Development Cycle Archive

Thread: Crafting Critical Failure Rates

Tenesmus
Mon Jan 26, 2004 3:00 pm
#27

Thanks Chrys,


It's good to know someone is addressing this issue. I know this has already been said, but i just wanted to reiterate one point. As a master doctor crafting enhance packs, i too consider anything less than a great success a failure. It makes a significant difference in the final product, so when i'm making a schematic i continue assembling until i get at least great success on every singlestep of assembly, and this occurs far less than 95% of the time, resulting in waisting alot of expensive factory subcomponents. It would be interesting to see the numbers for all ofthe different levels of success or at least what percentage will get great success or higher.



Tenagra
xpointmanx
Mon Jan 26, 2004 3:00 pm
#28

How do those numbers break down based on player skill?


I think many expected a much improved failure rate once they reached master standing.. After all.. they are master..


Also.. please consider that those two rates should be added together.. not just considered seperately.

As it seems that the odds favor a crit failed assembly.. NOT crit failing immediatly on experimentation..

And many people throw out crit fails anyway.

So what you end up with is about 8% having a failure of some sort


If I am making Composite armor.. any failure makes that object MUCH less valuable to me.. basically its throw away junk.


A nearly 10% junk rate is high.. when youre char is supposed to be a master.


Consider also that at Master.. I will experiment on ten points.. and experimenting one point at a time is supposed to be "safer" than doing all at once.. Even if I test 2 points at a time.. thats five tests.. six counting assembly.. for just ONE item.

Which means the odds favor a failure in a much larger number of items.. than 4.21%


Im making a nine piece set of armor.. If I have even 1 Crit fail bad enough to junk.. and 1 crit fail but "salvagable"

Thats high




-----------------------------------------------------------
Neeto Pqweeaky - - Bloodfin
Master Artisan / Master Armorsmith

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Gelfin
Mon Jan 26, 2004 3:19 pm
#29

If the screen would reflect the risk more accurately then we might be able to accept the crit failure, but when it has no risk showing and you come up with a crit failure, that is very frustrating. maybe have a msg come up with a percent risk to be expected or something?




>
Gelfin Grifsbane
~ Master Swordsman/Master Doctor ~
~ Negotiators Inc~
"Luke,when Passed out am I, the last of the non-passed out you will be."

AudioOrgana
Mon Jan 26, 2004 3:22 pm
#30






Chrysalide wrote:





Hello everyone,


These numbers do fall within the expected parameters of the crafting system. Regardless, the significant number of people that have raised this issue does still lend this topic an air of legitimacy. I am interested in hearing any suggestions, comments, and/or concerns that the crafting community (or anyone at all) might have about critical failures as they relate to the crafting process.





It's more when they come, not the fact that they do.


I'll admit - as a DE I forget about crit fails sometimes. Just doesn't happen all that often, especially when using factory parts.


However, when they come, they come in clumps. 2-3 in a row, or every other attempt a fail for a minute or two.


That's where it feels like there is a problem with crit fails in the construction of the object - because if it was as random as it supposedly is we wouldn't get these clumps reliably. I can't remember the last time I had a crit fail that wasn't accompanied by another - they always travel in at least pairs. It just doesn't "feel" random when they always come so closely together.


As to the crit fails on experimentation, I am shocked at those numbers. I get many, many more crit fails on experimentation making droids and vehicles than total construction crit failures. I notice this mostly on vehicles - it is very hard to avoid a crit failure, and I must experiment on only one box at a time if I want even a fighting chance of making a good vehicle.


I'd really like to see what level the crafters participating in the above experiments are, and what products they were creating. Those experimentation results just don't jive with my experience.


Finally, why was this TC test necessary? Is it not in your metrics how many crit fails happen when playing? Or is that just for how many banthas have been shot?


Audio
Tstorm
Mon Jan 26, 2004 3:23 pm
#31

As a former Master Architect (I gave it up January 1), I can't help with numbers anymore, but I will give some feedback.

I think the changes for Architects with regards to crafting and structure building were quite kind. There's nothing like scraping together resources to build a structure that takes so many resources only to have them disappear due to a critical failure. I'm not sure the solution to just remove failures for structures was the best solution, but kudos to the Devs for erring on the side of players!

With experimentation, critical failures are a killer for Architects on harvesters. With the costs involved, 80% or more people will always want the best BER harvesters as anything substandard isn't worth their money. I've used a select few expletives during final experimentation of a harvester only to get a critical failire. This still results in a harvester, but one that generally will not sell and be a waste of input resources. I don't have any good suggestions to offer, however, as it wouldn't be fair to just remove any chance of critical failure and always get a great BER harvester.

Furniture is where I've had my biggest issues. Furniture was my main business as an Architect (oh how I hated structures), but even as a Master Architect I'd sometimes get critical failures on things like the rusty looking bookcase -- sometimes even 2-3 times in a row! It doesn't seem right that a Master would fail on such trivial things. As a crafter progresses, things under a certain level of complexity should never fail I'd think. Yes I had 15 functionality crafting tools and 30+ crafting stations, but I still got failures on seemingly trivial things.

I'm really glad this is being looked into. Even though I'm not crafting anymore I'm still scarred with the memory of it all.
Starskin
Mon Jan 26, 2004 3:25 pm
#32


Xanobia wrote:
If you want to produce accurate results, try doing it on a love server





where IS this "love server"? i'd like to be playing in it instead, i'm pretty sure....

i ran a few numbers given you numbers, and i want to point out that, while four and a half percent doesn't sound that bad when you run together the experimentation fails and the crit fails this means that you lose (not quite) every tenth item. crafting ten items and getting nine isn't that great for master.

my main suggestion would be to make it so that experimentation will UNDER NO CIRCUMSTANCES make an item worse than it was to start out with. you can lose items to crit crafting fails, and you can waste experimentation points, but i wouldn't EVER punish the player for experimenting...

that's my input



NTherin~TelamonN


Vinaddar
Mon Jan 26, 2004 3:27 pm
#33

I am somewhat suprised at the low number of crits you had. In medical experimentation, using tools rated over +14 and station rated over +43, I get crit failures around 1 in 10 attempts on average and have had up to 3 in a row and 4 of 5. Of course, after that 4 of 5 debacle, I logged off and found a bottle with the word "proof" on it and putthe whole encounter behind me. The crits outnumber the amazings by five fold to my experience.


I would really like to se the crit failures on final combines done away with. It is simply unacceptable to belive that a master archetect would fail so horribly in putting his town hall together that the whole thing was destroyed. The same can be said of all of us masters--artisans, docs, tailors, smiths--should not be punished to this degree by having so much wasted on 1 roll of the virtual dice.


Thanks for looking into this Chrysalide,


Vinaddar


Meplorium
Mon Jan 26, 2004 3:29 pm
#34

Playing on live I have noticed no increase in the critical failure rates or experimentation. One thing I have noticed is an increase on failure when trying to sample after surveying. This seems more pronounced on the weekends than during the week. Maybe a server load tied into failure. This is very annoying as a master artisan I should succeed in sampling every time, especailly on the first time. If I have 3 or 4 failures in a row, more common than what one may thing, it can take several minutes just to find out the properties of a new resource. I can tell you this adds nothing to my gaming experience other than frustration.


Simply put, failures are not fun, and this includes failures on crafting. It doesn't make it more challenging or harder to do, just more time consuming as most things can easially be recrafted or resampled. It is just annoying and serves no real purpose. The crit rate does not seem to be tied in to ones assembly modifier. A master at +100 assembly seems to have the same random chance at failure that a novice has.



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Ladywolff
Mon Jan 26, 2004 3:30 pm
#35

IMPORTANT: Please conduct your test in a research city using maximum bonus assembly sea's in your clothing. I think that the crit fails are substantially higher than you state which is completely opposite to how it should be with bonus assembly skill from the skill enhancements and from the research city.




--Ladywolff-
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Wolris
Mon Jan 26, 2004 3:32 pm
#36

Perhaps Artisans could benefit from a Crafting Attention command, which would allow them to focus on their crafting. The command would need to be done while sitting and would prevent the Player from doing anything that might act as a distraction (moving, observing an Entertainer, Trading, Teaching, being Taught). It could increase the chances of Amazing Successand decrease the risk of Critical Failure significantly. This Command could cause Mental Wounds for each crafting session.



"If you need me, I'll be under my speeder."
Bryan1138
Mon Jan 26, 2004 3:35 pm
#37

Chrysalide,


Just for the sake of being complete. Did your tests all involve Crafting Stations and tools of the same operational effectiveness. What effects are these supposed to have oncritical failures? For example, a 40 operational crafting station and a 14 tool is the same/has half the critical failures of a 20 crafting station, 7 tool combo? Also, what about the effects of moderate successes. I have a 40.8 crafting station and a 14 tool and get a tremendous amount of moderate successes (which often only decrease stats) and great successes (which always increasethe stats as one might expect), but virtually no other types of success or failure at all.


I realize I could just be hitting outliers since were talking maybe 100 experiments in the past weekversus several thousands. I'd really like to see a fully documented,scientificstatistical test of crafting. We would need a minimum of 1,000 tests each with at least three diferent tools and crafting stations at different levels each tested in every combination. Of course, 10,000 tests would be more accurate. Its a lot of work, but much more statistically sound especially if done together by people of at least the same level.


Thanks,






Bryan1138
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Dorglath
Mon Jan 26, 2004 3:37 pm
#38


This is my first post to the forums, however I have been viewing them since inception. I think one key issue your not looking at is a difference in criticals from one zone/planet to another. Let me give you an example. I have been attempting to craft sub-components for crafting stations for the last 3 days with better than a 60% critical fail rate. I finally gave up and made up some factory runs of the subs once I managed to get a good schematic for each. Now keep in mind I am a Master Artisan and Master Architect, my tools and stations are top of the line, I now am seeing the same problem with assembly on the station as I was seeing with the sub's. I have better than a 70% crit fail rate. I have tried changing my crafting stations, my tools, the sequence I use my experimentation points, nothing helps. So I inquire to a fellow crafter friend of mine thats making them on Talus(my shops on Tatooine btw) and not only is he not having the same problem but he is experiencing 0 failures of any kind using pretty much the same resources. When I was finally able to craft a station without a crit I managed 99% experimentation with using all optional sub components as well, however, the ratings would never break 30. This is using the same resources I was making 44's with 3 weeks ago. I dont know now if its the city my shops in, the zone, the planet, the moon, the stars. So I post a customer service ticket and you guys send me an electronic form letter telling me to post in the forums so here I am.




Zarlor
Mon Jan 26, 2004 3:38 pm
#39

Well, those failure rates are in the neighborhood of a failure every 20-25 items you craft, and the same for the number of times you press that Experiment button. Now once every 20-25 items... well that is a tad annoying, but generally we can probably live with that. Experimentation, though, it's not like you are seeing that rate once per item like you do on assembly. You see that every time you hit that Experiment buttton, which could mean that on a given item you could concievably Crit Fail in experimentation on every other item you craft if you are being cautious and using only 1 EP every time.


I know that of the folks crafting there were more than a few Masters, but I know I was crafting at Master Medic which is only +50 in Med Crafting. I varied the points I used in experimenting as well, so sometimes I "played it safe" with just 1 EP at a time, other times I'd do 2 or 3, and sometimes I'd just go for it all with all 5 at once. Mostly I did it one by one, though. I used various levels of crafting tools and machines rating from +0 to... actually I don't remember what the other one is, but it's an OK station. +20-something, maybe? Nothing spectacular, but a positive value at least.


It should be noted that I don't know how the scripts handle it, but there may be some slight scewing with success rates on experimentation if any of us continued to experiment after a crit fail that brought us to 0%. Since all experimenations from that point on would be Amazing Successes, but would make no difference on the item.


I think the biggest issue is looking at the "Risk" scale in experimentation, though. If we were really looking at, say a 4% failure rate, then it would be nice to at least have that Risk scale tell us 4%, instead of 0%.






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Arissi Plains, Dantooine - Test Center
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