Development Cycle Archive

Thread: Crafting Critical Failure Rates

DDogwood
Wed Jan 28, 2004 6:53 am
#222






Lendara wrote:
I'm one of the players who think critical failures should be in the game I don't think that someone can always make an item without problems. You could also say that fighters always hit their target and never miss it. It's the same I think. Critical Failure is a way to make crafting more interessing, you never know if you will get all your resources removed, because you could not make the item. I would even say that it is part of the game experience, don't forget that SWG is a RPG. In a RPG you never can all perfect.





Okay, I am actually glad there is a player who likes crit failures. My concern with critical failures isn't that I want crafting to be successful all the time - getting failures on experimentation is fine. Even failing to assemble something successfully (but keeping your resources) would be fine. I don't think that a critical failure is equivalent to a combat type missing a target; I think it's equivalent to a combat type having a piece of equipment blow up on him. Especially for high-level items, getting components can be at least as difficult as getting the money to buy a decent weapon.


I realize that a game without an element of risk isn't going to be a lot of fun. The trick is to walk the fine line between making things too easy and making them too frustrating. I don't feel frustrated when I am checking my harvesters and I get ambushed by a gang of hostile NPCs - that is fair and reasonable (if I want to gather resources I have to go out into the wilderness, where it is not safe). My opinion is that critical failures cross that line - losing 8000 units of metal on a freaking swoop bike is a huge pain in the butt.


I am not a person who is easily frustrated; I have been playing a crafter on SWG since the game came out, but I am getting so tired of critical failures (among other things) that I am ready to quit SWG and spend my hard-earned money and precious free time someplace else.
Naufragus
Wed Jan 28, 2004 7:37 am
#223

I updated my crafting stations to a maxxed out 43.


Since i started using what is supposed to be a better machine, my crafting quality has gone way down.


Using my old 20% machine or my droid, basically every experiment was great. I only got a good if the materials where bad and never saw a critical fail


Now i see many more goods and critical failures. The second time i experiment has about a 50/50 chance of just being a critical failure. I have gotten very few AMAZINGS and when i do they dont seem any better than a great


I really think something is wrong with the formulas.


I am going back to using my older, supposadly less effective machine


I also have done some testing with tools. I have some i made up just to grind a profession with. I used ultra crappy materials and they are i believe negative 6 ratings. They dont do any better or worse than my maxxed out tools


Also certain items seem to have a higher failure rate than others. The master level Sofa for example fails 1/5 times, regardless of what tools i am using.


snoova1
Wed Jan 28, 2004 11:56 am
#224

I dont if this wil help.I am sole person. I though asking this question to one of you guysmight bring out some thing out


I first apologise I have very bad typing skills and grammer.


I would like to first thank you guys for makeing in experience the truly is the most enjoyable online game I have ever played.Some of if is from what you guys have and other is the cummunity in which the game is.



Now on to my concerns


All I ask is I would like to see more explanation of why such drastice change , with out fixing some issue .


I hear alot of people upset bounty hunter prof is riddled issue , with all you adding this seem unfair to not fix one of every favorite professions

And I would like for your team to reasure us with the jedi revamp.That this game will not become jedi all over the server.


Please keep us informed what is the deal with the imperial crack down code.



I know you may hear alot of this , I hope this does not bother ytou .But what is growing concern with me these change are going to make my community very concerned.May be all we need hear is your all thoughts

on why to these change are coming



Your cusomter

Chris
Lerning
Wed Jan 28, 2004 12:59 pm
#225

I apologize in advance if this has been suggested, but, I tend not to read every post, especially as there are several thousand attached to this one.


My suggestion is, perhaps we create a system by which we could insure our crafting exercise. That is, for a certain amount of credits we could insure the the resources being used to craft. Indeed, this is a practice that is used in the real-world, the costs are generally low and the cost of that insurance is generally passed to the consumer. As a general rule, the higher and more complex an item, say a PA Hall or a Domed Stadium the higher the insurance for each of the resources (as opposed to a trap or tent or bottle of soda).


Dr. Lern
Veers_Intrepid
Wed Jan 28, 2004 1:46 pm
#226

well,


your 4 something % seems to sound low but it is NOT.



pls take the time (well i know u cant) to play a crafter a full week and try to produce alot stuff.


then i see that mostly not even 1 item goes in full production withpout at least 1 fail, in experimet or final combine. i am master of 3 craftings and i fail like crazy it seems always.


and yes some said about matter of the tools, i use a 14.88 tool and a 43.somthing station, plus i am master, how u justify that a production of 1 high lvl product with several subcomponents almost never gores through without 1 fail at least?



also pls keep in mind while comparing that it dont mean much if u craft a normal pistol with like 110 resources in use or amedium housewith over 20k resources. same risk u say? hmm sure seems fair but hurts the architect more then the weaponsmith. plus the fact that a WS gets way higher cpu on his products, but that is another problem.


simply i cant see any justification for such high fail rates as a master with top end tools.






Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Veers_Intrepid
Wed Jan 28, 2004 1:55 pm
#227

oh yes forgot to add:



a moderate success!! equals a fail and ruins the item also, that sounds rediculous. (did u took such into counting also)



plus the fact if u fail on lets say storage it ruins not only storage but also the extract rate. makes no sense when i experiment on a storage part of a structure that the extracting device gets a hit also


i am not experimenting with a sledge hammer hit on a small cube to make it better, but this systems semms like that /sarcasm off





Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Zarlor
Wed Jan 28, 2004 2:04 pm
#228






snoova1 wrote:


[snip]


All I ask is I would like to see more explanation of why such drastice change , with out fixing some issue .


I hear alot of people upset bounty hunter prof is riddled issue , with all you adding this seem unfair to not fix one of every favorite professions

And I would like for your team to reasure us with the jedi revamp.That this game will not become jedi all over the server.




I don't know if you will come back to read this thread or not, but if I might interject a little something here... While it is true that there are issues all over the game and bugs and such (as is the case with any MMOG) it should be noted that, first,Combat professions are not the only professions in the game and, second, the combat profession are already in the process of getting a major overhaul with the Combat Revamp, the fruits of which we should be seeing completed within the next few months. (Let's call it May or June at the latest, I would think, but I'm not an insider and don't know for sure.)


The crafting professions (which include the heavy combat support professions like Docs and CMs, as well as those professions that try their best to provide all that great armor and weapons to those who participate more in combat) have LONG had some very major issues with crafting. It is a COMMON issue on MANY of the crafter issues lists, including the lists of the Medical professions. So this particular issue affects a lot of people and a lot of professions all across the game. As such we would argue that is is, in fact, a VERY important issue that definitely needs at least as much attention as it is now getting, if not more.


So while those other issues you mention may be important to you personally, just keep in mind that many of them are already being addressed and that you have many fellow gamers who would like a littl bit of that developer attention to address their crafter issues as well... and that fixing of those issues will help you out as a combatant in the long term as well.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Plageron
Wed Jan 28, 2004 2:31 pm
#229

Ok now I admit I dont play as much as I could.

But Just yesterday I tried creating a creature for someone.


Anywise I Created 12 Templates which I had 6 critical failures, which signifys that the percentage is over 4%.

I Also had 3 Critical Failures on the Creature I tried to make.

That says to me the percentage is more like 50% then 4%.

Anywise, I never was able to make the creature the person wanted, Due to the Critical Failures and Due tot he Demented Random Bio-Engineer Crafting system(yep russian roulette crafting)

Now I realize that other Crafters dont worry too much about Failures during experimentation since they will still get good results.

But for a Bio-Engineer now, if we fail even once, the object we are making will not come out right.
I mean it matters not to a Weapon smith becasue the gun they make will still be usable by anyone able to use that type of gun.

But for creatures, it means that the levels will not work and so no one will be able to use what we make.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
WoenK
Wed Jan 28, 2004 2:36 pm
#230

First I think really every aspect should be considered.


Can't remember to have read anybody posting how high his artisan Assembly and artisan experimentation is. One can become Master in the other Artisan fields without beeing Master Artisan and maybe that can also affect the outcome.


Another thing is, that even a Master should have a failure from time to time, nobody is perfect and there should always remain some risk. Destroying the whole assembly should not happen, butparts of it could be to my opinion.


My personal experience with different crafting tools is, that their quality does affect the outcome. With a +12,5 tool I get more experimentation and less failures then with a -14. Also the mallebility of the resource seems to affect the whole assembly.


As for the "critical failures in a row", sometimes you can be quite unlucky. My record was 5 and if a failure occurs during experimentation you really do get a great success afterwards.


Maybe a special Uberquality tool costing some zillions could be the ideal money sink Artisans are the wealthiest players in the game after all





Surviving publishes since 24.12.2003

Vendor WP : /way 3752 3912
near shuttle in Mos Vegas/Dantoiine/ Chimaera
Selling RE'd comps, swoops and ships
LadyGrey
Wed Jan 28, 2004 2:37 pm
#231



Lothario_Gray wrote:
I am going to be hated for this post. I have read throughout about a handfull of these posts and come up with the same conclusions.
People are grinding to master and than expect never to fail once they get there. They have no problem failing if it is during grinding, but will not tolerate losing a 20 million credit item later on. Some professions should get better than others at crafting, or worse. People are also whining because if they do not get all master successes, they can't use the item. Oh and everyone is whining because it is not perfect for them. People need all levels of weaponry. From the single skill boosting power up to a weak CDEF pistol. There is a market, you just need to price the items correctly.
Ok, Now you can hate me. Early on in developement, there was mention to having an item be easier to make at the level that you get the schematic at. I do not think this is the case anymore. I think the failure rate should rise and fall based on how close you are to the schematic in question Hence a novice Artisan will be able to make some pretty good CDEF Pistols, but a Master artisan will not.
I think that critical failures are just fine the way they are. So you loose some items. Does it really mater, you will get them back within an hour or two anyways.





So, just for argument sake, let us say that I have made a heavy harvester, and it failed during experimentation, and only has a BER of 3. A personal harvester can have a top-end BER of 4. I can sell a BER 4 personal harvester for 3000 credits. What would you suggest as a price for a BER 3 heavy harvester? What would you buy it for? You say that all I have to do is price my failures correctly, and everything is good.

Well, I wouldn't be able to give a BER 3 heavy harvester away. It is totally useless. And just the wall modules that I put into it take 18,000 units of resources. How long do you think it takes to mine 18,000 units of metal and ore? Just an hour or two? And that doesn't even take into account the time it takes for the factory-crated items to be made in a factory.

This is a genuine concern, and your post just shows your obvious ignorance of the crafting profession.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
Lothario_Gray
Wed Jan 28, 2004 2:53 pm
#232

LadyGrey:


If you are selling a harvester that requires 18000 units of metal in it for 3000 credits, there is something severly wrong with the economy on your server. I would start selling the high ends for about 20k and the low ends for about 10k. That would be more reasonable, and yes I would pay 10k for a BER3.
Dex1138
Wed Jan 28, 2004 3:08 pm
#233


Lothario_Gray wrote:
LadyGrey:
If you are selling a harvester that requires 18000 units of metal in it for 3000 credits, there is something severly wrong with the economy on your server.


What was said was that they can sell a PERSONAL harvester (which do not take 18k resources) for 3k. Everyone should take the time to read carefully before responding



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


Kershakk
Wed Jan 28, 2004 9:04 pm
#234






Lothario_Gray wrote:

LadyGrey:


If you are selling a harvester that requires 18000 units of metal in it for 3000 credits, there is something severly wrong with the economy on your server. I would start selling the high ends for about 20k and the low ends for about 10k. That would be more reasonable, and yes I would pay 10k for a BER3.






I have to call you out on that one. You obviously didn't pay attention to what she was saying and/or honestly have zero idea how crafting works. Like heck you'd pay anything for a BER3 heavy harvester. It's a liability to have a harvester that is eatingone of your character's lots, extracting at a rate of 3, and willing to pay the maintenance and power of a heavy rated installation of it's class.


If you're going to pay the power and maintenance of a heavy, you may as well get the maximum BER. It costs the same to run a BER10 heavy and a BER13 heavy. So you may as well go all the way to 13. And mediums can go to BER10 effectively making BER10 heavies a liability as well. Sure people say that BER10 heavies have higher hopper capacities but that to me is weak and is typically put forward by people trying to get rid of BER10 heavies (ironic no?).
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