Bio Engineer Archive
Thread: Applying the Crit Failures %
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Cocomono
Sun Feb 15, 2004 5:20 pm
#1
On the Development forum it is stated by the Devs that there is a ~5% chance at the Master level to have a critical failure while crafting. I assume this is under the best conditions, good crafting tool and no BF. I wanted to apply this to the BE crafting to show you what this means, since every animal we make is hand made.
First generation pets: Requires 2 crafting stages(Template and Creature)
.95 x .95 = .9025% chance that your creature will come out. Every 1 of 10 creatures will fail.
Second generation pets: Assuming the lowest make 1 creature and add that to existing DNA.
.9025 x .95 x .95 = .8145% chance your creature will come out. Every1 of5 creatures will fail.
Second generation pet combining 2 first generation pets.
.9025 x .9025 x .95 x .95 = .735% chance your creature will come out. Over 1 of 4 creatures will fail.
Add to that the chance that a first generation clone gives 1 piece of DNA, and you have a bad chance for a Master to create a creature under Ideal circumstances. If this math isn't enough to cause an uproar with the math to prove it I don't know what is. I don't find any realistic factor in the critical fail %. If a Master of their profession has only a 90% efficiency rate at best there is something terribly wrong. Its not as bad for addatives and clothing attachments since those resources are easier to get and can be factory made, but everyone knows the pains of losing a 3-4th generation pet and having hours of their time wasted.
Pahbi
Mon Feb 16, 2004 2:01 am
#2
Today I attempted to make41 different pets, these are all first generation combines. I generally don't do multiple generation combines.
I crit failed 6 of the pets on the final combine, I crit failed 5 dna combines and I failed a few during experimentation, I didn't keep track but it was several, at least 4.
So for me for today, out of 41 pets, I failed 15 times. My crit fail rate for today was something approaching 40%.
TH can shove it up his *ss, he doesn't know what he's talking about. Seriously, TH is as about as smart as a Q-tip IMO. And I'm seriously convinced that whoever is in charge of this crafting stuff has no clue as to how their forumlas are working in day to day applications. All they have is thier, "Well it should work this way in theory." but they have no real life feedback to verify those theories.
- Pahbi
Wookiee_Cookie
Mon Feb 16, 2004 2:32 am
#3
I whole heartedly agree that something is wrong with the crit combines on cloning.
What would be nice is: You can only fail on the template-to-creature combine, and when you do you only lose your resources, not the template.
Then that 5% chance wouldn't hurt so much. If you don't play a BE then trust me, it really friggin' hurts.
Have the dev's ever seriously played a BE and know the horrible pains of losing those multigenerational creatures? If they had then they would know making a custom pet is not the same as throwing a schematic in a factory, and it shouldn't follow the same rules.
There are other crafting classes that don't lose big items on crit fails, they only lose the mundane resources associated with the combine.
What would be nice is: You can only fail on the template-to-creature combine, and when you do you only lose your resources, not the template.
Then that 5% chance wouldn't hurt so much. If you don't play a BE then trust me, it really friggin' hurts.
Have the dev's ever seriously played a BE and know the horrible pains of losing those multigenerational creatures? If they had then they would know making a custom pet is not the same as throwing a schematic in a factory, and it shouldn't follow the same rules.
There are other crafting classes that don't lose big items on crit fails, they only lose the mundane resources associated with the combine.
EirCH
Mon Feb 16, 2004 7:41 am
#4
One thing that I have noticed is that since I moved to a research city, I have less crit fails. But now it is more like either amazing success or crit fail - hardly anything in between. Very strange.
XyberViri
Mon Feb 16, 2004 1:00 pm
#5
aye this is why im usally Baked out of my mind when i get on and play my BE.
Cocomono
Tue Feb 17, 2004 5:45 pm
#6
Pahbi wrote:
Today I attempted to make41 different pets, these are all first generation combines. I generally don't do multiple generation combines.
I crit failed 6 of the pets on the final combine, I crit failed 5 dna combines and I failed a few during experimentation, I didn't keep track but it was several, at least 4.
So for me for today, out of 41 pets, I failed 15 times. My crit fail rate for today was something approaching 40%.
TH can shove it up his *ss, he doesn't know what he's talking about. Seriously, TH is as about as smart as a Q-tip IMO. And I'm seriously convinced that whoever is in charge of this crafting stuff has no clue as to how their forumlas are working in day to day applications. All they have is thier, "Well it should work this way in theory." but they have no real life feedback to verify those theories.
- Pahbi
Its not actually TH thats incharge of the crit failures right now. Chrysalide is the one that posted that she felt as though a 5% failure rate was alright by her. This is under perfect circumstances too, no BF and good tools. Most BEs that want a large harvest of animals have to craft out in the field or else they can come back with a max 100DNA samples for 20pets, but in reality its only 80 or so at most, have to have the stim packs, wound packs, foods and drugs when you set out in the wild.
I really don't even want to attempt 3+ generation pets knowing this. Maybe half of them will come out if I craft in the field.
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