Development Cycle Archive

Thread: Crafting Critical Failure Rates

Indene
Tue Jan 27, 2004 5:42 am
#131


kenseideathbringer wrote:
I just came to cry. I bought 200k worth of nightsister layers and shards too make one chest, crit during assembly! spent 700k to get enough for 3 more tries, 1 crit during assembly the other two had multiple fails during experimentation! 900k down the drain chest peices turned out like 47% with higher hams than regular comp.! why would i ever want to play again? Where is the fun of master i saved all this money as a new master to make a cool item or two and blam no chance! I used a r2 unit crafting droid as my home machine fails much more.




I noticed something similar. My droid crafting station seemed to produce much more reliable product (less crit fails) then my +30 home crafting station. My droid was bought back in Aug or so when I was going for Master Weaponsmith. I have no hard data just a memory of crafting several vehicles duing *first day* with no crit fails and crafting some vehicles at home with several crit fails.

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
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FortunoFiasco
Tue Jan 27, 2004 5:56 am
#132






TAfirehawk wrote:




Architects don't have critical fails on assembly that lose resources.Use /next /next /next /createPrototype /createPrototype to get the item. This is NOT an exploit but a documented fix for Architects because of the large resource usage.





Well maybe, but then what about BEs then ? Don't you think VHQ DNA samples from Rancors should also count as large resource usage ? Or Krayt tissues for Weaponsmiths ? Or Peko Albatros feathers for Armorsmiths ? And so on...


Especially considering the new extraction rate of resources now and the fact that large structures don't neednice stats on the resources... *cough* *cough* !



NN

" O O O o o T i i i n i i i i i i . . . "
Lightsabersmith
Tue Jan 27, 2004 6:01 am
#133






BigAke wrote:

so the numbers should be
0: 4.49%
1: 8.51%
2: 12.36%
3: 16.05%
4: 19.59%

but regardless of the actual numbers, i felt that experimentation failure rates (the ones that read failure) are always dependant on the number of experimentation points spent on the attempt - spending several points at once increases the chance of a failure.




This is an important result. And I think maybe it went overlooked during the development of this code. In order to do proper experimentation on items you sometimes MUST experiment multiple times. This means that for any items that require 4 experiments to create, you WILL LOSE 1 IN 5 ITEMS.


What unfortunately was left out of the simple mathematics of the orginal poster was that after each experiment, the complexity rating of the item goes up, and so does your chance to fail on your next experiment. How much complexity affects failure is something only the developers would know.


I think that losing 1 in 20 items during assembly is probably fine, however losing 1 item every 20 experiments is NOT so fine. Could we possibly get the number reduced for experimentation to maybe 1 in 40, or 1 in 50?


EirCH
Tue Jan 27, 2004 6:01 am
#134

The whole issue I have (not having read the 10 pages so far), is that critical fails all seem to be equal in the devs eyes. This is not the case! If I fail making a shirt, no big deal. If I fail making a BE enhanced shirt, it's a little bigger deal. If I fail while making a DNA template using 4 mutant rancor samples that it took me 5 hours to get - that's a big f-ing deal!



Eira - zabrak
Ainee - twi'lek
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Eir - wookiee - You will be missed.
DeadlyerDuck
Tue Jan 27, 2004 6:12 am
#135


With my Archetect 3-4-3-3 today I had gatherd enough resources for 10 gungan head statues.


I am using resonable crafting tools 14 and station 28


out of the 10 combines 5 where critical failures thats 50% fail rate..


sure I may have had bad luck there but I am deffinate my fail rates are way way above 5% I seem to crit fail at least 1 in 10 combines an sometimes like today I get a string of crit fails one after another to the point where I think my tools are busted or something.


Moepple
Tue Jan 27, 2004 6:27 am
#136

Hi,


I agree with you that 4% failures are ok, however, when crafting something I usually need 6 to 7 times to experiment on the prototype. Every 3rd or 4th prototype has a crit fail while experimenting.


That is not in line with your experience, so the question is why?


Well, a friend of mine recognized that his crafting tools run crazy when he cloned with the tools in his inventory, new and fresh tools always worked better. He verified this 2 times. I once had a lot of crits too and then simply made a new tool and it worked better. I am also not sure if there is a problem with class-related crafting. Everybody who has some BE-Skills says that there are way more crits than before (referring to the BE patch i guess).


I hope this helps a bit.



Read ya.


XyberViri
Tue Jan 27, 2004 6:36 am
#137

Im using Brand new fresh out of the crate Chemical crafting kits +14 and +43 crafting stations with my bio-engineer i see about on average i get about 1 critical failure out of every 20 combines, This may not be a big deal to other crafters, but i make all My creature combines, BY HAND, criticals only effect things made BY HAND.


So a weapon smith gets to Fail 1 out of 20 but still gets to make a Schematic with the combines that dont fail. If they fail big woop, they have there stack of resouces sitting next to them and can try again.


If My bio engineer fails, that is, DNA poof, i dont have a seemingly endless supply of DNA with the exact same stats.


I was a Beta tester for swg, i mastered tailor, merchant, artisan, scout, creature handler in beta, out of all the professions i played in beta i can hardly remmber how many times, IF EVER, i critical'd on a tailor or artisan schematic.


Critical failures on experimentation are not what ticks me off, Critical failures on Combines are what tick me off, if I fail i loose all my DNA which has to go back to the feilds to harvest New dna.


Of yeah DNA DOESN'T STACK, so its even harder to make that one pet, you guys need to easy up on the masters, 1:20 might be okay for a non master but a master should have a 1% NOT 5% chance to botch something up.


As far as the chance, you have to remmber that statistically your chances to fail on the creation of your End item incress with each success on the componets.


Alot of times i have to TRY and Fail on crap resouces before i even start to work on my end product, and with each sub componet(or with each clone i create in case of my BE) i have to start over tring to fail on crap resouces so that i can have a better chance to create my final product.



__________________________________________________________
Xyberviri Bounty Hunter
Shidevie
Tue Jan 27, 2004 7:03 am
#138

4% is a bit to high for any master crafter.



Shidevie
- Master Combat Medic
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Shivanto
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Zarlor
Tue Jan 27, 2004 7:14 am
#139

Guys, it's not all Master crafters doing the testing. I'm only at +50 Med Assembly and Experiemntation.


I believe N'Raas was also doing some Stim A crafting and I'm pretty sure he's not in the Doc tree, those may even get made at only a Novice Medic level of assembly and experimentation. In other words it's a very broad spectrum test.


Master, non-Masters, stations and tools of varying levels, all different times of the day with high and no lag, etc...


Broad Spectrum testing.


I do think the script does check for more detail (I hope so, at any rate) so maybe they can break the stats down into tighter categories to see what affect different tools have, for example, or different levels of mastery, or general failure rates of "less than great successes". Stuff like that. We'll have to see, but I'm really hoping that all of that stuff will be checked out once all is said and done.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
PunkRod
Tue Jan 27, 2004 7:40 am
#140

I'm afraid my answer will be lost in the thread, but as a weaponsmith, I think I have much more experimentation failures at master.

the experimentation critical failures are fine to me...

lund0529
Tue Jan 27, 2004 8:27 am
#141

Maybe give us an option to "Take Extreme Care" when crafting.


The process would be a check box, and crafting would take 2-3x as long, but cut the chance of failure by 2-3X as well.


I'd rather get my guild hall 20 minutes later than risk losing all the resources and effort that went into it.


AlmiBoawou
Tue Jan 27, 2004 8:35 am
#142

It's my experience that if I get a critical failure, and quickly try again, I will get another critical failure (ie. multiple critical failures in a short time frame). Is this by design?
CenoKreFey
Tue Jan 27, 2004 8:36 am
#143

My percentages of critical fails and experimentation criticals are higher than 4%. I would say crafting criticals are about 10% (1/10) and experimentation 15% (1/6). I was always under the impression (maybe from something that was said since launch) that the OQ stat factors into critical failure rate. Is this true? I use some of the highest quality materials that have spawned since launch and sometimes I can get criticals 2 out of 3 tries in a row with stuff that is 950 OQ +. Also, I am a Masterin my crafting professions. If OQ doesn't factor in (or even if it does for that matter), what about considering using the stats needed for the item as a factor in criticals? Such as conductivity in batteries. Maybe this could be an added skill that you get at master level (call it "INSERT-CLASS Expertise") that goes a little above and beyond the Assembly skill. That would address the point made on page1 of this thread that masters should know what they're doing.


Thanks for all the work on this issue Chrysalide and TH! It is appreciated!






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