Development Cycle Archive

Thread: Crafting Critical Failure Rates

RebelKnight
Wed Jan 28, 2004 1:28 am
#209






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...










Hallelujah! There is hope.
Bitto
Wed Jan 28, 2004 1:36 am
#210

When I was a master weaponsmith, critical failure during combines was fine, although the complexity seemed to work in reverse. I got 47 critical failures in a ROW on a complexity 7 item...but the critical failures wasn't in combine, it was in experimentation. This is where I was very upset. If the item doesn't combine with 'great success' or higher, the item is essentially junk imo...yes, I'm a perfectionist but I also believe anything with my name attached to it that I crafted and is sold/given away, should be the very best I can make. Otherwise that's some bad press on my part and a large number of 'junk items' I sell/give away would eventually give me a bad name and since I was master artisan/weaponsmith I had just enough points to do some basics in an elite combat class but not enough to net me solo missions to make much money (2-3k per) and all those harvesters, the house and the factories really eats your budget fast. That being said, I couldn't afford to allow my name to be tarnished because making an item 'perfect' during experimentation was so difficult that unless I wanted to spend 1 hour or more per component (with 2-3 or more components to make one weapon) not too mention an easy 100k in the cost of the wasted resources, at least one item and most likely half of them would be 'moderate success' or just simply 'success'.

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.
PadreBook
Wed Jan 28, 2004 1:45 am
#211

What effect do + [Crafting Type] Experimentation/Assembly/Complexity tapes have on critical failure rates?

Padre
Bitto
Wed Jan 28, 2004 1:46 am
#212

I'm sorry to post a second one but I forgot something that has bugged me more than anything. Maybe it's just me but I noticed something in medic crafting, artisan crafting and weaponsmithing that drove me nuts. Maybe it's just bad luck, but I tended to get 2 failures in a row. If I got a critical faiure while combining an item, the second time I'd combine it I'd pretty much be assured it would critical failure the second consecutive try too. Also, if I got one amazing success when experimenting, I'd also pretty much garauntee getting one critical failure in the same experiment on another aspect of the item. This was so hardset that I was able to call it at least half the time and it made me cringe when making something with extremely rare items like powerups (krayt tissue and the lesser 'subcomponent specific' powerups that seem to be dropping fairly often off of BH marks).
Jinnistacia
Wed Jan 28, 2004 1:50 am
#213

Hmmm... I don't think the numbers are showing everything in this case.


Chrysalide gave us a 4.49% critical failure rate on the initial combine, and 4.21% on Experimental attempts.


People who see much larger failure rates should consider this... that 4.21% applies to EACH time they experiment.


This means that mathematically, the failure rate is (1.0449 times (1.0421 to the power of the number of experimental attempts)).


That means for 10 experimental attempts, the entireprocess has a critical failurerate of 57.82% because even one critical failure ruins the item. For only 5 experimental attempts, it's only 28.41%, however... the risk goes down tremendously if you experiment less.
Dex1138
Wed Jan 28, 2004 1:59 am
#214


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 I've only tried repairing a handful of items using a 90 some-odd% tool and had too many failures. Now I'm afraid to try fixing people's enhanced items.


  • Shouldn't a Master (with no Eng skills) be able to make a decent repair tool? I mean, I made the item. Why can't I fix it?

  • Is there a big % diff if you're a Master or Novice using the tool?



  • Tol "the Travelling Tailor" Doneeta
    * Threads N' Things *
    Fine Clothing and Furniture
    Master Tailor | Kauri
    (no relation to Tott Doneeta)


    WarFerret
    Wed Jan 28, 2004 2:42 am
    #215

    Master doctor, 14.43 tool, 43.32 station (and/or droid).

    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.



    ---
    Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

    "If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
    colicoid
    Wed Jan 28, 2004 3:19 am
    #216

    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.

    Wargfang
    Wed Jan 28, 2004 5:39 am
    #217

    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


    Wargfang
    Wed Jan 28, 2004 5:42 am
    #218

    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


    Malice3672
    Wed Jan 28, 2004 5:58 am
    #219



    Also pointing out, thats its just not the 1st roll we are complaning about, the but the expermentation as well. Anything that isn't a great or amazing is a 'fail' under the curent system. Maybe make moderaties not be asweak and good not be bad, but really becasue of poor documetaion, how are we even to know what is supposed to be better? Goods hurt the stat you are working on, not make it better, in almost all cases. Moderates, I can't even start to understand, lot of the time it effects another stat then what Im working on.. is that intended?


    Please PLEASE make it very, very clear how the ratings on tools and crafting staions are supposed to be working, then test if they are. Same with player city crafting related Specials. I have done tests, and think I know some stuff about them, but its manly just gut feelings, and if Im right at all, expectations based on the discriptions does not = the effects on alot of these...
    Yin_Yang
    Wed Jan 28, 2004 6:18 am
    #220

    As has been mentioned above, lag also makes massive difference to crafting sucess rates it seems. In times of high lag (like last night for me) I was failing all the time. This is with a Master Weaponsmith using the best tools on the server. For instance, it took me 13 attempts to create a Tuskan Rifle with "Great Sucess" all the way through. On a night with low lag, I can always make a perfect item within 2-3 attempts as a rule.


    Also, and of this I am 100% certain, the timing delay between selecting how many experimentation points to invest and the time you click the "Run experiment" button makes a huge difference to sucess/failure rates, the same with the time delay between adding the last resource to the schematic and clicking "next". Click the button too fast and you're guaranteed a critical failure. Slightly slower will give you an "Amazing Sucess". For Master crafters such as I, you make 1000's of items and after a while tend to have the same timing on button clicks as you've done it so many times. It's quite hard to randomise your timing, but necessary if server lag means your normal click timing creates a crit fail or amazing sucess (which is just as bad) on every attempt.


    Also, Amazing Success'. Quite frankly they're rubbish. Every time you get an amazing success on combine or experimentation, you're guaranteed a less than great on the next experimentation.



    _________________________________________________________________
    Yin
    Wannabe Teras Kasi Artist
    Holos: Medic, Bounty Hunter, Teras Kasi Artist
    Additional: Scout, Marksman, Squad Leader
    _________________________________________________________________

    Dibzz
    Wed Jan 28, 2004 6:38 am
    #221

    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.


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