bio Engineer Archive

Thread: Less sucessful experimenting during crafting then normal?

Zadokk
Tue Mar 15, 2005 2:00 pm
#1

I had suspected that as a trade for the removal of critical failures, they have increased the amount of less than great successes. Last night a guild mate AS destroyed a manufacturing schem for PSGs because he got less than perfect. Although, in saying that he also got a critical success on his composite chestplate and got 80% kin / 74% base which is pretty damn good
LloydPickering
Tue Mar 15, 2005 3:01 pm
#2

I have noticed that I have more problems getting good successes.

Obviously as I didn't keep records of how often I had them before, I can't say for definate, but it is something that I have noticed too...



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Halthron
Tue Mar 15, 2005 11:27 pm
#3

This morning I was making a schematic. On experimentation:

5 either crit failed, failed or had good or lower successes

1 had a good assembly

1 had a great assembly and every experimentation point was amazing


I was very careful with that lat one
Frogmorton76
Wed Mar 16, 2005 1:51 am
#4

I sat down last night to start up another bunch of runs of chef additives...so I head to my lab with the 99% crafting station, pull out the trusty ol 15.00 crafting tool and grab the flora and meat to start making some BSN's. Now, I always experiment as many points as I can at a time with these so the tissue complexity doesnt get too high. I remember back in the day when I was BE I would get the occasional moderate success or good success, but never too many.


Last night I had 26 less then great successes. And 12 ones that went normally (ie, three great successes to cap out the tissues at +87)....Did they do something to the crafting recently? Ive never had luck that bad before. 26 non-great crafts out of 38, thats almost a 70% fail rate.


I'm just wondering if they tweaked crafting on me since the last time I was a BE (oh, three month or so ago) or if I just had a really, REALLY bad streak of luck last night.....like I said, Im used to wasting maybe 1 or 2 out of every 10 crafts, not 26!


Frogmorton D'Argent
droid327
Wed Mar 16, 2005 3:25 am
#5

I noticed this too, making schems.....before, I'd dump max points on my tailor tissues till they filled up, to minimize complexity, and usually in 2 passes they'd always be maxed out. Took me 5 retries to get my +4/+18 tensile resistance today though, since I kept getting good successes and I didnt have the exp points to fill the last box on the next try.



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Aleskander
Wed Mar 16, 2005 5:34 am
#6

I did some crafting last night. I used bespin port and had4 greats in a row.I have noticed that without the port, I'm not able to get as many greats or amazings lately. Of course our new Mayor decided to drop the city specialization to save credits We /spanked him over that.



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Frogmorton76
Wed Mar 16, 2005 11:15 am
#7

Yay, Im not crazy! It isnt just me Sounds like they tweaked the crafting code...but wait, every other time they change something regarding crafting it doesnt apply to BE's (ie Crit Fails and resources lost) since we have some sort of different crafting code. Very strange, but at least Im not alone. I usually hate wasting bespin port and pyoliion cake on chef tissues (usually hold onto them for Pet Stim crafting), but if those rates I had the other day keep up I just might have to use it for all crafting.


Frogmorton D'Argent

Frogmorton76
Fri Mar 18, 2005 12:02 pm
#8

Ok, another night and another 70% non-great sucess crafting streak. I mean this is getting just a bit ridiculous. Arthur, is it supposed to be this bad? Is it not bad enough that it already takes almost 3 days to run off a full factory run of chef tissues, do I honestly have to experiment EVERY single point individually so it takes 4 or 5 days now? OK, Im not sure what the actual time difference is (I'm going to check that out tonight), but really now...we are MASTER bio-engineers for the most part, and if I screwed up 75% of my projects at work I'd be fired.


Frogmorton D'Argent
ArthurDentOnBria
Fri Mar 18, 2005 12:47 pm
#9


I personally have not noticed this, but I don't craft in a research city, and I generally experiment 2 points at a time.


But ok, I'll report it. I'm real reluctant to hit the panic button on such things unless I see a lot of corroberation of this because, as I've stated before, we get this complaint (or about masked scent, or about dna sampling success rate) literally every single time there is a patch. Also I've not heard any other profession complain about this, and as far as I know, our tissue crafting is the same system that everyone else uses. But I will bring this up in the corr forum and see what happens.





Frogmorton76 wrote:

Ok, another night and another 70% non-great sucess crafting streak. I mean this is getting just a bit ridiculous. Arthur, is it supposed to be this bad? Is it not bad enough that it already takes almost 3 days to run off a full factory run of chef tissues, do I honestly have to experiment EVERY single point individually so it takes 4 or 5 days now? OK, Im not sure what the actual time difference is (I'm going to check that out tonight), but really now...we are MASTER bio-engineers for the most part, and if I screwed up 75% of my projects at work I'd be fired.


Frogmorton D'Argent






Message Edited by ArthurDentOnBria on 03-18-2005 11:49 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Spazzers
Fri Mar 18, 2005 2:41 pm
#10

I noticed right after the last patch I got a lot of less than great experiments. It was followed up a few days later by a rash of greats and amazings. The good and bad seems to come in groups. Wait out the bad and see if you don't get a ton of greats and amazings.


No one complains about the good stuff.



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Frogmorton76
Fri Mar 18, 2005 7:05 pm
#11

Ok, I decided to sit down and take notes this time. First off, I went to my lab outside Bestine initially to make some more schematics and I had four good successes or lower ina row. So I grabbed my resources and went to a research center city and crafted there. Out of 16 schematics only once did I get a moderate success during experimentation(experimenting 3 times, 7-2-1 points each time).


So I went back to bestine and this time I crafted 100 broad spectrum nutrients. I used resources that gave me a 25% on assembly, and could be experimented up to +87. Using three experiments of 7 points, 2 points, then 1 point I had the following results:


Great or better on all 3: 53 times

A good success or lower : 47 times


Interestingly enough I did not have any critical fails on assembly this whole time. Only twice did I get two amazings to max out the BSN. Twice I had a bad experimentation on the 3rd time and only once on the second experimentation. The vast majority of the "bad" experiments were on the inital 7 points at once try.


After this I thought about how to get around 7 at once and not raise the complexity too much. I figured out I can do 3-3-3-1 and only raise the complexity to 26 instead of 25. Doing it this way I had three critical fails, once on the 1st, 2nd, and 3rd try respectively. And20 great successes all 4 times. Not once did I get a good, moderate, or successes. Every single time that wasnt a critical fail was a great sucess.


And Buboopadoo was right about clumping. Once I had 8 bad experiments in a row, twice 5 in a row. Very rarely was there an isolated bad experiment, the goods and bads werevery clumpy.


Now, I cant vouch for before this, but at most I used to get a less then great success one out of 10 times, if even that high. And I always experimented as many points at once as possible. But there is definitely something different about experimenting many points at once now. Sinceit seems Ican usually work around this now without upping the complexity more than a point or so its not too annoying.


And as a note, the time per object was the following on +87 BSN's with the following complexity:


Complexity 25 - 200

Complexity26 - 208

Complexity28 - 224

Complexity 32 - 256


So it looks like 8 more seconds per complexity point. For BSN's at least. Not sure what the other tissues are. Just useless trivia, havent seen that anywhere before.


Frogmorton D'Argent

FIST Bio-Engineering
ArthurDentOnBria
Fri Mar 18, 2005 11:30 pm
#12

Thanks Frogmorton, I appreciate the extra data you've provided.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Frogmorton76
Sat Mar 19, 2005 1:17 am
#13

Thanks, I have asked other chefs and weaponsmiths on my server and they have not noticed any differences in their failure rates, but as the weaponsmiths pointed out to me they usuallyexperiment one point at a time anyway (at least the few I talked to do). And most chefs are the types to grab the bespin port and head to a research center since they have multiple lines to experiment in and need those better experimentings much more then one line experimenting BE's do. The first night I was mildly surprised at my failure rate, but wrote it off to a bad night. But when the same thing happened a few days later, well, I got a little frustrated lol.


Frogmorton D'Argent

FIST Bio-Engineering
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