Development Cycle Archive
Thread: Crafting Critical Failure Rates
OMG -Continued
TAfirehawk wrote:
ThorsAnvil wrote:
I hear what your saying, 65 faillures doesnt seem that bad. BUT
if its 40 Town hall's its catastrophic.
Architects don't have critical fails on assembly that lose resources.Use /next /next /next /createPrototype /createPrototype to get the item. This is NOT an exploit but a documented fix for Architects because of the large resource usage.
Doesn't this work for any crafter? Back when I was macro'ing some weaponsmith boxes, I would NEVER get a crit fail while using the macro (so I only had to click resources).
If not, it should :-) Sure, architects have the greatest risk based on amount of resources, but for many of their schematics the quality of the resource doesn't matter. That, imho, evens it out with the crafters who may use less resources, but have just a hard time collecting enough since quality counts.
There is a general trend in SWG to become easier. This is unfortunate as it starts to detract from the game. Isolated corners of the adventure planets which once were the exclusive preserve of the game's best players are now full of day-tripping Novices using immune-to-attack vehicles
Probably where this trend is most noticeable and most deeply regretted is in the crafting professions.
Architects wrangled a break on critical fails. Now their profession is full of distressed veteran architects being brutally undercut by new people who are attracted by a profession which is completely easy and has had its main drawback removed. In the past the good architects planned for a crit fail disaster and coped. Now all you really need to do is find a good ore spot and cut & paste a macro and yay you're a Master Architect and can flood the market with 20k Medium mines
Crafting needs to become harder, not softer
Some of the same people who have posted here in favour of softening crit fails would be horrified if their professions become so easy that their competitors start charging 2 cpu per resource used in a finished product
What I would like to see is more of a range during assembly. Most crafts are great successes once you hit Master, a quite huge number. In fact I don't even look any more, I skip straight to experimentation without reading the "great success" message
This is where crafting assembly could be enhanced, let's make the game more interesting, no dumb it down further please
absolutly...if we got some of the resources back on crit fails i wouldn't have a problem with it...especially on resource heavy items such as houses, vehicles and what not
Lofenagado - Corbantis
Again apologies for the large font, just want this question to be seen. This benifits many classes with issues of being called Thieves when it is just bad luck.
Thanks
Gnomepunter wrote:Yes, critical failures are fine and should be in a crafting system but, with Architects, you loose TONS of resources. 100 times more at one shot than every other crafter out there.
We Architects never asked to do away with them totally, just do away with loosing subcomponents on a final combine. We could deal with loosing the raw resources on a final combine but, to loose all those subcomponents that ALREADY PASSED is wrong.
Would a car manufactuere throw away the whole car because the axle failed while making it? You don't throw the entire car away, you replace the broken part.
On a crit failure, pick ONE of the pieces to fail and ONLY that piece fails. The crafter then replaces that ONE part (or resource) and continues on.
Heck, take a critfail on your schematic using milk. Feel the pain yet?
How about when the tailor critfails turning that tissue into cloth?
Or turning the cloth into clothing?
Or eggs, to a lesser extent. It's more available than milk, but if you're trying to do ANYTHING in quantity with a resource that takes significant time to aquire (and can't be harvester aquired), see how it feels.
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?
- Malleability of the resources
- Rating of the crafting tool
- Rating of the crafting station (if any)
- Complexity of the item
- Skill of the craftsperson
- Research Center of a player city
My problem with your numbers, and I now realize you did this on purpose, is that you gave us none of this info. why? Why? WHY? It need not be a secret. Just tell us, please.
Also, if 5% of my experimentation is supposed to fail, and I experiment 10 times to create an item, that means 50% of the items I create should have a crit fail at some point during experimation. Obviously, I know I don't crit fail on 50% of the items I experiment on, but I do crit fail on more than 5% of the total items I experiment on. At times, yes indeed, it is 50%, and on those days, it truly is NOT FUN, to be a master craftsperson. If only 5% of all of the items I experimented on crit failed, I would probably be ok, with that. Maybe. I'd definitely have to experience it to believe it.
Manipulative wrote:
We are led to believe that all of the following impact the experimentation/assembly result:
- Malleability of the resources
- Rating of the crafting tool
- Rating of the crafting station (if any)
- Complexity of the item
- Skill of the craftsperson
- Research Center of a player city
My problem with your numbers, and I now realize you did this on purpose, is that you gave us none of this info. why? Why? WHY? It need not be a secret. Just tell us, please.
Also, if 5% of my experimentation is supposed to fail, and I experiment 10 times to create an item, that means 50% of the items I create should have a crit fail at some point during experimation. Obviously, I know I don't crit fail on 50% of the items I experiment on, but I do crit fail on more than 5% of the total items I experiment on. At times, yes indeed, it is 50%, and on those days, it truly is NOT FUN, to be a master craftsperson. If only 5% of all of the items I experimented on crit failed, I would probably be ok, with that. Maybe. I'd definitely have to experience it to believe it.
probabilites cannot be applied to such small test data... a 50% chance of a crit fail means that as the number of attempts tends to infinity the number of failures tends to 50% of the total attempts
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.