Bio Engineer Archive
Thread: How will BE creature crafting fare with the upcoming crafting nerf?
Message Edited by fishbrains on 03-14-2004 12:02 PM
/bump
Talthazar, you around?
fishbrains wrote:
I was wondering how the upcoming crafting nerf is going to affect BE creature crafting? Has there been any testing done on TC?
Most people are speculating that DNA does not count as a resource item. There are way too many variables to consider if DNA were a resource. The stats of themeat and flora used on the final build make no difference and you can't experiment at that point anyway.
On a side note I was thinking yesterday as I made animals why the critical fail rate effects bio-engineers so harshly when it comes to crafting animals. I had made a crib sheet to track failures and sucessess. Then it struck me. Its a total no brainer.
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.
Spazzers wrote:
The fail rate is infinitely more harsh to a BE making animals than it will ever be to those professions using a factory.
After having spend about 18 hours this weekend trying to get a specific set of specials at a particular level range and only getting one or two samples when I got all three to stick (which was the successes since crit fails at template combine or animal creation seems waaayyyyy too frequent) I couldn't agree more!
Message Edited by Centurion on 03-15-2004 11:24 AM
Spazzers wrote:
Most people are speculating that DNA does not count as a resource item. There are way too many variables to consider if DNA were a resource. The stats of themeat and flora used on the final build make no difference and you can't experiment at that point anyway.
On a side note I was thinking yesterday as I made animals why the critical fail rate effects bio-engineers so harshly when it comes to crafting animals. I had made a crib sheet to track failures and sucessess. Then it struck me. Its a total no brainer.
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.
Exellent post!
I am extremely scared with what the patch is going to do.
Yeah, what Buboo said.
Imagine a world where a Weaponsmithhas to go out and hand sample one unit of < required resource >per attempt with a10-30% fail rateso that he can hand craft an Advanced Power Handler with a 10% change of crit fail so that he can craft one unique gun.
/warm fuzzy feeling thinking about that imaginary world