Bio Engineer Archive

Thread: PLS stop our DNA dissapearing when we crit fail!!

billy128
Sun Mar 14, 2004 10:32 pm
#1

Tonight i crit failed 4 times in a row when trying to make a creature with my dna templates , i got very angry . Each one contained 5 BMBQ's . So i kissed goodbye to 20 samples of BMBQ . This just doesnt seem fair . how can we sell pets at stable reasonable prices when this happens . God knows how much time it took me to collect those samples . Surely its not unreasonable for the devs to stop this happening . And yes i was using top quality tool and crafting station and had no BF . Th crit system cant be working right when you fail 4 times in a row , something must be wrong , its not like i then when on to not crit fail for ages . Is it 0.5% or 5% chance of crit failing(supposedly)?? either way its crap and needs fixed .



kitara Master tamer / Master bio-engineer on chimaera
my BE shop is at -1547 , -4308 (1 min ride from bestine)
AlufNull
Sun Mar 14, 2004 10:36 pm
#2

Same deal here. Top quality epuipment and I crit. failed three times in a row tonight.



"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
meroc
Sun Mar 14, 2004 11:57 pm
#3

This, supposedly, is what the upcoming experimentation changes will fix, but then they keep saying a crit fail is a flat 5% too andmost of us knowthat's purebull shot.



Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
XpNsVe
Mon Mar 15, 2004 2:33 am
#4

It seems to go like that...


Try crafting something else when you fail once.. donno, might help





The first fansite dedicated to Bio Engineer;
SWG Bio Engineer
(swgbe.mmospy.com)

Cypher29
Mon Mar 15, 2004 7:23 am
#5

Architects got a perk a few pubs ago that allows them to retain their resources when critfailing on anything in the 'installations' section of their crafting line, ostensibly to offset the huge losses of material that happen. My alt is an architect, and I can say that it's a godsend, but if the devs consider losing a batch of EASILY GATHERABLE materials, no matter how large, a point that needed fixing, what about DNA templates?


They're a heck of a lot harder to get in quality than ore, steel, etc (for which, btw, quality only matters on harvesters). And actually carry risk-factors in gathering. Architects may have to sit for 4-6 more days to get back the amount of ore they'd lose, but that's the point...they can just sit back, run to a harvester and collect at a set rate.


So why don't we get that consideration?





Orryn Thorne,
-River's Edge Trade Federation-

Deputy Mayor of River's Edge, Dantooine
meroc
Mon Mar 15, 2004 7:33 am
#6

Couldn't agree more.


If you sample Mutant Rancor, getting even half a pack of DNAcan take a good 8 hoursof actually sitting at the PC, so a fail or two in a row really bites...





Cypher29 wrote:

Architects got a perk a few pubs ago that allows them to retain their resources when critfailing on anything in the 'installations' section of their crafting line, ostensibly to offset the huge losses of material that happen. My alt is an architect, and I can say that it's a godsend, but if the devs consider losing a batch of EASILY GATHERABLE materials, no matter how large, a point that needed fixing, what about DNA templates?


They're a heck of a lot harder to get in quality than ore, steel, etc (for which, btw, quality only matters on harvesters). And actually carry risk-factors in gathering. Architects may have to sit for 4-6 more days to get back the amount of ore they'd lose, but that's the point...they can just sit back, run to a harvester and collect at a set rate.


So why don't we get that consideration?











Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
ForDee
Mon Mar 15, 2004 8:26 am
#7

Yeah, three critical fails in a row on combines or arachne warrior / BMBQ dna that took me 3 hours and 24 clones to collect isn't right. Especially when i am Master Bio-Engineer, i mean, i never had that on lower skill levels.

The most gut wrenching feeling ever experianced in this game so far... loosing all that 750+ stats BMBQ dna

Yet i don't feel it needs to be removed, but i do think the creature combine experiamentation needs to be put back in, whats the point of making us possibly fail twice?



For 'Dee

Ap-xmasi keepuna!
Akelan
Mon Mar 15, 2004 8:35 am
#8

9 Mutant rancor samples this weekend, 4 or 5 bull rancor, 6 or so Nightsister rancor samples.

3 templates using mutant/bull as primary materials, with surefoot brackaset as the last slot to "temper" the CL and raise the kinetic resist slightly.

1 creature - a fantastic CL 70 Bantha

1 crit fail, losing the template

1 creature, CL 73. Poofed on first resample attempt with no DNA.

Only 2 of the Mutant rancor samples came from the same beast, btw. I can get 10 samples from a Gnort or a Kaadu, but almost never more than one from the highest level creature we can sample in game.

Does ANY of this make sense?

LLan
Spazzers
Mon Mar 15, 2004 9:25 am
#9

I posted this in another thread but I'll paste it here as well. Hopefully our correspondent will read it and say something to someone about it.







A weaponsmith, an armorsmith, chef, tailor.....you name the crafting profession. If their fail rate is 10% and they craft 10 items one of those items will fail in theory. BUT...what are they crafting? Schematics. That's the whole deal right there in a nut shell. So what if 1 in 10 schematics fail? Lets sayit takes 50 units of resourcesto make one schematic. Each schematic will make 1000 items. That's a potential of 10,000 finished goods. That one schematic fails which destroys50 units of resources. They craft another schematic which is a success and run off the 10,000 items. For those 10,000 items they only lost 50 units of resources. That doesn't sound like 10% to me.


A bio-engineer has the same 1 in 10 chance to fail right? But what is a bio-engineer making? Animals. They all have to be crafted by hand. You can't make a schematic for them. In short, if you made 10,000 animals,1000 of them would fail and the resources to make them would be destroyed. You'll lose a lot more than just 50 units of resources when you craft animals. How is that fair?


The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.






The 10% and the 50 units is arbitrary but you can see even at 5%, the fail rate is still very expensive for a bio-engineer versus any other crafting profession.




Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
Delbon_Clinion
Mon Mar 15, 2004 3:58 pm
#10



Spazzers wrote:

I posted this in another thread but I'll paste it here as well. Hopefully our correspondent will read it and say something to someone about it.


A weaponsmith, an armorsmith, chef, tailor.....you name the crafting profession. If their fail rate is 10% and they craft 10 items one of those items will fail in theory. BUT...what are they crafting? Schematics. That's the whole deal right there in a nut shell. So what if 1 in 10 schematics fail? Lets say it takes 50 units of resources to make one schematic. Each schematic will make 1000 items. That's a potential of 10,000 finished goods. That one schematic fails which destroys 50 units of resources. They craft another schematic which is a success and run off the 10,000 items. For those 10,000 items they only lost 50 units of resources. That doesn't sound like 10% to me.

A bio-engineer has the same 1 in 10 chance to fail right? But what is a bio-engineer making? Animals. They all have to be crafted by hand. You can't make a schematic for them. In short, if you made 10,000 animals,1000 of them would fail and the resources to make them would be destroyed. You'll lose a lot more than just 50 units of resources when you craft animals. How is that fair?

The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.


The 10% and the 50 units is arbitrary but you can see even at 5%, the fail rate is still very expensive for a bio-engineer versus any other crafting profession.






Very well-put, Spazzers. I think that's the most well-thought-out post I've yet read regarding the critical failure rate and bio-engineering. I agree with you 100% (or is it I agree with you 95% of the time and critically disagree 5%?) Hopefully, this will get read by someone who can do something about things, because you've done a very good job of outlining why the current rate of failure is simply unacceptable for bio-engineering.



DC
Rebel with a Cause
REALLY Mad Scientist...er, Master Bio-engineer
Armed with a REALLY Big Gun
(Former) Creature Handler
(Former) Loose Cannon Extraordinaire
angelonfire
Mon Mar 15, 2004 4:56 pm
#11

same here! put in a /bug on it and told them can't wait till World of Warcraft comes out cause they don't have the bs critical failures. I crafted using top dna and top equipment today, 2x's critical failed in a row making a template. the 3rd time, I made the dna template but failed when I made the damn animal, losing that template. 15 dna's gone in under a few mins. it's bullchit and something needs to be done about it. I'm getting tired of wasting my time..


angel.



SWG Beta Tester.. tired of still testing

In real life, people who dress up in tight plastic/leather outfits are considered tacky; In Star Wars, they're called "Storm Troopers"
Dr_Wookie
Tue Mar 16, 2004 12:18 am
#12

Last night I had 3 failures out of 9 attemptsin 3 successive templates last night. I am using a +44.29 crafting station and +14.85 tool. All mutant rancor dna too. Failure after failure, my pets were turning out like crap. And then of course losing the whole template as well to a nice crit fail, happened shortly thereafter. this is crap!



***Ireat Enorie***
Master Bounty Hunter
Pistoleer
Fencer
Ocura
Tue Mar 16, 2004 6:29 am
#13

This is the reason why i havent made any pets in 2 weeks.


I tried a few times and crit failed about 100 DNA samples in 3 days ( NO wounds, NO BF, using Chef-Goodies ) a Master should not be failing THIS much. Fails are ok - we all can spill a coffee from time to time.. but not 20 times in 2 days.






---^--- Naburi Nas'Naburi - Kettemoor ---^---
one of those bad things that happen to good people
----^----------------------------^----------------------------^----

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