Development Cycle Archive
Thread: Crafting Critical Failure Rates
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...
Anyway, I think the biggest complaint most have isn't the critical failures (except architecture where it takes TONS of resources to make one item...let's be realistic here though, how often in todays world does a 'house' fall apart because the architect got a 'critical failure'. Somehow I doubt it'd be anywhere near 4-5% of them given the experience of our 'masters' and all the past knowledge), it's really in the experimentation failure rates. I beg you to do this same test on experimentation with NO modifiers on the character and NOT in a research city, make it a real world, plain master class. For what it's worth, based on what I said earlier, architects should have a lower failure in combine than we do. Loss of one elite level building (TH or PA or something) is an easy weeks worth of farming...that's just one item, they do deserve a bigger break than the rest of the classes since they have a LOT more to lose in one shot. Me failing on a stock 47 times was negligable except for frustration, but at least it was only a loss of some 300-400 units of rare wood vs 1000's.
Padre
GrafvonSoden wrote:
Maybe if experimentation and materials meant something to the final product of Droids or components,crits might concern us DEs. /sigh
The same for us Tailors. Our experimentation ability was removed awhile back, even though it never did anything.
I don't think I've been having an abnormal amount of crits, but my concern is repairing ,which I consider to fall under Crafting
If it was 4% of the total items I made being arsed up then that might not be too bad, but the 4% failure rate on experimentation (every single time with a 0% chance of failure i might add, according to the risk meter), means that I generally have about a 50/50% chance of something failing either during experimentation OR during assembly - given that we tend to run multiple experiments on an object (to try to minimise the risk, hah!) the chances of one of them going wrong and rendering the item worthless is basically far FAR too high.
Because we get more experimentation points as we progress we actually stand MORE of a chance of getting a crit fail than someone with fewer, this doesn't work for me.
Disclaimer: I havent read all the 10 pages about this topic so Im sorry if Im repeating something.
The statistics provided by the devs are both interesting and useless. A lot of problems could be going on within those statistics. For example:
Statistics doesnt say wether only a few pepole had all the criticals.
Statistics doesnt say wether all critical failures appeard close to each other in time, or not.
etc. etc.
The statistics only show that failure rates look right across the board. I would like to see more detailed statistics.
Also, people tend to remember criticals better than amazing successes. Especially if they hurt a lot. Its just a psychological thing.
I dont have a problem with the current critical fail rates what is an issue for me is the why
I want to see Masters crit less, I want a better tool to effect crit rates, I want a better crafting station to effect crit rates and I want droid embedded station to be the same as artisan created ones from an assembly/comparison.
Then perhaps included some input stats such as OQ and Mal. for impact to 1st stage crit and 2nd stage crit.
I also (and im a master arch) thing crit failures on 1st build should hamper experimentation and not have 0 imapct to an architect.
Be Well, Bob'the Builder
Can I also support the fact that (as an architect anyway) any moderates are as bad a s a crit. If I cant hit BER 13 or 10 then its low qual product and is sold at near cost.
I think a Master should be able to make 100% with points to spare !! Thus a master can survive a medium with a good follow up experiment. Well if they are using good equipment anyway....
Bob'the Builder
I think i may see "Amazing Success" once in over an hour of crafting on Lok and ALWAYS after a crit fail in experimentation. That is the only place as a Master Bio-Enginee i have seen Amazing Success !
I almost always get at least one crit fail on experimenting on pet stats for every template i make. I really can not recall not getting at least one each time since I have become "Master" sorry but that is not up to my expectations as a Master anything....
I don't remember the last time i seen amazing success when making tissues.
Befor server went down tonight I had 3 crit fails on final for templates out of making 6 compleated ones, my math says that is 1/3 failure rate and the lag was not bad on Naboo at the time. This is totaly unacceptable for Master Statis, it looks like a novice doing it to me.
Eili
So tired of SWG stealing my hard earned items and credits while taking my RL cash. Every dev needs to play SWG without support for 4 hours every day befor they start programing more bugs.