Development Cycle Archive

Thread: Crafting Critical Failure Rates

AnganA
Tue Jan 27, 2004 12:00 pm
#170

Jedi crafting is another story im sure but to fail on two fifth gens in a row (all pearls) and lose eight pearls costing around 20 million credits is not my way of a fun Sunday - I made a fourth and will live with that a while I'm sure.

Angan
Vinaddar
Tue Jan 27, 2004 12:15 pm
#171

Since this topic is near and dear to me, I made a few doc/medic components last night (advanced BEC, CRDM, and SDS) to test some recent resources I'd gathered and to see what the faliure rates were like right now. My goal was to make 1 schematic worthy sample of each of the 3 types I wanted to run.


Results:


Total assebly attempts: 10


Assembly results: 1 Amazing Success, 5 Great Success, 4 Crit Failures (back-to-back falures, two separate times)


Total Experimentation attempts: 42


Experimentation results: 1 Amazing Success, 37 Great Success, 1 Good Success, 3 Crit Failures


I am a Master Doc using a +14.9ish tool & +43.xx station. The actual crit failure rate was 7 in 52 or 13.46%, which is bad but I'll be the first to admit this was a small sampling and so the data is easily skewed a bit--I was suprized not to see any moderate successes or failures, as an example. However, the fact that it took me 10 sets of resources and subcomponents to make 3 usable items equates to a 70% item failure rate. This is simply too high, especially factoring in my skill level and the quality of the tool, station, and resources I use. I tend to agree with many of the other posters here in that a Master crafter should seldom if ever fail, and even in a failure it is hard to justify a total loss of subcomponents.


The system is in need of a revamp as far too many resources go to waste since none of us, in general, use less than Great Successes to make our items/schematics.


Thanks Chrysalide, this is a great thread and shows your interest in dealing with the situation. It is exactly the kind if interaction that builds a postitive relationship between vendor and customer.


Thunderheart
Tue Jan 27, 2004 12:44 pm
#172






Cafa wrote:





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.





Thanks.


This is a result of my working with the correspondents. I argued the issues and the team pushed for development time to be slated for these players issues. Jeff is the bomb and chose to work with me and us.


My thanks go to JustG, Blair and Runesabre for putting up with me...


Its a long process but it is working









Kurt "Thunderheart" Stangl
Community Relations Manager
Thunderheart
Tue Jan 27, 2004 12:45 pm
#173






PunkRod wrote:

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...





Nope. Not lost. We are looking into this isse aas part of this process...







Kurt "Thunderheart" Stangl
Community Relations Manager
Cafa
Tue Jan 27, 2004 12:48 pm
#174






Thunderheart wrote:






Cafa wrote:



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.





Thanks.


This is a result of my working with the correspondents. I argued the issues and the team pushed for development time to be slated for these players issues. Jeff is the bomb and chose to work with me and us.


My thanks go to JustG, Blair and Runesabre for putting up with me...


Its a long process but it is working






Thank you very much, Kurt!


Cafa Asia





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

La-grange
Tue Jan 27, 2004 1:19 pm
#175

Ok. usually I will get two possibly three great successes overall. After that I can expect up to 5 or six critical failures in a row, usually in experimentation. Then after that I have to cross my fingers with 900 rated materials and a +90 to experimentation and crafting. Cause chances are that the part will fail before I am done with it.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
meroc
Tue Jan 27, 2004 1:43 pm
#176

Did you try crafting with the best stations/tools/bonuses you can use?


Though I don't have "hard data", it seems to get worse the better you should be. Using just a plain old droid and15+ tool I hardly ever get CF's, using my 43+ station and 15+ tool I get them all the time...


Personally I think there is some sort of "wrap around" bug where the variable used flips back to zero and starts there once you go over a certain amount, rather than just capping off at the limit. Like this:


43+ station with15+ tool andskill of 100 should equal (say) 125 (capped).


Instead it hits the 125 cap, wraps back to0 and ends up as 33...





Chrysalide wrote:





Hello everyone,


For those of you with which I have not had the pleasure to interact, I am the developer that has been tasked with reviewing the rate of critical failures during crafting. We felt that this was an important issue to look into, as many of the player correspondent for the crafting professions are reporting that the crafting community as a whole are reporting an abnormally high percentage of critical failures.


In an effort to document some concrete numbers, Thunderheart and I worked in conjunction with some of the player correspondents on Test Center over the last several days. We began logging crafting attempts for assembly and experimentation, and the critical failures for these areas, to see exactly what the rate of failure was. The results of this test case are as follows:



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%


These numbers do fall within the expected parameters of the crafting system. Regardless, the significant number of people that have raised this issue does still lend this topic an air of legitimacy. I am interested in hearing any suggestions, comments, and/or concerns that the crafting community (or anyone at all) might have about critical failures as they relate to the crafting process.


I do have a minor change to crafting in development somewhat reducing the rate of critical failure. I believe this solution will be amicable to everyone, but I am definitely open to hearing any feedback about the existing system that anyone might have. While we may not be able to implement every suggestion, we do take them to heart and will do what we can to make it the best system for all parties involved.


Thanks to everyone for all your help, and your continued support,




Jeff "Chrysalide" Carpenter
Developer

Message Edited by Chrysalide on 01-26-2004 12:13 PM








Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
FoPJester
Tue Jan 27, 2004 1:45 pm
#177

I have to agree with some of my fellow posters. The quality of the tools and crafting stations should have some sort of impact on the critical failure rates. I use only non-decayed crafting tools with a rating of 14.99 at a crafting station rated around 39 Points. These thingies are somewhat challenging to craft (I made them myself) and I think there should be anoticabledecrease offailures between 0 and 1 % (provided the used resources were of good quality).


From the "look and feel" point of view I have not experienced any change in the critical failure rates compared to times when I used only minor tools and stations. But I could be mistaken there, I did not create any statistics



Poko A'Fey
Bothan Master Smuggler
"The limits of our language are the limits of our world"
ElectricPred
Tue Jan 27, 2004 2:12 pm
#178

Back when I was a Master Doc, pretty much every Enhance Kit experimented onhad a failure/big failure/critical failure. I'd delete 2-5 kits before I made a decent one since a failure generally knocked 50-100 pts off the base rate if not more for a crit fail.



Predator, Electric-, Woof'
- Melee Stacker, Dark Jedi, Master Smuggler -
= Imperial Legions =

Mattakar
Tue Jan 27, 2004 2:31 pm
#179

My first thought is, why did you check on test center? It seems a bit obvious that test center is not a perfect clone of the live servers - also, it will have new code not on the live servers. Also, it will not have the number of people that say Chilastra has on it.


Secondly, is there a difference in equipment used? The fact that it did not enter into your calaculations at all makes me doubt that those numbers do anything at all for critical failures. Shouldn't they?


Third, does the difficulty level in what you are making matter? It doesn't seem like that factored into your 4% calculations, either. Shouldn't it?


Fourth, as a Bioengineer, critical failures are not merely aggrevating. Most classes that fail on a craft have lost a few hundred or thousand resources while significant, are typically coming from stacks of 10K or 100K. A BE critical failure often represents hours of hunting for the DNA, and risking damage to equipment getting the DNA, and the loss of what are close to unique items. Losing mutant rancor DNA to critical failures is a very heart breaking feeling, and several BE's have left the game over the loss of time and effort.


Critical failures on pets seem much more common in recloned animals. If it is supposed to be that way, you should tell us. But losing 20 original samples of DNA that have been recloned through successive generations for an hour of sorting and doing the math on resists and HAM and Damage and getting the semi-random special attacks you want, well, that is very harsh.


Pet Stim D's fail a lot too. Maybe they should. But it would be nice if you guys could tell us what the rules are, and how we improve our chances, because right now, I'm not convinced you guys know, either.





Mattakar, Master Bio-Engineer on Chilastra
Come visit the shop on Dantooine, Crystal Valley: -5150 , 6775
Pets of all levels, hundreds of tailor biotissues, and fantastic pet stims!
Momobear
Tue Jan 27, 2004 3:09 pm
#180

A few comments here for you Chrysalide :


1. Your sampling of assembly and creation - big enough but what are the profession and skill level you are using? there is no representation as such. Are you using all Masters? what are the average skill mode?


2. There is a huge difference in crit fails for each profession. For example, Artisan making a drink vs BE using hard to get DNAs.


3. 5 percent crit fail rate falls into your expectation. Is that for the Masters? or its a general scope? For a Master live in an upgraded city, 5% is too high in my humble view. There should be a set rules for skill mod instead of a 5% straight out from number of attempts. You should have a more realistic scheme such that when you are a Master with skill mod such and such, your failure rate is 2%...with skill mod such and suhc, the rate should be 3%...


4. Finally, I am not sure about the test center setup, is it totally mirrow a live server?


I personally ran into more crit failures when I am using a high end station plus a high end tool. This is being observed by a lot of ppls. I am guessing you have a rounding error when you are calculate the outcome. I would suggest you check this out again. Thanks.






Gotz MCH, MBE - Chilastra, pet lover
Pet deeds, vita packs, pet stims, cloth and food enhancers.
Vendor located at Naboo about 1km from Meonia
inside City of Constellation Marketplace.

JaatoWaals
Tue Jan 27, 2004 3:18 pm
#181

One thought-


with a 5% assembly failure rate and a 5% experimentation critical failure rate, it looks more like a 10% overall failure rate from the point of the crafter. Why? Because 19/20ths of the time you'll succeed on your initial assembly and 19/20ths of the time you'll succeed on your experimentation (assuming you only do one). A critical failure on experimentation is almost the same thing as a critical failure on assembly because oftentimes it will drop the experimental percentage down to 0% (meaning that statistic can no longer be experimented on and is fixed at the minimum for that item). This works out to a success rate of 361/400 or around 90% (10% failure rate).


This is also only taking into account single experimentations. Figure that on any given item a crafter will experiment roughly 3 times (3 points/3 points/4 points). Even with only a 5% chance of a critical failure on each experimentation, that lowers the probability of success to (19/20)*(19/20)*(19/20)*(19/20) or around 81%. That means that on any given item the crafter has close to a 20% chance of failure- at that's assuming the crafter is only doing 3 experiments. If they were to acutally spend each of their experimentation points individually, that would work out to (19^11/20^11) or 57%. That's a 43% chance of a critical failure while crafting that item.





Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
JaatoWaals
Tue Jan 27, 2004 3:20 pm
#182

Hehe, I see that Jinnistaciaalready said exactly what I just said



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
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