Development Cycle Archive

Thread: Crafting Critical Failure Rates

Scorus
Thu Jan 29, 2004 2:03 pm
#261

I agree that there needs to be risk, just not completely random risk. If the chance of critical failure scaled noticeably with both the skill of the crafter, the ability of his tools and the quality of his ingredients; this would be fun and add to the game. But the fact that a Master with great tools and ingredients has only a slightly less chance of a critical failure compared to a Novice with grind quality tools and ingredients reduces this to random burden and not game-related risk.



Scorus
ArteL
Thu Jan 29, 2004 2:06 pm
#262


Don't go hiding from us now TH.


You made these statements, now come defend them if thats what you actually believe.


If you don't defend them, then you are saying that what you posted, you either lied about, or wasn't knowledgeable enough, and shouldn't have commented.


FumblerMJM
Thu Jan 29, 2004 2:07 pm
#263






Zarathustra wrote:


Just for the record, World of Warcraft has no critical failures in their tradeskills, why? People don't find them fun! It's horrible to spend all your hard earned money on vibro motors, krayt tissues, pearls, force crystals, etc...only to have a critical failure sending millions of credits down the toilet!





/absolutely agree!



hShock-E Ltdh
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NancyJ
Thu Jan 29, 2004 2:14 pm
#264



FumblerMJM wrote:


Zarathustra wrote:

Just for the record, World of Warcraft has no critical failures in their tradeskills, why? People don't find them fun! It's horrible to spend all your hard earned money on vibro motors, krayt tissues, pearls, force crystals, etc...only to have a critical failure sending millions of credits down the toilet!



/absolutely agree!





ditto agree - in the current system - crit fails add nothing pleasant to my gaming experience




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Pahbi
Thu Jan 29, 2004 2:17 pm
#265

In terms of no-fizzle, lets also note that Everquest that *OTHER* game produced by Sony features a skill set system that allows players (particularly spell casters) to train points that completely eliminates fizzles from the vast majority of their spells. I think they can eliminate all fizzles on spells level 58 or under.


That same game, Everquest, also features a skill set system that lets players earn points that they can spend on skills that also reduces dramatically, their failure rates on producing crafted goods.


There is *NO* reason why Star Wars Galaxies, a game that sells itself as being a second generation MMO, can't have features that helps *MASTERS* reduce their critical fail rate.


- Pahbi


ZahrIna
Thu Jan 29, 2004 2:24 pm
#266






Anabelle wrote:





Thunderheart wrote:









Vashner wrote:

Will removing fizzles unbalance SWG and it's economy? NO.. will it threaten people learing crafting professions NO. ...


Then why do we have it?





For the same reason there are critical fails in all games. There is a chance for critical fail and also critical successes. Its a great risk vs reward mechanic. Its game play. Without risk versus reward, there is no "game".


There isn't an RPG out there that doesnt include a chance for failure and "crit fails".






I understand the risk vs reward idea overall... but as a tailor I have to ask where is our "critical success"


As a class with nothing to experiment on (currently?) we just get the risk, there is no reward. An amazing sucess is meaningless if there is no bonus that comes along with it.








Yep, all the pain with none of the joy. Let's see, an architect can't fail on a house, in which the resources do not matter, yet we can fail and often do on a Master Item with BioEhancements. Oh yeah, that's balanced!


/sarcasm off


*shakes head*




Zahr'Ina :::: Formerly of Everquest~7th Hammer (4yrs), Everquest II~Steamfont (launch) and Starwars Galaxies~Eclipse (Launch). Choosing to ENJOY my playtime. :::: I wish nothing but happiness to all who remain. Ran out of patience: 6/15/05. Husband and wife team. Four accounts and two station passes, terminated.
Shades01
Thu Jan 29, 2004 2:27 pm
#267






Thunderheart wrote:







For the same reason there are critical fails in all games. There is a chance for critical fail and also critical successes. Its a great risk vs reward mechanic. Its game play. Without risk versus reward, there is no "game".



There isn't an RPG out there that doesnt include a chance for failure and "crit fails".






I just feel like being a jerk and proving you 100% wrong


Worlds of Warcraft: Blizzard Entertainment


Quote:


Recipes will work every time. If you collect the proper ingredients to create an item, you don't have to worry about them being wasted due to failures. There's also no need to constantly experiment in World of Warcraft to find a combination of ingredients that will work. A recipe clearly lists what it will allow you to create and what raw materials are required. There's no guesswork (or surfing through dozens of Web sites) involved…


Reference:http://www.blizzard.com/wow/townhall/tradeskills.shtml

DarthIguana
Thu Jan 29, 2004 2:27 pm
#268



Thunderheart wrote:

I agree that its hard to find that information. This very important and I believe that it is something that players should be able to discover in-game.

Im working on something with the correspondents so that we might add something to the game to help this process. JustG and Blair said they would consider the idea, but we have to flesh it out a little more.






This bring to mind an excellent idea I've seen kicked around on the boards here before. Every static city has about a billion building that take up space wbut can't be used or even entered by PCs. Why not set some of them up as libraries? In this case, a builidng coul dbe an engineering school with a library full of books that are basicly manuals on how crafting works in detail, like how resource mallability effects the chances for a crit failure or astounding success, etc... I understand that PCs in either EQ or UO could get blank books and fill them full of writings of their adventures or tips or whatever then leave them in libraries for other players to find. I'd be REALLY excited to read the tomes of droid crafting left behind by a former Master DE player filled with tips and tricks of the trade...

Chris



~ Liavuss Mekka of Chilastra ~
Vinaddar
Thu Jan 29, 2004 2:31 pm
#269

I think there are too many things being factored into crafting now. I would like to see the following:


Initial Combine: based on crafting tool quality and resource quality (and ONLY the resources qualities needed for the schematic--example overall quality and potential energy for organic med components).


Experimentation: based on the crafting station quality and the quality of the resources (again, only using the qualities of the resource that pertain the the schematic in use).


Unless Maleability is part of your schematic--such as armor smiths see in their schematics--it should have no bearing on the outcome of your crafting. Nor should other factors. It is already very hard to find top end ingredients with OQ/PE or OQ/UT or [insert whichever qualities your item requires] over 900 for many resources, it is completely unfair to make us have to seek resouces that have a high rating in any category that the schematic does not use to base our end product's quality on.


This simplification of the crafting system--in terns of less factors to consider, not in terms of rewriting code--would be a big help to us.


TH/Chrysalide--what do you think about this?


Vinaddar


AudioOrgana
Thu Jan 29, 2004 2:38 pm
#270






Thunderheart wrote:









Vashner wrote:

Will removing fizzles unbalance SWG and it's economy? NO.. will it threaten people learing crafting professions NO. ...


Then why do we have it?





For the same reason there are critical fails in all games. There is a chance for critical fail and also critical successes. Its a great risk vs reward mechanic. Its game play. Without risk versus reward, there is no "game".







This is the key problem with crafting experimentation/assembly.


I must conclude that you haven't crafted all that much, TH.


There is no such thing really as a "critical success".


While the system may report a message that sounds like it (or an "amazing success"), the system doesn't give us any chance of a success better than what the materials limit.


Your only risk when crafting is a failure, a "success" just means you completed the item normally (even with experimentation).


Although gating by resources sounds good, there REALLY needs to be some chance for crafters to make the end result better than the sum of the parts.


For example - I craft a vehicle, and after full experimentation I have 2 experimentation points left, and a vehicle at 85%. I have to waste those points - can't even TRY to make a better product. It shouldn't be much better, or even a great chance, but having even some chance of a "critical success" as you say would be nice.


So I think your statements just aren't accurate when it comes to true crafters - after the work of getting the best materials and tools, "good" crafters have no chance for a "critical success" - they pay the price for having the "best" product by having the most generic product.


Audio


AudioOrgana
Thu Jan 29, 2004 2:45 pm
#271






ArteL wrote:


Don't go hiding from us now TH.


You made these statements, now come defend them if thats what you actually believe.


If you don't defend them, then you are saying that what you posted, you either lied about, or wasn't knowledgeable enough, and shouldn't have commented.







The "misunderstanding" with the Droid Invasion...


The "it won't happen" to the City Cap being reached in minutes....it did


The "it causes exploits!" excuse for camps being required to call pets...it doesn't


The "you have critical successes (NOT) so you get failures" argument...we don't


A pattern I sense here.


Audio


Vinaddar
Thu Jan 29, 2004 2:48 pm
#272

I oversimplified my previous post--I meant to include Skill Level of the crafter and complexity of the item for success rate.


However, the player's skill should off-set the schematic's complexity for high end items at master skill level, leaving the quality of tool/crafting station/resources as the key factors. Only on a simple item, where an advanced crafter's skill would improve their success rate, should there be an impact of complexity versus skill.


It would be different if you could try to craft high end items with low skill level, but certifications keep that from happening. (I.e., situations where complexity was higher than your skill would cause your fail rate to go up. But again, that doesn't happen in the current system, so skill should only be a benefit since you'll always have skill equal or superior to your item's complexity.)


Vinaddar



MrMud
Thu Jan 29, 2004 2:51 pm
#273

What i dont understand is how badly balanced Critical fails are against Amazing sucesses.


A Critical fail on assembly destroys all the resources you used, an Amazing sucess does nothing (for armorsmiths anyway)


Critical fails during experimentation results in a net loss of 12% per point (that is a -6% per point used and then calculating the used up point as a great sucess thats another 6%). An amazing sucess on the other hand is a bonus of 1% per experimental point.


As anyone can see the difference between amazing sucesses and critical fails is enormous. My sugesstion would be to have these two have a more balanced effect and preferably by lessening the penalty of critical fails



Seltak
(Retired) Master Armorsmith with 12 Experiemental points, RIS capable
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Brissa
Unlocked 24 April 2004 @ 32 professions
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