Development Cycle Archive

Thread: Crafting Critical Failure Rates

OSULugan
Fri Jan 30, 2004 1:49 am
#352






Niacia wrote:





lorildeh wrote:





Manipulative wrote:

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,





In this case, the chance for a crit fail is only 40.01% instead of 50%

Btw, if you do 100 experiments, the chance for a fail will be 99.4%, so that would be a bad idea .

Regards

Niacia





Of course, if you're experimenting each of your points individually, you really should take a long look at your crafting system. Most of the time, at least with crafting armor, I put in a max of 3 experiments, spending 4, 4 and 2 experiment points each ( if they each get great successes, otherwise, an amazing sucess will change that to 4,3,3, most likely, but a critical failure results in the item most likely just being destroyed, without finishing the experimentation process).


This means that each item has a 85.73% chance of not getting a critical failure (or a 14.27% chance of getting one), in the experimentation phase. Add the 5% chance of getting a critical failure in assembly, and you actually have an item that has a 18.55% chance of just going into my "destruction hopper."


Factor in the "good successes", the "moderate successes/failures" (which, btw, seem to be the same thing), and that number starts to increase to a point where we're talking about 25% of the items I craft are garbage.


This is fine when I'm making up my initial armor schematics for a large run, 'cause I tend to make an additional 2 suits or so of segments, etc. for the schematic creation, as far as resources go. But, it's still annoying to have to sit through making up a chestplate 6 times, because I keep getting any of the wide range of bad results (anything less than an amazing or great success might as well be a critical failure, when crafting up these schematics). However, with special Nightsister or Krayt components, you can instantly turn a 50k credit item (or more) into garbage by a bad die roll. Which is just no fun. The benefits of an amazing success on some of these items just do not counter-balance the risk of a critical failure.


If it's supposed to be a money sink, of sorts, then just give me an option to bump in 50% more of the raw materials/crafted components(loot items would still be required in the same amounts) in a "careful assembly" mode, which guarantees a great success (no more, no less), on each experimentation, and let me be done with it. When I want an amazing success, I'll risk the failures. This way, when I have some "uber loot" I can guarantee my customer that they'll actually get some armor back from me, and it won't be a piece of crap, 'cause I got a bad roll on an experimentation attempt.





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johnetoz
Fri Jan 30, 2004 1:51 am
#353

While I'm sure we all enjoyed probablities and stats in college, the simple problem with probabilities occurs when you try to ratio out. The simple fact of the matter is that it is 5% per experiment. Each experiment stands on it's own - there are no experimentation trends. You guys make my head spin. Simple example - flip a coin - it's 50/50 per flip. If you flip it a 100 times, it doesn't matter - it's 50/50 per flip.
Zarathustra
Fri Jan 30, 2004 1:52 am
#354






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".








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!




~Zarathustra~
~~Founder of Zaracorp Weapons~~
~Etheara Greame~
4/4/4/4
~~~Dark Jedi~~~

Jaacyn_Darkrunner
Fri Jan 30, 2004 1:58 am
#355

I have been a master weaponsmith since about August 2003, and have seen crit fail rates fluctuate wildly in the time between then and now. Some days I log on and cannot seem to craft anything, at other times I seem to be Weaponsmith to the Gods. I will say that your sample size is extremely small, and that I get normal crafting most days, it is just on those special days where like every 3rd item or experiment is a crit fail.


Also, if you are in charge of the crafting correspondence, the "moderate success" as it is called should be re-named to "moderate failure", it rarely if ever improves any stats, just worsens one and shifts some others. To me, that is not a moderate success. Either that, or make it moderately improve something, not disimprove my weapon.


And please look into the research center and the supposed bonus it gives crafters, some days it appears to work and other days not. I would like it to be stable in the on position rather than fluctuating day to day.


Sample a week worth of data from masters in all crafting professions and then run a statistics review of that data, not a tiny sample size. Remember, statistics can be used to say just about anything if you change the parameters, but if we are truly trying to fix this, then a large sample size from multiple professions should have a much bigger impact than a few thousand crafting attempts.


Chaice
Fri Jan 30, 2004 2:01 am
#356

BE's are crafters too... spend hours getting rancor or mutant rancor to have crit fails... or crit fails on 3rd generation pet... DNA not being stackable and crit failing... it's rough... hours perhaps even days can be lost with one crit fail... Jedi's feel the pain of this as time and cost... BE's feel it as huge chunks of time wasted...


Several classes are like this... Arch.s, DE's... any crafting prof that has more sub components then resource components can feel the pain... utterly heartwrenching to watch a multi 2nd gen combine fail.... I think this matter needs to be addressed in earnest... Masters of their prof. and are literally scared to craft their class defining items... There are just far too many points of failure as crafters.... and crafters that cannot have factory created items... ie BE... these points of failures are a constant threat...



Please continue to look into this and realize this isn't a bunch of people complaining about something that is a non-issue... This is killing the enjoyment of one of the best crafting systems in a MMOG to date.


Also... might want to put crafting prof.s on a seperate skill point usage chart... would allow for morepeople to taste the crafting life andwould cut down on the amount of price gauging alot of merchants do...

Could even be broken down to trees inclasses that are only crafting... ie organtic chemestry in medic orBE sampling using regular skill points... *I know far fetched and not a chance (too many overbalancing and economic issues to mention)* but would be interesting... I believe Horizons uses something like this but in a different way...
meroc
Fri Jan 30, 2004 2:11 am
#357

I'm sure losing a lot of resources is annoying, but losing hours ofreal lifetime is REALLY annoying when you lose a batch or two of Mutant Rancor DNA in a combine that CF"s.


Some days it takes me 4 or more hours to collect ten or so DNA samples of them and thats time sitting at the PC, not just waiting for a mine to collect stuff while your logged off....





Thunderheart wrote:






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.


Woulda car manufactuere throw away the whole car because the axle failedwhile makingit? 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.





Stick with me guys, thats what Im saying.


First of all, its a good mechanic, but in this setting the risk and penalty have to be measured and thats whats being discussed...













Meroc

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sworddanser
Fri Jan 30, 2004 3:26 am
#358

another thing


how important is the difficulty of the object ?


when you experiment the difficulty grow one by one for each experimentation try with one or more points, not really logical.




_____
Kapok - guild shop at 2218 1777 near Keren
Master Weaponsmith - 11 experimentation points
Jefferys
Fri Jan 30, 2004 5:52 am
#359

I made less than 10 items last night and had 2 critical failures when experimenting on them.
I was using resources with 900+ on the stats that matter for that component.

I have a +42 crafting station and a 14.97 crafting tool.

This is way to many failures.

Alen Vondor
Radiant

Master Artisan
Master DE
Itchybacca
Fri Jan 30, 2004 6:36 am
#360

Yesterday I spend 3 hours strictly crafting.



I was on a 43.xx station using a 14.xx tool. The city is a reasearch center.



I made 25 E11 Carbines, 20 Tangle pistols, 20 E11 Rifles, 10 Bowcasters, 5 Stocked T21's, 3 Krayt Power Handlers, and 2 Krayt Scatter pistols.



I have a total of 11 experiment points. So with the weapons that I made I have a total of 935 total experimentation.


I had 12 Critical failures on assembly 12/97 = 12.37% failure rate on 97 attempted crafts.


I had my first ever critical success on a tangle pistol, of thousands of crafts last night.


I had 2 amazing success assemblies, and the rest were great successes



I have 935 total experiment points.


Critical Failure Experimentation: 32 3.4%


Failure Experimentation 26 2.78%


Moderate Success Experimentation 395 42.24% (I had 20 moderate successes in a row on two assemblies during this run)


Success Experimentation 43 10.88%


Great Success Experimentation 427 45.67%


Amazing Success Experimentation 12 1.28%




My critical failure rates are much to high for being a master with more than 100 points in weapon assembly.


My critical success rates are non existant and should be brought in line with critical failures.


For being in a research center, my moderate successes are far too plentyful. There is a good chance that if I wasnt in a research center my experiment results could have fallen in the Failure/Critical Failure line.




Great Successes are in line, but again being in a research center, I feel my amazing successes should have been much higher, possibly more than critical failures, say 10% of 935 experiments should have been amazing successes.



I hope my craft results prove helpful to the developers




--------------------------------------------------------------------------------------------------------
-Tuckiee MasterBounty Hunter/Carbineer

PadreBook
Fri Jan 30, 2004 7:01 am
#361






Sumorex wrote:

Go gather some high level DNA (Mutant rancors) then crit fail. You'll see that an Architect's subcomponents isn't anything special.







Hey I'm a Master Architect and I agree with Sumo.


Architect experimentation does have abnormally high failure rate on harvestor efficiency experimentation, not hopper experimentation, not wall or furniture durability, just the one that has the most actual effect in the final product.


Padre

NancyJ
Fri Jan 30, 2004 7:15 am
#362

ItchyBacaa's stats show beautifully what we're talking about - only 47% of the guns he made that night - with the best tools, 11 points and in a research center would have been saleable - the rest are bargain bin or trash material...

if you only 47% of everything you try to make turns out right its kind of depressing - I mean, at master level we're supposed to be highly skilled crafters, the top of our field - and even with the best equipment we have only 47% chance of sucess?




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HoTron-rex
Fri Jan 30, 2004 7:35 am
#363






Thunderheart wrote:






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.


Woulda car manufactuere throw away the whole car because the axle failedwhile makingit? 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.





Stick with me guys, thats what Im saying.


First of all, its a good mechanic, but in this setting the risk and penalty have to be measured and thats whats being discussed...







TH, I've yet to hear someone as correct on this issue than this gnomepunter guy. Hes got it right right there. on high expense multi-level items from everything from harvesters to PA halls to City halls to Lightsabers, crit failing on the final combine costs MILLIONS of credits when you loose the whole kitten caboodle. especially in the case of a lightsaber crafted with pearls... you loose 2-10 million credits cause the dice hate you? thats insane TH. stuff like that needs to be looked at bigtime.



------------------------------------------
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Pahbi
Fri Jan 30, 2004 7:48 am
#364

Whats needed are a few things:



  • Clear benefits to using quality tools / craftstations. This is the Star Wars, its the future, high technology, a master craftsperson is a master at using/understanding their equipment and materials. There is no in game reason to keep players, 'In the Dark' about how their tools / craftstations effect their profession.

  • The risk bar for experimentation needs to mean something. If the risk bar says 0% risk, then that is exactly what the craftperson should have, 0% risk, if it says 5%, then fine, its 5%. But please make the risk bar MEAN something.

  • For a master craftperson,he or she should have*MORE* critical successes than critical failures.

With the current death / decay systems, there really is no reason to have all of this critical failure stuff.


- Pahbi



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