Development Cycle Archive
Thread: Crafting Critical Failure Rates
Th, pardon if this has been hashed...
My only problem withexperimentation crits is on especially difficult schematics - such as Area Effect Mind Poison C. BUT!!! let me lay the caveat that it may already be well balanced. Note: my experience is from within an research center.
There are two ways you can experiment this - Severalbubbles at a time, or single bubbles at a time.
Several: The crafter decides to experiment more than one bubble, and chooses 2-8 bubbles to experiment on. On an easy schematic this can fail relatively easily. On a difficult schematic you are almost guaranteed a failure before you are done fully experimenting. This is most likely intended.
Single: Crafters often experiment one bubble at a time. I can think of two reasons for doing this - Either you are crafting something that can handle a little deficiency, but cannot afford the full loss of the item (large harvesters anyone?). OR, you are crafting something with such a high difficulty rating, it is the only possible way to get a perfect schematic. THE PROBLEM is that now you are experimenting TEN times. I don't know the math to figure out chances of 1 failure, but with a base 5% chance, after 10 rolls of a 20 sided, you are fairly likely to actually roll a 1 (crit fail) at least once. This may be as intended, but I certainly do not enjoy making 10 AE poison schematics before one comes out without crit or partial failures (moderate success IS a failure - it is usually worse that simply less success).
Damage: +189
Anyways, they're worth a fortune. So, I construct the very best lightsaber crafting tool I can, and the best crystal packs for the training saber, etc. I get amazing andgreat successes across the board until I hit the 5th Generation saber... and what does it do... it critical failures. That's 40+ million credits of resources down the drain for nothing. And they say us Jedi are having a great time, lol. I'm glad it was on Test Center 2....
Thoughts: Sabers shouldn't decay (or have them decay at a limited rate comparable to the Jedi's skill level), and sabers shouldn't ever critical fail
Yes, so anywise...its nice to say 4%....
seems like a low number, but when you do your calculations correctly you find that 4% is what the variable is set to, but not what the actual number is.
Here are some stats for you. Talking the above Posters experimentation totals and putting them into a realistic view for some people.
Assembly attempts: 1448
Assembly critical failures: 65
Assembly critical failure rate: 4.49%
Total Creature Objects Attempted By a Bio-Engineer using those statistics 724
With those numbers of failures that would make the failure rate percentage equal to: 8.97%
Total number of say an Architect Buildings created using those statistics: 181
And with those numbers we would have a nice Critical failure rate of 35.91%
Experimentation attempts: 1284
Experimentation critical failures: 54
Experimentation critical failure rate: 4.21%
Now lets take a look at these Experiemtal ones closer.
Lets say we have 10 Experimental points. Yes thats lower then what many people have. But you will see my point.
Total number of Items created = 128.4 Items
And with that critacl failure Number the rate is more like 42.05%.(Thats per object that you would get a critical failure during experimentation)
So anywise...I am very surprised no one has noticed this.
Yes it means we fail alot.And alot more for a Master proffession.
Now to teach some of You who Dont understand and failed Math class.
Its called a Numeric statistic progression, because even though the percentages for each attempt do not change, the over all number of times you do something increase the odds. And since some objects require multiple attempts, the percentages increase the more times you do not fail.
Thats how you can tell if a random system is rigged or not.
Because the more times you do the system the better the chance you will win. But you do not have to be the one constantly genrating the numbers, othe rpeople can.(This is the reason I dont go to Casinos becasue weighted and rigged machines are uncool and the Lottery systems...lol)
Also I want to re-state that I no longer get Amazing successes on anything I do since I became a Master.
Except for when I critically fail which results in reducing some statistic to zero on an item and then when I try to experiment on that line I get Amzing Successes all the time, but get no actual results from the so-called amazing success.
I would estimate that its becasue some coder put a numeric number that is causing a certain value to become zero when a rating is reached.
(let me guess not able to calculate beyond 99 or with the 4% junk hmm 96..and everyone who is a Master is 100...LMAO)
Which means that the Failure Percentages may not be very accurate, because the equation might be messed up just enough to skew the results again.
So anywise...Stop posting large numbers of individual experiements and post the ones using multiple objects for one item.
If I where an Architect i would Be real ticked with these numbers.
OH gee....Thats right...Architects are ticked.......gosh I wonder why, with only a 50% chance to fail all the time.
Yes I didnt even go as far as to calulate Experimintal failures combined with whole object failure.
Becasue If I did we would see every object that anyone makes that requires multiple objects to make it would have a very high rate of failure on the finalized product.
but go ahead...Use the statistics posted and figure it out.
Critical failures, ya they bite. But hey, I can live with a 4% failure, even as a master. But it is not fair in my opinion to let architects have *no* loss at all on installation combines when they crit. To be fair, all professions need to have this on expensive combines, like Ris, Kryat weapons etc. I would not recommend removing the no loss on arch's LOL, that would ruin the profession.
Now I really would like to air my real complaint about crafting. That being that there is such a hard limit on what can be crafted, that it rarely matters what quality of resources you use. I have crafted alot of armor experimenting with this, and I can take materials with alot lower stats and make the same armor as I can with extremely good quality resources. Given, it takes getting amazing successes on the lower end stuff, but it can be done. With the high resources, even with amazing success, I still end up with the same as the great success experiments. This is flat out wrong.
Until this issue is resolved the crafting professions are all broken.
I think Plageron is right on.
As a Master Armorsmith, if I get even 1 Critical Failure (or moderate success, those are just as bad) in Experimentation the piece is garbage.
Numbers should be done with # of items created, instead of experimentation attempt. Where in if you get 1 critical failure - moderate success in any box of experimentation, no items is created. I'll bet the numbers get into the 40%-60% range then.
I personally think Critical Failures on the combine phase should be taken out or made to be like architects for all professions, where you get your resources back.
ther eis failure and there is success. there is no in between. why? because f'd up weapons dont sell. period. 4%-5% is WAY TOO HIGH for a master. this should be closer to 1%. one out of every 100 tries. you should drop the "moderate success" and "failure". there should only be crit fail, good success, great success, and amazing. in addition, the failure should be component specific in a final combine. i am making a republic blaster. i add my resources, my blaster power handlers, my pistol barrel, and my scope. complete. critical failure in the blaster power-handler. i get all my other stuff back. see? right now Architect has an extremely unfair advantage just because of resource requirements. do i think everyon should get two tries? no. but it is not right for them to keep everything in tact and all other professions to lose everything in one attempt. that is not 'balance'.
before any arch gets on here and flames me about how rough they had it, can it. i dont care to hear to your sob story. i have my own. i was an arch for 6 months.
I prefer my flames in Limerick form.