Development Cycle Archive

Thread: Crafting Critical Failure Rates

Melif
Sun Feb 01, 2004 1:38 pm
#417

so this topic has come directly to your attention and we still have no documentation on what exactly the quality of a crafting station or tooldoes? *wow*



in all honesty, I have heard the exact same kind of wild speculation and 'well I guess it's this way' statements with regards to crafting staions as I have heard about the entire jedi system. of those two only one was intended to be a secret.


meroc
Sun Feb 01, 2004 2:44 pm
#418

TH, try using a Bio Engineerand make creatures, there is NO way you get as many "Amazing"s as CF's(though I do understand the system works a little different when making creatures as opposed towhen you craft "normal" items like pet stims, as it does a "subcombine" for the two stats associated to a "trait" and the average of the result is what you see....meaning you'd need an "Amazing" in both for an "Amazing" overall).


Since the "new" BE system I'vehadtoo many CF's where the DNA used is "eaten" by the system.


Could you please ask Kel to rethink the system in this respect? It's very unfun to lose several hours worth of Mutant Rancor DNA in one click (initial combine) when you are also likely to get a run of CF's while modifying traits.


It can also lead to some very odd pets (level wise) when one stat drops to 1.





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.











Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
adk
Sun Feb 01, 2004 3:04 pm
#419

Does 99% crafting tool or crafting station really
affect your crafting failure or successes rates?

I use my lousy droid crafting station all the time.
My results seems to have no difference when using
High quality 41.42 crafting station.



Xrande Schinzo
-XS- Armory and Weapon Powerup - Master Armorsmith + Artisan

Eropagnis ERPN Mega-Mart - Shop till you drop!
-4076 -1821 Arrakis City, Dantooine (Near Imp Post) - Flurry server
adk
Sun Feb 01, 2004 3:06 pm
#420

Also, when you are looking into this,
could you look into repair failure rates?



Xrande Schinzo
-XS- Armory and Weapon Powerup - Master Armorsmith + Artisan

Eropagnis ERPN Mega-Mart - Shop till you drop!
-4076 -1821 Arrakis City, Dantooine (Near Imp Post) - Flurry server
Meenah
Mon Feb 02, 2004 12:39 am
#421

Is it possible that our Crafting Kits actually decay and thereby alter their performance? I only ask because I am master Artisan, master DE and master Armorsmith (my husband is also master Doc) and we have noticed a DISTINCT change in the frequency of Crit Failures (Even in a manufacturing center Player City). We have to insure the crafting kits, so the code is there for them to decay..



http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=61666&page=3
SWG: The only game where responding to a Dev is considered trolling
Cafa
Mon Feb 02, 2004 1:02 am
#422






ArchmagiCaT wrote:


Uhh… no. Well, ok honestly make the text displayed is the same frequency, but in my experience a critical failure will basically turn the item to 0%, and ALSO will make you unable to experiment on that stat anymore (stays at 0%). If you get "amazing success" it goes up a little bit more than normal. Statistics are nice and all, but theydon't work in real life most of the time. I flip a quarter four times, I'm going to get 2 heads and 2 tails right? Well statistically I will.


The other main problem is the loss of resources. Though by that I mean rare resources. No one really cares of they lose 18 metal or anything. They do care if they lose Krayt tissue, or RIS armor peices, or Krayt Pearls. I am not a Jedi, but I really feel sorry for them. They have the worst crafting system in the entire game. They get 0 experimentation, and when they fail it really hurts. They lose their current weapon, which cost a lot to make, and they lose pearls. Worse than losing factory crated items and other nice rare loot we find. It shouldn't be 100%, that is a bit beyond what one should expect. The game should be fun though. It isn't fun when you lose hard to get items because the -master- crafter you brought it to somehow managed to break it.





Gotta chime in again with my architect whine!


I don't lose 18 metal a crit. Making a Heavy Natural Gas Processor I lose 10,240 metal a crit. And sure it says metal, not steel. But if the metal I use is not average stats of 950 in HR/SR/UT I'm basically making a paper weight because no one will buy it. On the BEST prices of Tempest that's 60k cr a crit for metal only. When you gotta buy steel to cover a schematic of that grade it goes for 10 cpu on server so that's 100k cr loss per crit.


Yes your items are inflated, yes they are critical, but no more important than my steel IMHO.


Fivo Asia





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Android778
Mon Feb 02, 2004 1:22 am
#423

Yeah, I think that asa MASTER you should rarely EVER fail.


You have completely mastered the crafting art you are in, you should be one of the most skilled of that art, and critical failures should be such a slim occurence that you don't need to worry.
Jei_Lightfoot
Mon Feb 02, 2004 1:25 am
#424

If by "critical success" you mean "amazing success" then okay, I get those every so often. If you don't, I have never seen a critical success.



Let's pretend for a moment that I was sick and tired of trying to create works of art that were funny or interesting. Instead I decided to become a worthless political cartoonist, scrawling my work on the backs of paper dinosaurs and eagerly anticipating the next tragedy so that I could draw a picture of a bald eagle crying on a torn American flag. If that's what I decided to do, then my first cartoon might be a drawing of a mouse trap which I would label "Star Wars Galaxies". Inside the mouse trap I would draw a piece of cheese and I would label it "The Jump to Light Speed expansion". Then off to the side I would draw an octopus that would represent America's foreign policy pre 9-11.
Itchybacca
Mon Feb 02, 2004 6:30 am
#425

I believe critical successes do exist.


I was making a bunch of Tangle pistols by hand to help test this thread out. (I made a bunch of weapons)


One of my dangle pistol experimentations was 3.0speed 104 max damage.


I have never had a tangle pistol that fast in my entire time crafting. They've always been 3.4speed and overing really close to 100 damage (99-102) which leads me to believe that my 3.0 104max damage tangle pistol was a critical success. I ahve not been able to repeat that as well. Luckily I made a schematic and was able to make 25 of those pistols.



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

Ryche_Mykola
Mon Feb 02, 2004 9:01 am
#426

Your figure for critical failures on combine seems about correct. (except if you are making stuff with extremely rare resources, ie....krayt tissue and segments, RIS stuff........then it seems more like 60% critical failures)


But your numbers for critical failures for experimentation seem WAY off, I'd say its at least double your figure. Also remember that Moderate Success is just as bad as a Critical Failure.


4%+ is still too high for a master though when it says 0% chance in the experimentation window.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
RobbPilot
Mon Feb 02, 2004 9:10 am
#427

wouldn't you expect amazing successes to be at least as common as critical failures? I get about a 20:1 ratio of critical failures to amazing successes on droids and droid components. Now, either the crafting logic is bugged, or my character is... and I don't know which would make me feel worse. I use very good tools, stations, and materials. It is demoralizing.


On a side note... I've actually had amazing successes take my stats down to 0%, so I don't like amazing successes anymore either. That is wrong too... either I'm getting the wrong message for the actual result, or the wrong calculation for the actual result.


Yes, I've done full scan. Didn't help with this problem, and didn't stop me from having 15 CTD events on Dantooine yesterday either.


Tybalt Orion - Valcyn


Ryche_Mykola
Mon Feb 02, 2004 9:28 am
#428

Also if you get a Critical Failure on experimentation, lets say on base resists, it not only lowers the resists on the base #'s, but also lowers the resists on the Special Protection and Raises the encumbrance.


An amazing success should offset critical failures, ie..........an amazing success should Raise the resist %'s AND lower encumbrance.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Pahbi
Mon Feb 02, 2004 12:59 pm
#429

Amazing success needs to have more impact.


Currently if I get an amazing success it doesn't really matter that much.


1 critical failure completely destroys a product.


1 critical success should help makean incredible product, but currently, it doesn't do much at all.


- Pahbi


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