Development Cycle Archive
Thread: Crafting Critical Failure Rates
Trystan1969 wrote:
4% critical failures sounds a bit high for someone who is a master. I think that is the biggest problem people see.
I'm a master doctor that crafts each enhancement pack each time I need one. The biggest problem I have with critical failures in both the combine phase and the experimental phase is the fact that I need 2 different components from factory crates. Also, at master level, there should be very little, if any, critical failures. Someone at the top of the profession should know what they're doing to avoid any failures.
I know I'm gonna get the swing on this, but as an architect it also peeves me that I have +15 tool, +44.3 stations, assembly tapes, experimentation tapes, and I get 4 out of 10 ASSEMBLY crits. When almost any other profession crits they lose some resources. Crits for 3 city halls in a row at assembly (before the patch for architects) almost left me broke. THREE CRITS IN A ROW. That's over 82,304 resources guys per crit for a total of 246,912 raw resources in less than 5 minutes. While we like to try and mine our own resources most of the alum and copper in that I have to purchase at 4+ cpu. 60 walls bye bye. Unreal. This is not a 4.49% assembly crit rate.
And I cannot get 2assemblies of harvestors experiementation in a row without a crit somewhere. Which has lead to me do my entire business through factories, which has lead to me almost requiring huge amounts of resources for profitable factory runs, which has lead to massive storage issues, which has lead to me just using a vendor for storage just to assemble and deliver my products to people.
All the problems definitely connect to this issue, in my opinion. I have a TKA and if he missed this much in combat he'd be dead, a lot! From my experience crit assemblies run around 35% and crit experimentation runs around 45% for architect. Again, +15 tools, +44.3 stations, +10 assembly tapes, +15 experimentation tapes.
Clarity would be appreciated. And when you do averages for all assemblies on the server please remove camps, which anyone would tell you automatically skew the results due to their wide usage and low complexity.
Fivo Asia
- crafter's assembly/experimentation skill points
- crafted item complexity
- crafting tool effectiveness
- crafting station effectiveness
- quality of resources and subcomponents
- crafter's current Mind points (absolute and relative)
- crafter's race
--Flatfingers
mmaughme wrote:
Solo4114 wrote:
For my money, the issue is less with critical failures and more with what "moderate success" and "success" mean.
Good point. I should clarify my message above, in which I mentioned 40 bio-tissues, half of which failed. Of the half that failed, 4-5 were assembly failures. The remainder I consider failures for any result less than "Good Success". So I had 15-16 in this range.
Having a RL friend who plays a BE, I'm just shocked. That's overwhelming, IMO, for what it takes to get the components and I know because I finance the hunts!
Fivo Asia
R2DADROID wrote:
Chrysalide wrote:
[snip]
Please feel free to continue the discussion on this topic, as we will continue to check on the thread and review the feedback.
As always, thanks!
Jeff "Chrysalide" Carpenter
Developer
Thank you, Chyrsalide.
This is exactly the kind of communication we've wanted to get from the developers for 7 months.I hope we can expect morelike thisfrom now on.
Let me be more BLUNT.
Bless you Jeff, or whatever manager had the courage to finally let one of you talk to us like human adults. It's much appreciated.
There's actually a LOT of that around the boards. Your player base is intelligent, dedicated, and hard-working, and it seems to be a rarity when the development team takes advantage of this fact. Frankly it makes your own jobs more difficult if you don't spend some time reading what many folks here have to say.
We ALL want this to be the best game it can be: You because it's a creation on which you work, us because we pay for it, and spend our valuable free time on it.
I've read through most of the posts and wanted to say a couple things:
- In my experience there is absolutely a connection between lag and failures. 100% sure of this..
- Criticals don't really add anything to the game. They just kill your crafters spirits. Some people have suggested that we retrieve some of the components back or whatnot after a crit, But I think the better solution is drop criticals all together. Just increase the chance of a lower (or MUCH lower quality item) by oh.. say 4%?
Most crafters will just throw away those "failures" anyway. Like people say. Unless it's "very good" it's basically "useless".
But if I was crafting a very complicated item. I'd rather have a crappy version to to sell cheap to at least re-coup SOME of what I lost. This seems far more realistic to me, especially for Masters who really should NEVER crit anyway.
-- Pome Stepi (Chilastra) Master Artisan (and others)
MeleKaliki wrote:
First off.. Great communication Chrysalide, I don't think you realize just HOW MUCH that kind of thing effects us. It's a "Good Thing"(tm)
I've read through most of the posts and wanted to say a couple things:
- In my experience there is absolutely a connection between lag and failures. 100% sure of this..
- Criticals don't really add anything to the game. They just kill your crafters spirits. Some people have suggested that we retrieve some of the components back or whatnot after a crit, But I think the better solution is drop criticals all together. Just increase the chance of a lower (or MUCH lower quality item) by oh.. say 4%?
Most crafters will just throw away those "failures" anyway. Like people say. Unless it's "very good" it's basically "useless".
But if I was crafting a very complicated item. I'd rather have a crappy version to to sell cheap to at least re-coup SOME of what I lost. This seems far more realistic to me, especially for Masters who really should NEVER crit anyway.
-- Pome Stepi (Chilastra) Master Artisan (and others)
I make droids, and experimentation isn't very important in my current career. However, back when I was a powerup merchant, I tossed ANYTHING that wasn't 100% great success. Good success or moderate success or good success are ALL viewed as a form of failure.
"Your experiment was a success" is NOT a good thing, it's a very bad thing.