Development Cycle Archive
Thread: Crafting Critical Failure Rates
The load on the live servers vs the test server may have an effect on the results.
The other thing is, if 4% is the expected failure rate, why do our tools show us the risk as 0% on experimentation? I'd like to see that changed, after all, isn't a 0% risk mean I should have a 100% sucess rate? And since this is not the case, I'd like it to show at least a 1% risk to reflect this, unless I can actualy get a 0% risk.
Also, as an armorsmith, I notice higher failures on mabari armor, and certain pieces of other armor (bracers on composite come to mind) compared to other items. What items were used in your tests? were the crafters all doing a single item for the test, or did they vary across their avaliable schematics?
Can you also look at the "marginal success" message? armorsmiths get this while experimenting on the durability for armor (does any other crafter get this?), and the result is usualy some stats go up, and some go down. if we cannot get more detail, can this message be chages to something like "partial success" or something else more in line with what the result actual is?
I would also like to say Hello, haven't seen your welcome post.
Now back to the topic, I think the frustration lies in the Components (At least for me it does) I don't mind the failures I realize they happen. But as a DE most of our Droids take something like 6 different Components. Lets take a R2 Advanced for example the schematic calls for 90 Chemical, 190 Chemical, Droid Chasis, Droid Brain, General Module Socket Cluster (Optional), 2 GeneralModules (Optional) and 2 Defensive Sockets (Optional).
Right there that is 7 Components if I use all the Optional extras.
The Defensive Sockets take armor, some Droid Armor Sokets take Composite Arnor Segments, plus resources
The Socket Cluster takes 3 General Modules plus Resources
The Droid Brain and General Modules only take Resources, except for the Repair Module (which takes a Droid Brain)
The Droid Chasis needs Advanced Droid Brain, Advanced Droid Motivator, Manipulator Arm Package Set , Droid Sensor, and I think Advanced Droid Frame and Resources
That step alone takes up to 11 Components, but wait theres more....
The Advanced Droid Brain needs4Electronic GPs (From FactoryCrate) and 4 Electronic Memory Modules (FromFactory Crate) plus Resources
The Advanced Droid Motivator needs a Control Unit plus Resources
I will count the GPs and EMMs as one item because they are from Factory Items, so that will make it 3 more items.
For a grand total of 21 Components if I choose to load up my R2 with every bell and wistle that is at my disposal. Now imagine out of those 21 combines you will fail looks like 4% that comes out to .87 times you make a R2. Heaven forbid you fail on the Final Combine of the droid.
Again the resource lost doesn't bother me, its the component loss that irks me. When I sell a Custom Droid to my customer, they have to wait 10 minutes for me to finalize the droid, thats with out the Critical Fail.
I am implying when we Fail take the resources, but save the components
I'm using the best tools and crafting station and crafting module for my server Bloodfin. I am a master weaponsmith and the 4% critical rate seems way to low for what I'e experienced... Strangely enough I get way more critical failures with my crafting station that I do with my driod so I have stopped using the crafting station... Also something seems to be wrong with experimentation in that the only way to reliably max one experimentation feature (say damage) is by experimenting 1 point at a time! Every time I've tried to do it all at once, I've *never* hit the max damage possible. I have 11 pointsto use thansk to skill tapes and it takes me 3 or 4 attempts to max damage for a schematic and it usually takes all 11 points. Other weaponsmiths say it usually only takes them 9 or 10 points to do that, however that has not been my experience. Also note that 2 moderate success with the experiment 1 point at a time method prevents you from hitting the max! Heck even 1 moderate or good success with your last experimentation point will drop your max damage regardless of which stat you are experimenting on for weapons! Your experimentation windows what appears to be a % chance of failure when experimenting... It's false suggestion is doubly frustrating!
Crafting profession are already way more time consuming that fighting profession jsut taking the harvesting part into consideration! Having to spend an hour just to get a good, let alone great schematic is just to frustrating!
I think way to much emphasis is place on crafters having to make the best items that they can all of the time
with regards to experimentations...
I play a master Tailor working towards Master Merchant and Master Armorsmith... The biggest problem i have is with any form of crit failure rendering a schematic usesless during experimentation even if you have points left to spend... Once the stat drops to 0 its no longer raisable no matter how many points you have left.
Id like this addressed please
If you crit fail and have points left you should still be able to experiment on the item in an attempt to make it as good as possible.
Also id like to see accurate % to fail rates given during experimenting
if it says 0% fail chance i dont want to see crit fails comming up at all
otherwise its not 0% its 1%. Im asuming that your tool and crafting station directly effect the starting fail % rate on making an item along with your assembly Rating.
Example failing start rate is 100% on an item you have +50 assembly a +13 tool and a +9 station then assembly fail % should be 28%
I have been a Master Artisan & Master Weaponsmith, am presently a Tailor with 1-3-3-4, a Master Medic and a Novice Doc with 1-2-1-2... now granted, i'ma low level doc, but from what I see, the fail rate for meds is MUCH higher than it has been for anything else.
We need more info than you've given us...a breakdown by professsion would be a nice start to see if they all have the same fail rate...
With these numbers:
Assembly attempts: 1448
Assembly critical failures: 65
Assembly critical failure rate: 4.49%
Experimentation attempts: 1284
Experimentation critical failures: 54
Experimentation critical failure rate: 4.21%
I think that once a crafter is a Master in his/her profession there should be almost no critical failures.
And I really feel bad for the Jedi out there that have lost millions due to a critical failure on a sabre.