Development Cycle Archive
Thread: Crafting Critical Failure Rates
I do believe that you should (perhaps) be able to salvage some of the resources you use if you have a critical failure, but asking not to lose a resource simply because it is rare is just whining.
That being said, a master goldsmith always double-checks or triple-checks his numbers. His failure rate will not be 4%.
Masters don't make many mistakes.
ok, I have an idea here! YAY! and I actually think it MIGHT be a good one!
Ok..LEAVE critical fails as is, but make a few changes to how the results come out-
On a critical fail...
kittle31 wrote:
THAT is what people are griping and complaining about, and that is what needs fixing.
I didn't read all of the posts, so if someone already said this, please ignore my ramblings....
It's a scary thought when people thing that a 4% failure rate isn't that bad. Let me break it down for ya'll.
4% crit rate means 1 in 25 times you experiment, YOU WILL GET A CRITICAL FAIL. So lets say I am experimenting on some Composite Armor chest pieces. I plan to make 5 of them. On the combines, odds are pretty good that I won't get a critical fail. Now.... lets talk about experimentation. Each time you click "Experiment" that counts towardsme 1 in 25. Statistically, I WILL crit fail on at least 1 Composite Chest piece while experimenting. Guess what happenes to that chest piece? You guessed it... I hit the "X" at the top and start over.
I completely agree with Cybst0rm ... these 4+%s can really add up.
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%
4+% chance to crit fail the assembly of an item.
4+% chance to fail on EACH experimentation point?
I am also a Master Armorsmith. I dont recall how many times I experiment on each piece of armor, but it's quite a bit. I think most players experiment with a single "point" at a time in any given experimentation row.
Is 4.21% the chance to fail on EACHpoint in an experimentation row?
or
Is there one "Experimentation Attempt" per crafted item?
Thanks
The point is, that skill and good materials makes a big difference on whether something can be considered reliable. There are always going to be unexpected problems, but skill and good materials can even reduce those, to some extent. I can see the point of having critical failures when you are building up skills, but then again, you aren't building things that are really big and complicated, either. I can even see having some very small amount of critical failures while experimenting, because experimenting implies that you are taking some chances. However, having skill and good materials should even make those a very rare occurrence. Even when I am experimenting with something, my skill gives me the ability to control that experimentation to maximize the positive aspects of it.
I don't see why I should have to experiment on 30 BEC's to get one really good one, using good resources, a good tool, and a good crafting station. I would suggest that a master-class artisan be allowed a special crafting mode, one in which they can focus intently on the job at hand, perhaps taking three or four times longer to do the crafting, but with a much higher chance of getting an amazing result from the experimentation.
Master Doc/ Master CM, and I still fail all the time, it's nuts. Even if you use the best tools, the best resources, you have a good chance to fail. I have to experiment several times to finish a product sometimes, so I have about a 20-30% chance to fail everytime I craft. There's something wrong there when you are a MASTER and you have all the best items you can muster up and you still fail. I would understand if you were a novice medic and crafted up something just to grind points and you failed, but it's a bit tedious if you're a master failing all the time.
Revamp the crafting tree!
Assembly critical failures: 65
Assembly critical failure rate: 4.49%
Experimentation attempts: 1284
Experimentation critical failures: 54
Experimentation critical failure rate: 4.21%
- 5% failure applies to crafting
- 5% failure applies to each experimentation attempt
- On avg suit of armor I do at least 4 seperate experiments. This is a 19 in 20 chance at least 5 times every time I craft a single piece. Then you take into account I have to craft 9 pieces for most suits of armor and I'm rolling the dice 45 times on a 19 in 20 chance. Statistically I'm gonna see at least 2, if not 3 failures on avg (take it to infinity and the expected failure rate would be 2.5 failures per suit of armor). Now a single failure ruins the piece of armor. So I'm lossing 3 pieces every time I make armor. Mind you now I'm looking at a 1/3 loss rate, not 5% loss rate. Take into account the loss rate on layers and segments as well and it's probably closer to 1 in 4 loss rate of my resources. So I can basically kiss goodbye to 1/4 of my resources in the long run. That's a bit extreme, particularly when you're working with looted items. I am probably dreaming to get the 1 in 20 on the entire project but even if it's fixed so I check once on each comp and once on the final product it'll drop it down to something more along lines of a 10% resource loss, not 25%.
-Now for droids the impact is a lot less. Here you can usually only experiment a module up .5-1 notch and even then it takes best resources. Mech quality doesn't seem to do much but I'll admit I dable in droids more then mass produce. So for most part you either experiment or you don't, if it fails you just have the module you started with. If you don't want to deal with the risk just make a mod 6 and you have a single check (assembly). This is likely to change though when droids are revamped, if it's anything like bio-engineer this will be an issue much like the armor one Right now biggest problem with DE is that you can lose a lot of components if you fail at the end.
I imagine the other crafting professions fall into one of the above 2 templates. Where you either risk it all about 1 in 3 or 1 in 4 times or you just risk a lot of components and work at one time.
Ideas for improvement
One) Move experiment checks to the end result rather then every experiment. In this instance a great gets exactly what you wanted, an amazing is even better (10% boost), a good is 10% less, a mod is 20% less, a basic success is 30% less, so forth to a crit failure being a 50% less result. In this case an amazing is worth something (isn't funny how you always get'em on that last box and it does nothing) and a crit failure will be a predictable outcome.
Two) Retreval, I'm mixed on this one. For one the biggest risk is during experimenting so we'd need a "scrap project" option. Second, I don't know how much the game tracks the resources and components used but I imagine maintaining them beyond the early stages may take some re-working of the system.
Three) Flat check on final product. This would go after the create prototype, experiment, schematic option. Basically if you choose create prototype or schematic the game checks to see if it crit failed, if you didn't congrats you've a new item, if it did you're starting over. This would guarntee 5% per every item no matter what you did to it. You could also keep the assembly stage and experiment stage the same just remove the crit failure part, regular failures and varrying success have same results as before.
Anyways, quick recap. The problem isn't the actually % chance of a failure, rahter it's the frequency in which the % is checked. Statisitcally you'll end up failing in a master type product about 1 in 4 times just because you're checking it that many times. Since near perfection is required in most master products this renders the item useless and scrap. To fix this we either need a way to try again without lossing everything or to have the check fixed to the proper 1 in 20 it's intended to be.