Development Cycle Archive
Thread: Crafting Critical Failure Rates
If given a choice, I would like to scrap the current (overly-comlex) system for all crafters.
I would rather seea simple system of Success (giving max positive yield) or a Failure (resulting in a low quality yield). The percentage of Success would go up as your class crafting kill increases. So, a novice makes more poor quality items than good ones, and the master makes 99% (heck 100% would be fine with me) top quality items.
1) This eliminates the loss of resources--like those pealrs the poor Jedi's have lost, man did that suck for them--by eliminating this unneeded Crit Fail nonsense.
2) It gives easily recognizable results showing the benefit of becoming a master of your class.
3) It makes crafting fun.
Think about it TH/Devs--crafters want to have fun. The risk vs reward should be in terms of the quality of the item, not in wether or not you make the item all all.
Vinaddar
If given a choice, I would like to scrap the current (overly-complex) system for all crafters.
I would rather seea simple system of Success (giving max positive yield) or a Failure (resulting in a low quality yield). The percentage of Success would go up as your class crafting kill increases. So, a novice makes more poor quality items than good ones, and the master makes 99% (heck 100% would be fine with me) top quality items.
1) This eliminates the loss of resources--like those pealrs the poor Jedi's have lost, man did that suck for them--by eliminating this unneeded Crit Fail nonsense.
2) It gives easily recognizable results showing the benefit of becoming a master of your class.
3) It makes crafting fun.
Think about it TH/Devs--crafters want to have fun. The risk vs reward should be in terms of the quality of the item, not in wether or not you make the item at all.
Vinaddar
(darn lack of an edit option, sorry for thedouble post)
It shows what individual objects fail at.
But when you make a combination of objects for one item...
Your failure rate is much higher.
Architects get a nice 50% failure, and Weapons smiths get around 39% and so on.
I really hate how people use larger numbers, with out considering the statistical values to them.
So someone mentioned no failure on the combination portion....I like that Idea.
thats the best Idea I have seen so far.
As for the Jedi Problems.
Well if Luke Skywalker where in this game I guess he must have about a couple thousand lightsabers sitting around becasue he would fail that much using this games percentages just to make one that usable.
Oh thats right...the critical failures just eat the object...ooops I forgot, so then thats why luke only has one...
In tailor we really do not even have an experiment pool and the sockets seams to be random which is a real pain in my butt for customers wanting the best with all sorts of expensive tissues and critical failures as well.
I have %99.9999 tools and crafting stations (found some great copper) I am master tailor and living in a research center metropolis. Yet the 2nd or3rd thing I try to craft almost always fails.
Yet I get more failures in town than I do out of town using my droid as a crafting station.
So is the Research center city perk broken?
Or does that even effect failure?
Does anything effect critical failures?
Does a newb with a crap tool at a city station get the same failures as me? if so that is really screwed up.
Give us some answers on how this all works please.
Yes -- I noticed higher than normal critical fails (somewhere around 20% to 30%) with my Master Architect as soon as my home town specialized as a Manufacturing Center.
I suggest you check the math on how Manufacturing Center specialization affects craft rolls -- it's possible that the additional bonus is "flipping" the rolls back through zero to a smaller number with exceptionally good crafting tools / stations. It's also possible that the bonus for Manufacturing Center isn't adding to the correct base, thereby lowering success numbers by not taking profession / crafting station / crafting tool quality fully into account.
If someone had to modify any of the crafting station / crafting tool object code to create city specializations, it might be worth revisiting those code changes to make sure they were thought out correctly. It may not have been done by someone with full knowledge of the crafting subsystem.
A comment on this from little me:
If i get this correctly, there is a 4% failure rate on the stuff you craft (master level, good tools etc.)
So if you are crafting an item with like 10 sub components, doesn't that yield a lot bigger failure rate than 4% (statistically and mathematically)?
Saying the failure rate is 4% would bewrong for anything except items that don't require sub-components.
Thesimplest solution imowould be to keep components on final combine rather than destroying them. (losing 7 walls on a heavy harvester crit failor a krayt tissue for xxx amounts of credits on a rifle crit fail is not my oppinion of fun in a game, just plain frustrating)
Considering there are so many pages here, to read every post is just not feasible for me right now. I'm a little upset and just wanted to add my 2 cents.
I have been a Master Artisan, Architect, Tailor, and now Droid Engineer. I speak from much experience, as I am most positive that others have also.
I am a crafter. I started playing from the first few days. I absolutely love the crafting system... HOWEVER, I cannot believe the critical failure rates during experimentation for Droid Engineer. In all the hours and hours and days and weeks of grinding and crafting, I have NEVER experienced what I have in DE.
Too be fair, I believe it is a given to fail on the way up any skill tree. I even believe that failures after Master are POSSIBLE. But, after mastering DE too have this many crits on experimentation has me really angry. It's not the resources, it's not the extra time spent clicking.... it's the sheer audacity of this system to imply that ANY master would fail like this. If I were a master at any profession in real life and made as many mistakes as I apparently have in the past few days... I swear to you - I would take up another profession.
As for the 4%+/- failure rate? I would say that holds true in the other professions I have mastered, but, no way could I possibly be this upset over only 4%. My failure rate during experimentation has been unbelievable.
Yes, I have a 14.94 crafting tool and a 42%+ crafting station. But, I also have several skill tapes in my clothing... not sure if they work or not.
You asked for feedback.... I am telling you, something is wrong.
Ezmir