Development Cycle Archive

Thread: Crafting Critical Failure Rates

Niklut
Tue Jan 27, 2004 6:17 pm
#196

I am a Master Droid Engineer and a Master Artisan. The most recent things I have built....um attempted to build... out of 2 droid chassis and a power droid: 1 assmbly failure on 1 of the chassis which had to be rebuilt (I didn't need to experiment becuase they were for decoration only, and besides experimenting on droids is almost pointless except for on the final droid...but that is another rant). And a assmbly failure on the power droid. And all this was inthe player city I belong tothat has it's specialization in experimentation. (I forget exactly what the specialization is called but I know it is the experimentation one.)



Next I tried to build a personal gas harvester with a13+ crafting tool. (not in the city but standing next to a personal crafting station that is rated at 43 or better, basicly one of the highest ratings you can get on one.) I tried to build the harvester 6 times with one assembly failure and every single time an experimentation criticle failure.



All that was last week, I actually haven't crafted since then, I find it more fun to things that I know will have positive results. (Wellp there goes crafting and PvP out the window, PvE group anyone? oh wait, I'll have to be a scout to actually harvest to be able to get any loot). Lets see whats left? I know!


*goes and drives his landspeeder in a circles around a player city*


w00t! Content!




JKLM
Scorus
Tue Jan 27, 2004 7:14 pm
#197

Could or should the fact that a crafter is using UNIQUE items affect the chance of critical failure? If an architect crit fails on a building then I sympathize with the fact that he has just seen a ton of work and resources down the tubes, but at least he can go back and get all those resources again. If a BE crit fails on a creature then the DNA template that he worked hard in the field to get the dna for and put together is gone and can't be replaced.

Maybe that shouldn't matter, but BEs already get no xp bonus to reflect how difficult and extremely dangerous it is to obtain their ingredients, it would nice if they at least could feel that their unique creation wasn't going to be going poof ca. 4% of the time...



Scorus
Scorus
Tue Jan 27, 2004 7:28 pm
#198

A thread with a good example of how a BE crit fail can cause the loss of not just a few replacable resources but hours of hard and dangerous work:
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=51999

Should stuff like that happen for anyone 4% of the time?



Scorus
GFoyle
Tue Jan 27, 2004 7:58 pm
#199

OK - 3 points which have undoubtedly been covered previously, but just in case (and so you can't say no one told you!):


1.) 5% critical fails applys per roll, not per production process - for BE's (as well as other professions) producing our 'product' requires 22 'rolls' (1 to make the DNA, 10 experiments on 2 stats each and a final 'roll' to make the creature). At 5% failure rate per roll this comes out to a 68% failure rate........... I for one don't think this is acceptable.


2.) (My own) Rigourous testing has shown that the crafting tool/crafting station quality is messed up. Using high end tools and crafting station I get about 20% critical fails and NO 'amazing' results. Using a -10 tool and a droid I get around 5% fails and about 10% 'amazing' results. There is no way this is not the result of a bug (the majority of experienced BE's now appear to use droid or public crafting stations and 'rubbish' tools).


3.) The pseudo-random number generators usedon computer systemsare 'unpredictable', not 'random'.They will generateruns of similar numbers without being processed through a suitable algorithm (and even then,the results arenot totally 'random').I'll not go into all the whys and wherefore's here - look it up.


(I make my living as an IT consultant BTW. If you wantany more detail you will have to pay for it!)





Gully Foyle
All SOE game accounts cancelled - and this time I'm gone for good
StumanKadir
Tue Jan 27, 2004 9:47 pm
#200

I use a 100% condition crafting tool, a +43 crafting station, am a Master Architect....and I have been seeing crit failure rates at around the 25-30% rate on both experimentation (ie; a crit failure is experienced at least 1 out of 4 presses of the experimentation button) and in 1 out of 4 constructions - and this has been going onfor the last 2 weeks.


Before this period crit failure rates were around the 5 - 6% rate per experimentation and construction (ie; about 1 in 20 clicks in the experimentation button resulted in a critical failure).


I am finding that I can only make maybe 1 to 2 items asession that are crit failure free - with the majority of crit failures occurring immediately after I receive an amazing success result (this occurs approx 50% of the time).






Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

QuiGonJ
Tue Jan 27, 2004 10:55 pm
#201

I just started Bio-Engineering, and I lose 1 of 3 DNA templates with a private crafting station with a +27 modifier on it. Not fun since that means 5 creatures I had to chase and sample, I did it for nothing.



--------------------

Alan' Kazan
Warrant Officer II, Call Sign Alpha Six
11th Naval Fleet, 3rd Space Wing, 90th TIE Fighter Squadron
Master Shipwright of Darkforge Starships, 1k South of Bestine, Chilastra at -1227 -4596
Irelphir
Wed Jan 28, 2004 12:13 am
#202

Personally I think at master there should be no critical failures... period. A master can still make mistakes but I don't think they should totally fail...



A__E__G__I__S

Pepcidius
Wed Jan 28, 2004 12:17 am
#203

As other people have stated, getting a moderate, or good success on an experiment basically trashes the item. It's not just the critical failure on combines (which I don't see a huge amount of), its the fact that anything less then a "great success" on any step of making armor makes the item useless. This is why everything is made with factories, it's just not worth the frustration to try and make custom suits for people, which should be a viable business. I can't even imagine what it's like on things like krayt weapons, where it literally costs a small fortune to make one.


It usually takes me around 10 tries to make an armor layer with all "great success's". This is in a Metropolis with a research center. As a master, that's rediculous.



Pepcid - Jedi Padawan, Flurry
TroThorns
Wed Jan 28, 2004 1:05 am
#204






Thunderheart wrote:






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...









Weaponsmith experimentation is different, not sure if it is intentional or not, but as an architect I rarely if ever get a "moderate success," but a citizen in my town is a weaponsmith and he says he gets them all the time... So maybe it is intentional, but the result is weaponsmiths have a harder time experimenting on stuff.



We are both masters in our respective professions.





Tro Thorns - Master Architect (semi-retired)
In The Town of Lake Destiny
East of Keren, Naboo, Ahazi
Visit Lake Destiny Bazaar
For All Your Vehicles, Weapons, Architecture, and Smuggler Needs
Waypoint 3156, 2779

KDdidit
Wed Jan 28, 2004 1:05 am
#205

Has the functionality rating of tools/stations been adressed by a Dev yet? Would sure like a concrete answer on whether I should drive myself nuts making 43.79 stations if it doesn't matter at all.
ArthurDentOnBria
Wed Jan 28, 2004 1:13 am
#206

Those numbers don't jive with my recent experiences at all.


Here's a breakdown of my crafting last night (note: master BE, master tailor)



crafted I think 5 creatures, crit failed on theassembly on one of them (that was going to be a sweet one too, 2 BMB queen samples down the drain, grrr)


crafted 4 pet stim D's, crit failed during experimentation on 2 of them (owch, that hurts, there goes an hour of fishing!).


crafted 2 active bio sensors - 0 crit fails


crafted 2 synth cloths to contain these two bio sensors, crit failed on the assembly of one of them (grrrr).



This has actually become the norm for me unfortunately. Without numbers to back this up, I'd say I'm crit failing on assembly about 10% of the time as a master BE, and about 10% of the time on experimentation. This it rediculous, because in the experimentation screen it usually shows like 1% or 0% so I should be getting almost no experimentation failures at all.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Korbus
Wed Jan 28, 2004 1:18 am
#207

Thunderheart,


This may be more of a weaponsmithing issue than a generic critical failure rate issue, but I have noticed that there are certain low complexity items in the weaponsmithing tree that give a very high % of critical failures compared to others. I can put together a T21 more reliably than a Rifle Stock (Rifle Stocks are at the worst end of the spectrum on this. I'd say I probably crit fail on 50% of all the rifle stocks I make, if not more). I'll try to sit down and see if I can get an actual % numbers on this, but it just seems that there are certain items a Master Weaponsmith should be able to craft easily that really give us a hard time. Projectile Feed Mechanisms are in the same boat. I get moderate successes, critical failures, and "good" successes all the time on these. Very frustrating.


I haven't noticed anything similar to this when I'm crafting droids.Just seems to be specifically related to certain weaponsmithing components.





Arkane
Master Weaponsmith / Droid Engineer
Vector Industries CEO
Hrafnstadt, Naboo (2166, 3807)
ArthurDentOnBria
Wed Jan 28, 2004 1:20 am
#208

I've really, seriously gotta question these numbers. I've been an advanced crafter since release, been in 3 crafting professions (tailor, bio engineer, architect) and can say conclusively that my crit fail rate has always been above this. Note also that for much of that time I've been a master in those professions so should have numbers far below this.


One thing I'm wondering those is does the complexity of the objects you are crafting affect the failure rate? This seems to be something I've noticed. If so, what sorts of things do these numbers below represent? As an architects it was very often the bigger structures that I'd crit fail on. As a bio engineer it is the high end tissues of creatures, and as a tailor generally the masters level stuff or something with a bio tissue in it that I would crit fail on the most. When I'm making low level stuff I almost never crit fail.







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%








ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


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