Development Cycle Archive
Thread: Crafting Critical Failure Rates
Thunderheart wrote:
Jei_Lightfoot wrote:
You can get a critical success?
Yes - - with the same frequency.
And thanks to everyone in this discussion. This has been not only a great discussion thread but a lot of great info has come up and its been interesting
There are a few different issues, but all of them are being considered for development improvement.
Thunderheart wrote:
Jei_Lightfoot wrote:
You can get a critical success?
Yes - - with the same frequency.
And thanks to everyone in this discussion. This has been not only a great discussion thread but a lot of great info has come up and its been interesting
There are a few different issues, but all of them are being considered for development improvement.
This a shame those "Amazing Successes" do not mean anything to a Tailor.
We get all the risk...and ZERO reward.
Thunderheart wrote:
Jei_Lightfoot wrote:
You can get a critical success?
Yes - - with the same frequency.
And thanks to everyone in this discussion. This has been not only a great discussion thread but a lot of great info has come up and its been interesting
There are a few different issues, but all of them are being considered for development improvement.
If you mean Amazing Success yeah maybe they happen at the same rate, but it doesn't appear that way. If there is actually a 'Critical Success' then your system is totally out of whack, because that is something I'm not familar with, and I've been a Master Artisan/Master Architect (human)for 4-5 months now and I'm not seeing it.
Padre
Thunderheart wrote:
Jei_Lightfoot wrote:
You can get a critical success?
Yes - - with the same frequency.
While I appreciate you guys looking into this, I think most of us have noticed things that require much more documentation. There seems to be several variables that affect the success/failure rate. Also, the % increase/decrease rates seem to be out of whack.
Some of the variables that I would like to see tested:
1. Different skill levels. I found I had much better success rates as a novice crafter than I did at master.
2. Class specific. Does any class fail more than others? My experience tells me yes.
3. Tools. This is really sad, but as a master BE, I picked up novice artisan, tried to crit fail my crafting tools for the -15 rating and found a novice architect to do the same with my crafting station. I had WAY better luck with junk tools.
4. Documented % increase/decrease (intended) per experimentation point used. Should a marginal success = +1-2%, should a good = 3%-5% should a critical failure really = -12% per point spent?
5. Resource quality. I found (again) that I did better with garbage materials. That has held true for me in nearly every class I have been.
6. Schematic complexity. Does a complex schematic 20+ have a higher chance of failure than lvl 5 complexity schematic?
Example: Novice medic grinding away with whatever is handy to make stim A's. Using tools I made myself with whatever was handy yielded less critical failures than my master doctor using great tools/resources.
Thunderheart wrote:
Jei_Lightfoot wrote:
You can get a critical success?
Yes - - with the same frequency.
And thanks to everyone in this discussion. This has been not only a great discussion thread but a lot of great info has come up and its been interesting
There are a few different issues, but all of them are being considered for development improvement.
Critical success in crafting do not exist. Either you make the item you are making or it crit fails and you lose the item. I have never gotten a second item while crafting, ie the critical success. I have only lost items due to crit fails. It isn't balanced in any way, unless you are saying actually making the item that is being crafted is a crit success. When you do craft it tells you this item assemply was a good success, or a great success, all of which is meaningless as it makes no difference on the final product.
Experimenting is different where an amazing success is possible and does show a benefit. However a failure pretty much distroys any item where experimentation maters. The amazing successes are nice, but don't really add that much to it, especially if you are a master and only one stat can be experimented on. For items with multiple stats that can be experiemented on such as food, it is very important to get an amazing success to make that schematic. Keep in mind though that anything less than a great success is a critical failure in those cases, ie you are not making a schematicfor Breath of Heaven after getting a moderate success or even a good success during experimentation. It is either amazing or great success, anything else is crit failure.
The system is high scew toward failure and with crafting critical fails, there is no flip side of the coin. You either make an item or you lose it, there is no critical success where you end up with two items instead of one to make up for all the other items you lose due to crit fails.
Chrysalide wrote:
Assembly attempts: 1448
Assembly critical failures: 65
Assembly critical failure rate: 4.49%
BarneyL wrote:
Chrysalide wrote:
Assembly attempts: 1448
Assembly critical failures: 65
Assembly critical failure rate: 4.49%
Of course Bio Engineers have to do two combines, one to make the DNA template and a second to put the template into a body. This would effectively give us double the faliure rate making it 9% over all.
I know other crafting skills have sub components that can be lost too but these tend to be of lower value compared to the final combine. For a BE you're risking your DNA, the only thing valuable in the process not once but twice.
And this isn't even considering that frequently to produce what we want we then need to re sample the dna from the resulting creature (subject to critical faliure) then use it to make a second creature (subject to two more critical faliures). It wouldn't suprise me if some players going for 4t or 5th generation pets were facing a 50% plus chance overall to get a faliure that wipes out all the work....