Bio Engineer Archive

Thread: Something needs to be done about Critical Failures

-Stain-
Thu Apr 01, 2004 5:34 am
#1


I am not a Master BioEngineer, not even an Expert, but I find it funny experimenting with different types of DNA, and try to create unique animals. For the last 3 days I have been working on trying to do a very powerful nonCH pet. ( as if no other BioEngineer is doing that? BOIINK! )

I think I was getting very close, when I had a lvl13 gurrcat with 2200Ham, StrongPoison attack and 22%Kinetic. At this point actually only Health and Action was 2200, mind was getting dangerously low at 900 or so, well I had some MindDNA sampled from lvl14 at 4700, so I figured this will do the trick!! I will get a lvl10 gurrcat with maybe around 1700 Ham, etc etc.


nono


My final experiment after 3days of flying here , sampling this, biking there, running form aggros, flying to another planet,


ends with


Critical Failure


Now I am very sad and I will go to my bed and put a pillow on my head and cry


Brgrds

Ward Rand
MilleSabor
Thu Apr 01, 2004 6:49 am
#2

It is always like this: I only crit-fail when I finally have all those ingredients for that awesome super CL10-pet but then always! Murphy's law at its best, I guess *sigh*...


CU


Mille





--

+++ Out of Cheese Error +++ MELON MELON MELON +++ Redo From Start +++
+++ Divide By Cucumber Error. Please Reinstall Universe And Reboot +++
NancyJ
Thu Apr 01, 2004 6:54 am
#3

Devs fix for critical fails and experimentation failures:-

Only master crafters may create *anything*
Even when achieving the level of Master of your chosen craft you must Only ever craft in a research city, you must eat cake and drink port before every craft and experiment and when you are full (after making 1-3 items) you must rest off your stomache contents before processding to craft.
Then and only then will you have the failure rate of a true master.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


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Spazzers
Thu Apr 01, 2004 7:57 am
#4

I made a couple of gnorts last nightto resample. Failed on the DNA sample on both of them the first try. They both poofed. Remade two more gnorts and resampled them. Went for the final build and critical failed. All that work for naught. Back to Dantooine for more dasher DNA



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"
NancyJ
Thu Apr 01, 2004 10:34 am
#5

call me superstious but I never use gnorts for resmapling - I go for razor cats and gurreks - I seem to get a lot more samples out of them - sometimes I can get 6 samples out of a 3rd gen - makes me very happy




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



Cephalo
Thu Apr 01, 2004 12:12 pm
#6

Critical failures are stupid. I don't think I could ever be convinced that they directly or indirectly add to the game in a positive way. If critical failures were simply removed from the game, what are the possible drawbacks? I sure can't think of anything.
NancyJ
Thu Apr 01, 2004 12:45 pm
#7



Cephalo wrote:
Critical failures are stupid. I don't think I could ever be convinced that they directly or indirectly add to the game in a positive way. If critical failures were simply removed from the game, what are the possible drawbacks? I sure can't think of anything.




We might start having fun




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



-Stain-
Fri Apr 02, 2004 6:14 am
#8

I think they should keep Critical Failure everywhere except on the creature-BE-part.

Cause if you fail when doing a wepon, its not such a big deal, same with armor and whatever other things you can craft in the game.

But as with BE-creature there can be hours, even days of work depending on that 1 single crafting session.


Ward says ello





Ward BE 3-1-4-3. TKA 4-4-4-3. CH 2-3-1-3
Shev
Fri Apr 02, 2004 7:16 am
#9






-Stain- wrote:
Cause if you fail when doing a wepon, its not such a big deal, same with armor and whatever other things you can craft in the game.





Say this when you crit fail on the assembly of your T21 with 11 identical krayt tissues heh.


But your point is valid, in most cases a failure for a WS etc just means they have to try again, with us it mean yet another trip to Dath to get poisoned, diseased, chased from one end to the other and back, all for 6 mutant rancor samples.




----------------------------------------------
Aldarn Kurinko
Master Bio-Engineer
Master Rifleman

BE Clothing Tissues, Pets and Pet Stims in Neo Rome, Naboo.
----------------------------------------------
psikobunny
Fri Apr 02, 2004 2:53 pm
#10

Failure is a realistic part of making things, that's why they put it in the game. People complain enough about SWG being too easy, and yet when they do run into an aspect with a bit of difficulty, they want it removed, get over it. I used to study Biology, if I had money for each of the cultures I started that never grew, or the formulae that I messed up, I wouldn't have had to change majors

Don't try to make out BE crit failures as worse than those for other crafters. Like the T21 example, I blew up a fully loaded R3 ADV droid once and I couldn't make another droid for 2 days.

Besides, crit failure rates were addressed recently, but the players decided they didn't want the changes.

You have plenty of options open to you to improve your chances of success, use them. Food and Drink, better Tools, better stations, a crafting friendly city, all these things will help.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Spazzers
Fri Apr 02, 2004 3:05 pm
#11

Every single animal has to be made by hand. I'd agree making a weapon is the same as making an animal if the weaponsmith had to make every one by hand. "Oh geez I criticalled on a nice schematic. Oh well. Make another schematic, drop it in my factory, and run off 1000 items." You think that critical fail is the same as the one you just lost 5 mutie samples on? What about the next 5 mutie samples? Two criticals in a row is not uncommon.


I guarantee people would be complaining very loudly about criticals if everyone had to make their products by hand.





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"
InvincibleOverlord
Fri Apr 02, 2004 3:39 pm
#12

Speaking of all critters needing to be made by had: has anybody ever accidentl clicked on "Create a Draft Schematic"? That's a manual crit fail.



C Prometheous Marshal C
--------------------------------------------------------------------------------
Master Bounty Hunter and Jedi ... lol... I kill myself!
NancyJ
Fri Apr 02, 2004 3:49 pm
#13



psikobunny wrote:
Failure is a realistic part of making things, that's why they put it in the game. People complain enough about SWG being too easy, and yet when they do run into an aspect with a bit of difficulty, they want it removed, get over it. I used to study Biology, if I had money for each of the cultures I started that never grew, or the formulae that I messed up, I wouldn't have had to change majors

Don't try to make out BE crit failures as worse than those for other crafters. Like the T21 example, I blew up a fully loaded R3 ADV droid once and I couldn't make another droid for 2 days.

Besides, crit failure rates were addressed recently, but the players decided they didn't want the changes.

You have plenty of options open to you to improve your chances of success, use them. Food and Drink, better Tools, better stations, a crafting friendly city, all these things will help.




Believe it or not this is not real life - its a game, its supposed to be fun.
Having your entire evening's work go poof particularly when you have no control over it - is not fun!
This is our free time - paid for pleasure, it should be fun 100% of the time.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



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